Professional Documents
Culture Documents
CORE RULEBOOK
Bill Slauicseh, JeFf Grubb, Rich Redman, Charles Ryan
MODERN™ Roleplaying Game
Tht~ d20'Sy~tem game us~ mechanic~ developed for the nel'I OUNYONS & OJW",QM game by jon;1th~n lwel't, Monti' Cook, Skip W1lllam~. Richard Bak!'f, and Peter Adkison
This game al~o uw~ mechanic~ developed tor the Ps1onie$ Handbook by Bruce R. Cordell. the Ca// uf Ctltu/111.1• Rofeplaymg uame by Monte Cook and John Tynes and
the Sf(/1 Wot s'Roleployrng Gome by Bill Slav1csek, Andy Collins. and JDWiker.
This W1mris or THE COAW game product con tains no Open Game Content. No portion of this work may be reproduced In any form without written permission. To learn
more about the Open Gaming License dlld Lhe d20 Sy~tern License. please visit www.wlzards.com/d20. I
US. tANALJA. fUKOPlAN lifAfl(JlJAfflfll\
MIA, PACIFIC. &IATIN AMERICA W1wd5 nf the Co.ill. &,lgoum
Wllams o( the Coast Irie. P& 7011
PO Bo'707 1600 l!flcheo1
Rmton WA 98057 0707 &el~1,111
~I~/ l-800-32H496 620·88190-00HN ·!170»J177
9876S43JI
First Pnnhng: November 2002
.OOM•· .. 0.•1' ,,,&D.. itJ<llllJ\W .;I',~ ,er,.n ond1hr-V.lllllhd1·.. u...ilof;>..... 11;t11"fd1J~ ...,4o1w~...i.o11hteo.1t~ l~oYolHl.lblo,lnt ~d!O 11llttllti;u dlU.Ai•Uu :a; S<llJ>Jw~r!U.~·,""' ••
""""ndsrJl'rontd\ ol r... C'n>ll.lnr Okntx11<<llO l"°lwt.ty. l"l! .w.11"'"" 1rq .,,n,.1)-•ed llo-.."1dewilbyr<gi<)n.lldll!nb\l!Orl lli>!JobiJ:t<!lltTe 1)111,d~t"10>torloeb00t 11idrb'(ltalttbtttl r.blill'Jn; Dl<~t'1l'OC "COll.d•:OUJtb.-..ofl
bys:.. .. lid 0.~1t..•d...,.ld"4otbyWIUfd,ol11 •• , ..... Inc •••h~~..,.,do;o,lxomo> T""mot"'1alkpo(l'""""1 >"""'
rt~<Oj'V"rtf ""'"''""'''"""\"'"'°' ""''"'" ""'"'[~l)('l .... Of NUtilorir...toJSe1",,..,,,,,.,..OI an-1<""'1tnedly-,
prolwt>ttJ Mrhc);I d., vp."" "'""'II" "'"'"' W11...,t. Olrl~ c.i.. 1. '"- lln.,...JuQ a ll<ldolf<ti!Y• Artr m ''?<OMll~ fll"ll'l<.t•t'""·"""" fl'"" 01 r.m•1 l•pur.l)·<<>rodo..•t M,....,,hr U.~~ l001Yf1t.•ri•i>frl••ro.i..1.IY
THIS IS A
BOLEPLAUIOG GAmE
It's a game of your Imagination,
where you get to tell stories by
taking on the roles of the main char-
acters-characters you create. It's a
game that offers a multitude of
choices-more choices than even the
most sophisticated computer game,
Danger lurlcs in e«ry alley,
because the only limit to what you
around every comer .. . can do is what you can imagine.
The story unfolds like a movie,
except aII of the action takes
place in your imagination.
d20MODERN
Theres no script to follow. other than a rough outline
used by the Gamema.ster (GM}; you decide what your Characters
character says and does. The Gamemaster. as the director Your characters star in the adventures you play, just like the
and special effects designer. decides what the story is heroes ma movie. They are the main characters In the game.
about and takes on the roles of al I the other characters- We refer to them as "heroes.- not in the "good guy" sense
the villains, the extras. the distinctive guest stars. The per se, but because they are the mai~ prota.gonists (or
Gamemaster also keeps track of the rules. interprets the antagonists} of the story. Each characters imaginary life 1s
outcome of actions. and describes what happens. To- different. Your character might be .. .
gether, players and GM create a story. and everybody has
a great time. • Atough bodyguard-for-hire.
• Amartial artist seeking knowledge and power.
• Abrash stunt person.
ThisIsthed20 mootnn Rolep/agin9 Game • Agambler looking to make the next big score.
Cell phones: notebook computers· fast cars: faster • Agriuled trucker traveling the open highways.
food; cool clothes. ... • Athief with a heart of gold.
You know the modern world 1nt1mately because you live • Ayoung dilettante from a prosperous family.
in it. It's a great place, full of opportunity and intrigue. hope • Apolice officer or private detective.
and despair, excitement and danger. Combine the eleme~ts • Agovernment agent or superspy.
of the modern world with the imagination-powered engine • An investigative reporter hot on the next big story.
of the d20 System-the same set of rules that powers the • Aresearch scientist about to make a breakthrough.
OvNGEONS & DRAGONS• game-and you can leave behind • Amovie star thrust into a real-life role as a hero.
mundane reality and embrace the action and adventure of • Or any other kind of character you can imagine.
modern fantasy.
Modern fantasy? Sure. and we don't necessarily mean
elves and magic. Any story set 1n the modern world that UJhat 9ou need toPlay
fearures heroic characters in dramatic situations accom- Here·s what you need to start playing the d20 Moo£RN
Roleplaymg Game:
plishing larger-than-life feats falls under the category of
fantasy. The cinematic exploits of elite government
agents taking 011 the forces of terrorism, for exam~le. or • The rules in this book. which tell you how to create
supercops defending the city from an extremely violent and play your character.
gang war both have elements of the fantastic about them. • Acopy of the character sheet at the back of this book.
It's the fantasy of action-adventure mov1es-slow-motJOn • Apencil and scratch paper; graph paper might be use·
gunfights, bone-rattling explosions, jaw dropping m~rtial ful. too.
arts battles. heart-stopping car chases. more explostons. • One or two four-sided dice (d4}. four or more six·
and over-the-top plots hatched by the most terrible vil- sided dice (d6}, an eight-sided die (d8). two ten-sided
dice (dlO). a twelve-sided die (dl2). and a twenty-sided
lains Thafs the stuff of modern fantasy.
This book contains all the information you need to play die (d20). - ------1
the game. Check out The Basics starting on page 6. to get an • A miniature, an action figure, or some other token to
idea of the fundamentals of the game. including the core represent your character in the game.
concepts of character creation and game play. When you
get through The Basics, flip through the rest of the book. It As a player. you should read this introduction and Chap·
offers a wealth of options. allowing you to play any ters One through Five, dealing with character creation,
modern-day genre you want. skills. feats, equipment, and combat. Chapter Six. Advanced
When you play the d20 MoDEAN Rofep/aying Game. Classes. gives you ideas for the kind of elite hero you can
you create d unique fictional character who lives ir the oegin building toward. The rest of the book is for the Game·
imaginations of you and your friends. One person 1n the master. providing advice. opponents, campaign models. and
game, the Gamemaster. controls the villains and other starting points for adventures.
people you meet in a modern setting. Through your charac-
ters. you and your friends face the dangers and explore the Dice
mysteries that your Garnernaster sets before you. The rules abbreviate dice rolls with phrases such as "3d6+3,"
Anything is possible In the d20 Moor.RN R.olep/aying which means "three six-sided dice plu~ 3" (resulting in a
Game. You can have your character try anything you can
number between 6 and 21). The first number tells you how
think of. If it sounds good and the dice fall your way. the many dice to roll (all the results are added together), the
action succeeds. The Basics section has more details on how number after the ~d· tells you what type of dice to use, and
to determine whether a character's succeeds at what he or any number after that mdicates a quantity that is added to
she tries to do. or subtracted from the result
Now. get ready. A world of contemporary action and Some examples:
adventure awaits you. What you do with it makes all the dif- 2d6: Two s1x·s1ded dice, generating a number from 2to 12.
ference. Enjoy! Some pistols deal this amount of damage.
1d8: One eight sided die, generating a number from 1 to
8. Alongsword deals this amount of damage.
d%: TI1e "d%" (percentile dice) is a special case. You gen- world, using your skills and abilities to engage enemies on a
erate a number between 1and100 by rolling two different- thousand different fronts.
colored ten-sided dice. One color (designated before you The modern world can be adeadly place. You must battle
roll) is the tens digit. The other is the ones digit. Rolls of 8 terrorists, struggle against tyrannical forces, or vanquish
and 5, for example, yield a result of 85. Rolls of 0 and 3yield spies and saboteurs working against your organiLation. You
a result of 3. Rolling 0 and 0 represents 100. can depend on your own skills and abilities, your friends and
allies. and acouple of high-tech toys. Hopefully, that will be
enough to turn the tide of destruction.
THE CAIDPAIGO IDODELS
You can create any kind of contemporary adventure setting
you want with the d20 MODERN Roleplaying Game.
Using This Book
How you use this book depends on the role you plan
Most of this book 1s written from the point of view of the
to play in your d20 MODERN campaign.
fictional Department-7, an elite organization that the
heroes belong to that deals with situations threatening the
modern world. In your campaign. Department-7 might have
Gamemasters
If you plan to take on the important role of Game-
I
federal authority, or it might be a state or local agency, or
master, you should become familiar with this whole
perhaps a private institution. In some campaigns, it might
book. Start by reading The Basics, then dive Into the
have an international scope thanks to ties to the United
Nations or some global conglomerate, Department-7 might
deal with homeland defense, law enforcement, espionage
character creation chapters and follow with the Game-
master section. You need to decide what kind of cam-
paign you want to establish, since this decision will
l
and intelligence. or counterterrorism. In some games. It
influence the type of characters your players create.
might have a charter to investigate paranormal activity or
The GMsection offers advice and provides a few cam-
alien incursions or dimensional displacement. In your game.
paign models to choose from.
you might call Department-7 by another name, such as the
Agency, the Bureau, the Service, the Shop, the Institute, or
the OrganiLation. It all depends on the type of action-
Players
If you plan to create a character to run 1n a d20
adventure game you want to play. With the d20 MoornN
MODERN campaign. start with The Basics. This section
Roleplaying Game, all these possibilities and more are
explains the fundamentals of the game. Then go on to
available to you.
the character creation chapters.
While Department-7 serves as the basis for our examples
throughout this book, we also provide three models of play
that you can alter as you see fit to make exactly the game
you want. These models are detailed In Chapter Nine.
THE CORE IDECHAmc
TI1e d20 MoomN Roleplaying Game uses acore mechanic
to resolve all actions. This central game rule keeps play fast
THE BASICS and intuitive. Whenever you want to attempt an action that
has some chance of failure, you roll a twenty-sided die (or
The modern world can be an exciting and dangerous place. d20). To determine if your character succeeds at a task (such
Any techno-thriller, contemporary action-adventure story, as an attack, the use of a skill or an ability, or an attempt to
or modern fantasy you can imaglne can become the back- save your character from harm), you do this:
drop for an exhilarating campaign.
With the d20 M ODERN Roleplaying Game, you can • Roll a d20.
experience action-adventure stories in a whole new way. • Add any relevant modifiers.
Imagine yourself as an undercover cop or a private investi- • Compare the result to a target number.
gator, a brave soldier or a powerful martial artist. Whether
you want to be a player or the GM, this book is your portal If the result equals or exceeds the target number (set by the
to all kinds of action-packed stories and adventures. GM or given in the rules), your character succeeds at the
task at hand. If the result is lower than the target number.
you fail.
THE IDODEBO WORLD
The modern world provides a unique and exciting backdrop
for all kinds of adventures. It offers countless opportunities THE GAIDEIDASIEB
for danger, mystery, and intrigue. In the modern world, a When you play the d20 MODERN Rofeploylng Game.
vast array of organizations. both public and private, work to you're participating in an interactive story. Players take on
further a variety of agendas. Often. an organization's agenda the roles of unique characters. called heroes. One player
has components that run the gamut from open and above- serves as the Gamemaster, a combination director, narrator.
board to hidden and mysterious. and referee. The GM describes situations, asks the players
You play the role of acharacter in the modern world. You what their characters want to do. and resolves these actions
work for Department-7 or some similar agency, dealing according to the rules of the game. The GM sets each scene.
with themany threats and dangersthat fall within the scope keeps the story moving. and takes on the roles of the oppo-
of Department-l's charter. You travel the country and the nents and other characters that the players' heroes
encounter in each adventure. If you're the GM, you should dying. A character's hit points (hp) detemiine how much
read through all sections of this book; you don't need to physical damage a character can withstand before dying.
memotize evetything, but you do need to have an idea of Damage reduces hit points, and lost hit points can only be
where to find certain rules once play begins, recovered through medical aid or natural healing.
A character's Constitution score. class, and level deter-
mine his number of hit points, and that number increases
HEROES with each level gained,
If you're a playerj you take the role of a hero- one of the
stars of the saga that you, the other players, and the GM a,11
help to develop. You create your character with the help of
Shills and feats
Skills represent how well a character does at dramatic
the game rules that follow, according to your own vision for
tasks other than combat. All characters are assumed to
the type of hero you want to play. As your character partic-
have a wide selection of average skrlls: the game only
ipates in adventures. he or she gains experience points (XP}
measures the skills in which a character has better than
that help him or her improve and become more powerful. average ability and so can use these skills to attempt tasks
in dramatic situations.
Abilities Skills are measured in ranks, which represent how much
Every human character has six abilities that represent the training a character has applied to a specific skill. Each rank
character's basic strengths and weaknesses. These abilities- adds +1 to any check (d20 roll) you make to use a skill. See
Streogth, Dexterity. Constitution. Intelligence, Wisdom. and the class descriptions in Chapter One for the skills that are
Charisma-affect everything a hero does. from fighting to associated with each class. Skill descriptions can be found in
using skills. Chapter Two.
An ability score of 10 or 11 Is average. Higher scores give Feats are special features that provide a character with
characters bonuses. and lower scores give penalties. When new capabilities or improvements. All characters start with
you create your character, you'll usually want to put your at least two feats, though certain classes and starting occu-
higher scores into the abllitles most closely associated with pations provide additional feats. See Chapter Three for a list
the kind of character you want to play. of available feats.
your character into a multiclass character (see page 40). This overview gives you enough of the fundamentals to get
The classes are described In Chapter One. Your beginning a feel for how this roleplaying game works. The chapters that
character can be a Strong hero, a Fast hero, a Tough hero, a follow take these basic concepts and expand upon them.
Smart hero. a Dedicated hero, or a Charismatic hero. Each of Important! You don't have to memoriz.e the contents of
these basic classes is associated with one of the abilities in this book to play the game. It~ a game, not homework. Once
the game. you understand the basics, start playing! Use this book as a
reference during play. The table of contents and index
Level should help you easily find a specific topic. When In doubt,
stick to the basics, keep playing, and have fun. You can
Level measures a character's advancement and relative
always look up an obscure rule after your game session
amount of power. Alst·level character, for example, isn't as
ends, but remember that you don't have to sweat the
powerful as a 5th-level character.
det-ails in the middle of play.
Characters generally begin play at 1st level and attain
additional levels as they complete adventures. Attaining a
new level provides a character with improvements to Rolling Dice
important characteristics, such as base attack bonus, We've already explained the basic rule that forms the foun-
number of attacks. saving throws, bonus to Defense, and dation of the game-roll a d20, add a modifier, try to get a
hit points. result th<lt's equal to or greater than the target number.
Whenever your character tries to accomplish something sig-
Hit Points nificant, the GM asks you to roll a d20.
Important! Not every action requires a die roll. Roll dice
Each character can withstand a certain amount of damage
in combat and other dramatic situations when the success
before becoming fatigued, getting knocked unconscious, or
of an action is in doubt.
The d20 Is used to determine results in combat and when
making skill checks. ability checks. and saving throws. In Shill Chechs
other words, the d20 determines whether you succeed at To make a skill check. roll a d20 and add your character's
skill modifier for that particular skill. Compare the result to
an action.
The other dice (d4. d6. d8. dlO. and dl2) are used to deter-the Difficulty Class (DC) for the task at hand. The DC may be
mine what happens after you succeed. Usually. the other determined by the skill's description, set by the GM, or
established by another characters check result.
dice come into play a~er you make a successful attack roll to
Unoppo~d Checks: An unopposed skill check's success
determine how much damage the attack deals to the target.
depends onty on your character's action.
For example climbing a chainto get out of a cargo hold
A GAME SESSION on a ship depends only on your character's skill and luck,
so the Climb check is compared to a target number pro-
In the d20 MODERN Roleploying Game, the Gamemaster vided by the skill's description or set by the Gamemaster.
and players get together to cell a story through me play of If your result is equal co or higher than the DC. the a·
the game. We call these group-created stories ·adventures... ttempt succeeds.
A d20 MODERN adventure features plenty of action. lots of Opposed Checks: An opposed check is used when
opportunities for combat cool villains. epic plots, and a another character actively attempts to prevent your char·
sense of the real world. acter from succeeding at a glven task.
Typically. the game consists of adventures that resemble The DC for an opposed check is the check result of the
episodes in a television series or acts tn a movie. One adven- character opposing your action. The opponent's check
ture might play out in a single game session; another might might be made using the same skill you are using or a dif-
stretch across several evenings of play. Asession can last as ferent skill, as defined In the skill description. The character
long as you're comfortable playing, from as short as an hour with the higher result succeeds at the action being per-
to as long as a twelve-hour marathon Most groups get formed. while the character with the lower result falls. In
together and play for two to four hours at a time The game the case of a tie. roll the checks again until one character
can be stopped at any time and restarted when the players achieves a higher result than the other.
get back together. For example. if your character tries to hide from an
Each adventure consists of interrelated scenes. Ascene opponent. your Hide check is opposed by the opponent's
might feature some kind of challenge or roleplaying Spot check. If your result is higher, your character success-
encounter, or it could involve combat. When there·s no fully hides, and your opponent fails to spot him. If your
combat going on, play is more casual. The GM describes the resu lt is lower. your opponent spots you. and your attempt
1
scene and asks the players what their characters do. When to hide fails.
combat breaks out. game play becomes more structured.
and the action takes place in rounds.
Ability Chechs
Ability checks are used when a character doesn't have any
· - - Wha1 Characters Can Do ranks in a particular skill and tries to use that skill untrained.
Acharacter can try to do anything you can imagine. just (Some skills can't be used untrained; see Chapter Two for
as long as it fits the scene the GM describes. Depending on details.)
the situation. your character might want to: For example, if your character wants to bluff a couple of
security guards but doesn't have any ranks in the Bluff skill,
• Li sten at a door. the GM calls for a Charisma check. (Charisma is the ability
• Use a computer. associated with the Bluff skill, and the Bluff skill can be used
• Explore a location. untrained.)
• Converse with a contact. Ability checks are also used to determine success when
• Bargain with a merchant. no skill applies. Trying to move a heavy garbage contalner,
• Intimidate a thug. for example. requires a Strength check.
• Talk to a friend. To make an ability check, roll a d20 and add your charac-
• Drive a vehicle, ter·s modifier for the appropriate ability. If the result is equal
• Search for a clue. to or greater than the task's DC. the check succeeds.
• Bluff an official.
• Repair an object
• Leap acrOS5 the gap between two buildings.
Attach Rolls
To attack an opponent. roll a d20 and add your character's
• Move.
attack bonus. If the result equals or exceeds the opponent's
• Duck behind a garbage container.
• Attack an opponent. Defense, the attack succeeds.
On a successful attack. you roll to determine how much
damage your attack deals to the opponent. Roll the type of
Characters accomplish tasks by making skill checks. ability
dice indicated for the weapon used and add any modifiers
checks, or attack rolls. While the rules for makin8 these rolls
that apply.
follow the core mechanic. each type of roll has a slightly
For example, if your character uses a pistol, a successful
-
different rPUrpose. attack deals 2d6 points of damage to the opponent. If your
20
character uses a tonfa a successful attack deals ld4 points
of damage plus your Strength bonus moue Actions
Damage reduces hit points. When all of a character's Amove action lets you move your speed in a round or per-
hit points are gone, the character falls unconscious and form an equivalent action. Equivalent actions include
is dying. climbing. drawing or loading a weapon, opening a door.
A critical hit (a potent result on an attack) deals double and picking up an object. You can move and attack, in
the amount of damage. An attack may cause a critical hit if either order, In a round. Or you can perform two move
tin~ dlldLk mil i~ a natural 20, That result represents the actions in a round. using a second move action In place of
threat of a critical hit Then the attacker makes a second an attack action.
attack roll to confirm the critical hit. If this second attack
roll (the d20 result plus modifiers) is successful, then the full-Round Actions
critical hit is confirmed and the attack deals double damage. A full-round action consumes all your effort in a round.
See Chapter Five for rnore details. Attacking more than once (if you are of sufficient level to
Important! There are two types of attacks in the game. do so) or using a skill or feat that requires a full round to
A ranged attack uses a weapon that attacks opponents at a employ is considered a full-round action.
distance. such as a pistol or agrenade A melee attack uses
a weapon that attacks opponents in close quarters. such as
a club. knife, or your fists. Your character might have a dif- free Actions
ferent attack bonus for each type of attack. Free actions consume almost no time or effort. Over the
span of a round. the impact of these types of actions is so
minor that they are considered to be free Speaking to an
THE comeor eouno ally or opponent. dropping an object, or turning on acom-
puter are all examples of free actions. You can perform a
Most of the time. game play is relaxed and casual. The GM
sets the scene. and players take turns describing what their free action m addition to performing other actions in a
characters are doing. When the situation calls for it, the round. though the Gamemaster can place limits on how
GM has the players make die rolls (skill checks or ability much you can reasonably do for free rn agiven round.
checks) to determine the results of thei r characters'
actions. But when ascene lnvolves combat or the imminent Reactions
threat of combat, a structured sequence of combat rounds Some skill checks are instant reactions to specific events,
governs play. such as making a Spot check when the GM calls for one. A
In a combat round, each character gets to do some- reaction takes no time and isn't an action.
thing. A round represents 6 seconds in the game world,
regardless of how long it takes the players to complete
the round ActionPoints
At the start of a battle. each player makes an initiative Every character starts play with action points. Action points
check for his character. and the GM makes initiative checks provide a player with the means to alter d20 rolls in dra- - - - -·
for the opponents. The character with the highest result matic situations. After a die roll but before the GM reveals
acts first. followed by the other characters in order (from the results. you can deode to spend an action point. For a
highest result to lowest result). This order of play is used in character, spending an action point adds ld6 to the d20 roll,
every round until the battle ends. When your tum in the helping you get closer to or exceed the target number. An
order comes up, you perform all the actions you are entitled action point can be applied to asingle die roll when making
to in the current round. an attack roll. askill check. an ability check. alevel check. or
There are four types of actions: attack actions. move a saving throw.
actions full-round actions. and free actions. In around, you ln some cases (as noted in the rules). a character must
can do one of the following things (but see Chapter Five for spend an action point to perform a certain activity An
additional information). action point spent in this way d~ not provide an increase
to a d20 roll.
• Attack and move
•
•
Move and attack
Move and move again WHAT'S llEHI?
• Perform a full-round action If you're new to roleplaying games. you might be wonder-
ing how to proceed. After you've read over these basics to
get an understanding of the game, check out the example
AttachActions of play on the next page. It provides some insight into how
An attack action lets you do something. You can make an a roleplaying game session plays out. Then review the first
attack, use a skill or a feat (except those skills and feats that few chapters of the book. When you're ready. use the
require a full-round action). or perform an equivalent Character Creation Summary (page 12) and a copy of the
action. You can perform an attack action and amove action, character sheet from the back of the book to create a
in either order. in a combat round character When you, your GM. and lhe other players are
ready, start playing!
l120MODERN
PLAYING THE GAME it is an evening of entertainment, having plenty of snacks
and beverages on hand is highly recommended.
The modern world is a big place. It offers countless
opportunities for action. mystery, and danger. While you
have a good understanding of the trappings of the GEOEBAL ADVICE
modern world, this game and the adventures it unlocks Players should roll the dice openly so that everyone can see
µ1e~e11L an imaginary version of the world we know. I his the results. The GM may make some rolls in secret to build
version is closer to the world we see in action-adventure suspense and maintain mystery. All attack and damage rolls
movies and TV shows than it is to the mundane world in should be made in the openso that all players can see them.
which we spend most or our time. Call It Cinematic Earth, The first couple of game sessions you play might be a
if you want. since the reality of this game is the reality of little uneven as everyone learns how the game works and
action-ad venture fiction. gets comfortable with the idea of roleplayiog. Remember
One of the countless agencies charged with preserving that these rules are guidelines, a framework and structure
law and order on Cinematic Earth is Department-7. Depart- for playing d20 MODERN adventures in a roleplaying game
ment-? could be a government agency or a branch of local environment. Aroleplaying game is a living game; it evolve.s
law enforcement. It might be an international organization and develops as you play it. If something isn't working for
or a private institution. That's up to you and your Game- your group, and the entire group agrees, make a change. But
master. Regardless, you are one of the elite agents of wait until you've played a few times with the official rules
Department-7, working to protect your town. your city, your before you decide to tinker.
country, or your world (depending on the scope of the cam-
paign you and your friends want to play) from the forces
that oppose the ideals you believe in. THE fIBSI GAIDE SESSIOD
The d20 MODERN Roleplaying Game lets you explore You and your friends have reviewed the basic rules and cre-
this imaginary version of our world. All you need is this book, ated 1st-level characters. Your Garnemaster has reviewed
some dice, a few willing friends, and your imagination. The the rules and is ready to run his first adventure. You've
game works best with a group of five, one GM and four play- agreed upon a time and place to play. Then the time arrives
ers. It can be played withas few as two participants (one GM and the game begins!
and one player} or as many as seven (six players and a GM). Jeff is the GM. He takes his place at the head of the
This game lets you participate in the ultimate interactive table. Charles sits in the next seat; he's running Yoriko
story, a story in which you get to determine what happens Obato, a female Fast hero. Next' to Charles is Rich, practic-
next by the actions you lake. There'5 no board, no joystick, ing his dice rolling as he gets into his character, Russell
no keyboard. You might use action figures or miniatures to Whitfield the Strong hero. Across the table, Michele makes
help visualize some dramatic scenes. but otherwise the some notes on her character sheet. adding a little more
action takes place in the imaginations of the participants. detail to Brandon Cross the Smart hero. Next to Michele,
Stan anxiously waits to get started. He's running Moondog
Greenberg, a Tough hero.
SETUP Jeff has selected some action figures rrom his collection
After you've created a character, get together with the rest to use in tonight's game. They aren't necessary for play, but
of your gaming group foryour first adventure. Prior to this, he thinks the figures will help the players visualize the
the GM develops a storyline for the adventure. He might action in certain situatiohs. He places several figures to rep-
buy a complete, ready-to-play adventure or grabone out or resent the players' characters in the middle of the table. He
a gaming magazine. Or the GMmight develop one using the leaves a few others hidden on the floor beside the table.
guidelines in Chapter Seven. Once the GMbecomes com- Jeff will use these later to represent opponents that will
fortable with all the rules, he can even get away with simply challenge and compete with the heroes.
describing a starting scenario and using archetypes straight Jeff doesn't have a specific character for himself. While
out of Chapter Eight: Friends and Foes. the players each run a single hero, the Gamemaster narrates
Pick an evening or a weekend afternoon or some other the story, adjudicates the rules, and plays all of the GM
convenient time when you and your friends can spend a few characters-the supporting cast that serves as allies and
hours playing the d20 Moocrw Roleplaying Game. opponents for the heroes.
Where should you play the game? Anywhere that's com- It looks like everyone's ready to start. Jeff answers a few
fortable. The place should have a flat surface to roll dice on. last-minute rules questions, then begins the game.
such as a kitchen table. The GM sits so that the other play- Jeff (GM): The modern world, the present day. While the
ers can't fook over his shoulder or peek at his adventure rest of the world settles into its daily routine, the sun rises
notes. He needs enough room to spread out the rulebook on a new threat to peace and freedom. Most of the world's
and any other materials he might have for the game session. inhabitants go through life without a clue about the dangers
Including other d20 MODERN books, a pad of paper. a pencil that regularly loom over them. You aren't so lucky. As newly
or pen, dice, and his adventure notes. recruited agents for Department-7, you're about to be made
The other players need places to sit, room for their dice aware of every hidden plot and potential disaster hanging
and character sheets. scrap paper and pencils. and their like a dagger on a frayed rope over the heart of the planet.
-
rulebooks. Since a game session is as much a social event as And that's just for starters....
You're outside. on a boardwalk overlooking a deserted Yoriko's warning, you won't be surprised by the figures
beach and the ocean beyond it. At this early hour. there under the boardwalk.
doesn't appear to be anyone else around. You're here to Charles rolls a d20 and adds Yoriko's)ump modifier.
meet with your handler, a senior agent named Harmon The result is 18. which Jeff says is enough for Yoriko to
whom you've interacted with during training but never in a land gracefully and ready for action in the sand below.
mission situation. Before Harmon arrives. why don't you Then each of the players rolls a d20 and adds his or
each take a moment to describe yourselves? her initiative modifier to get a result. Jeff rolls a single
Charles (Yoriko): You see a young Asian-American initiative check for the three skulking figures.
woman stretching on the boardwalk. She looks graceful and Charles (Yoriko): Yoriko got a 19.
nimble. not unlike adancer or agymnast. She's wearing run- Rich (Russell): 9 for Russell.
ning shorts. sneakers. and a hooded sweatshirt. Michele (Brandon): Brandon got a13.
Rich (Russell): A young African-American mate is stand- Stan (Moondog): The fast-acting Moondog got a 16.
ing along the boardwalk railing. He's tall, with a muscular Jeff writes down the initiative order, from highest
frame. He wears a leather jacket and faded jeans. result to lowest. He jots down:
Michele (Brandon): My character sits on anearby bench, Yoriko 79. Moondog 16. Thugs 14 {his roll), Brandon 13,
typing away on a notebook computer. He looks intelligent Russel/ 9
though a bit scruffy. and while he seems to be focused Jeff (GM): The three figures appear to be waiting in
completely on his computer. he's also listening to any dis- ambush for you. Two of them cairy metal batons while the
cussions the others are having. third one brandishes a pistol equipped with a silencer.
Stan (Moondog): You see a solid-looking young man Yoriko. what are you going to do?
with asour race and close-cropped hair. He's tough as a rock Charles {Yoriko}: I land in a crouch. and as my first
and mean as a junkyard dog. and he tends to stand slightly move action I close with one of the baton-wielding figures.
apart from the others, slowly scanning the beach and the As my attack action I launch an unarmed strike at his head.
boardwalk for any signs of trouble. Charles rolls a d20 and adds his melee artack bonus
Jeff (GM): Okay. You have trained together since being for a result of17
recruited into Department-7, so you know each other pretty Jeff (GM): Yoriko strikes at the man's exposed neck and
well. This is your first missron. though. and you don't have connects with a solid blow. Roll damage.
any idea what to expect. Before anything else occurs. each Charles rolls 1d4 because Yoriko has the Combat
of you make a listen check. Martial Arts feat. The attack deals 4 points ofdamage.
The players each roll a d20 and add their Listen skill Jeff (GM): The man gasps and grunts in pain. Moondog.
modifier to get a result. If a character doesn't have the you're next.
Listen skill. the player still gets to apply his or her Stan (Moondog): I don't want to miss out on this action!
Wisdom modifier to the rol I. After alI the players have I'm not as graceful as Yoriko, so I use a move action to care-
made the skill check, they tell the GM the results. fully drop to the sand, then I use a second move action to
Charles (Yoriko): Yoriko got a 15. slip my pistol out of its ankle holster.
Rich (Russell): 10 for Russell. Jeff (GM): The three flgures act next You notice that
Michele (Brandon): Brandon got an 8. they're wearing dark slacks and black, long-sleeved shirts.
Stan (Moondog): The amazing Moondog got a 12. Dark ski masks hide their faces. The guy next to Yotiko
Jeff consults his notes, checking to see what the DC swings his baton at her. The other baton-wielder rushes
for the Listen check is. He nods and makes a note or toward Moondog before he can brrng his pistol to bear. The
two, just to keep the players guessing. third figure takes aim at Russell with his pistol and fires up
Jeff (GM): Moondog, Russell. and Brandon continue through the boardwalk. The silencer muffles the sound of
whatever it is they're doing as they wait for Harmon to show the shot but doesn't mask the crack of splitting wood as the
up. Yorlko. meanwhile. hears a noise from underneath the bullet passes through the rotted planks.
boardwalk. It sounds like faint whispers. and maybe the click Jeff makes the attack rolls for the three thugs. The
of some kind of mechanism snapping into place. What does first one gets a 9. missing Yoriko by a mile. The second
Yoriko do? one gets an 78, and his baron connecrs with Moondog's
Charles (Yoriko): Yoriko tries to nonchalantly peer anatomy. The third one gets a 12. missing Russell as the
through the gap in the boardwalk as she leans into a partic- bullet slices through the air in front of him. As Jeff gets
ularly deep leg stretch. Does she see anything? ready to roll damage. he says·
Jeff decides that it isn't hard to see the three men Brandon, you notice Harmon running toward you from
sneaking under the boardwalk if a character is specifi- the other end of the boardwalk. He shouts. ''It's a trap!
cally looking for them. Someone in Department-? set us-" Harmon's voice is cut
Jeff (GM): Yoriko notices three figures moving through off by a muffled pop; then he crumbles to the floor.
the shadows directly underneath the boardwalk. They seem The rest of the round continues. with Jeff rolling
to be preparing to do something. damage. then Brandon and Russell acting in turn. Each
Charles (Yoriko): Yoriko shouts, "We've got company!" round plays out in this order until one side or the other
as she leaps over the railing toward the sand below. is defeated or flees. Then the heroes would get a chance
Jeff (GM): Yorlko. make a Jump check to see how well to check on Harmon and figure out who betrayed them
you land. Then everyone make an Initiative check. Thanks to And that's how this d20 MODERN adventure begins!
d20MODERN
CHARACTER So, a Strong hero with a Dexterity of 12 would have a
Defense of 13 (10 + 2 + 1= 13).
If your character wears armor. it provides an equipment
CREATION bonus that adds to Defense
SUMMARY
Make sure you review Chapters One through Five before
Speed
Your character has a speed of 30 feet. That's the distance a
using this overview when creating a d20 MODERN character. human character can cover using a move action.
Make a copy of the character sheet from the back of this
book to use as a record of your character.
lnitiatiue
Your character's initiative modifier equals the character's
Generate Rbility Scores Dexterity modifier.
Use one of the methods described in Chapter One to gen- The Improved Initiative feat provides an additional
erate your six ability scores. Record the scores on a piece of modifier. If you select this feat, adjust your initiative mod-
scrap paper and put them aside for the moment. ifier accordingly.
roll to gain new hit points at each new level. Record this die ffielee Rttach Bonus
(d6. d8. or dlO) in the space on the character sheet. then To d~~ermine your melee attack bonus. add your Strength
figure out your starting number of hit points. At character mod1f1er to your base attack bonus. This is the bonus you
creation. a 1st level character gets the maximum points apply when making attacks with close-combat weapons
from the Hit Die. plus the character's Constitution modifier. (such as clubs and knives) and when making unarmed strikes.
For example, if your character belongs to the Smart class Certam feats and class features might provide additional
and you have a 12 Constitution. you start with 7 hit points modifiers. so make adjustments as necessary.
(6, the maximum result of a d6 roll. plus 1 for your Consti-
tution bonus).
.The Toug~ness feat increases your hit points. If you select Ranged Attac~ Bonus
0 this feat, adiust your hit points accordingly. To determine your ranged attack bonus, add your Dex-
a:
terity modifier to your base attack bonus. This is the
bonus you apply when making attacks with ranged weap-
Defense on~ (such as pistols and rifles) and when throwing an
To determine your character's Defense. add the following ob1ect (such as a grenade) Certain feats and class fea-
-z
feats may affect the information you've already recorded. so - - - --·
character concept. You can find a full list of starting occu-
make adjustments as necessary.
pations in Chapter One. Record the benefits provided by the
You also get one feat from your class (Simple Weapons
occupation on your character sheet. Proficiency), and you might get one feat from your starting
In general, a starting occupation provides additional class
occupation.
skills or skill bonuses, a feat. a Reputation bonus, and/or a
Wealth bonus.
Determine Wealth and Buy Gear -I
Select Shills
Your charac~r's class and Intelligence modifier determine
Your starting occupation and the result of a 2d4 roll deter-
mine your character's Wealth bonus. Some feats and other
modifiers add to this bonus as well. Make Wealth checks to :a
how many skill points you have to buy skills.
Skills are measured in ranks. Each rank adds +1 to skill
purchase gear and outfit your character. Chapter Four
describes weapons, armor. and gear, and provides DCs for all 0
c
checks made using a specific skill. Some skills are considered Wealth checks.
to be class skills for your character's class. All other skills are
considered to be cross-class skills. Your starting occupation
may give you additional class skills.
At lst level, you can buy up to 4 ranks 1n aclass skill for a
Finishing Hour Character
The last details you need to add to your character sheet help
c:
cost of 4 skill points, or up to 2 ranks in across-class skill for
the same cost. (You get more out of purchasing class skills.)
Buying skills goes faster and provides maximum effect
you visualize and roleplay your character. You need a name,
of course. You should also determine your characters age,
gender, height, weight. eye and hair color, skin color, and any
q
if you spend 4 skill points {your maximum) on every skill
you select.
Skills are described in Chapter Two.
Once you've selected your skills, determine the skill
modifier for each skill. To do this, add together the skill
relevant background information you want to provide. includ-
ing allegiances. {Make sure to run your ideas past your Game-
master so that he or she can fit them into the campaign.)
Chapter One provides guidelines that can help you with
these details and characteristics.
-0
Just about every die roll you make gets a bonus or penalty
based on your character's abilities. A robust character has a
better chance of surviving a trek through ascorched desert.
A perceptive character is more likely to notice enemy
agents sneaking up from behind. A stupid character is less
likely to find a concealed panel that leads to a secret com·
partment. Your ability scores provide modifiers for these
kinds of rolls.
Your character has sixabilities: Strength (abbreviated Str).
Dexterity (Dex), Constitution (Con), Intelligence (int).
Wisdom (Wis), and Charisma (Cha). Each of your character's
above-average abilities gives you a benefit on certain die.
rolls, and every below-average score gives you a disadvan-
tage on other die rolls. You determine your scores using one
of the methods described below, assign them to the abili-
ties you like, and then raise them as your character gains
experience.
Random Generation
To randomly generate an ability score for your character, roll
four six-sided dice (4d6), Disregard the lowest die and total
the three highest dice.
This roll gives you a number between 3(horrible) and
18 {tremendous). The average ability score for the typical
person is10or11, but your character is not typical. The most
common ability scores for heroes are 12 and 13. (The average
hero is above average.)
Make this roll six times, recording the result each time on
a piece of paper. Once you have all six scores, assign each
score to one of your six abilities. At this step, you need to
know what kind of Individual your character is going to be,
including his class and starting occupation. in order to know where best
Moondog and Lily save the dily to place your character's ability scores. If you haven't already done so, familiarize
yourself with the basic class descriptions and starting occupations presented later
d'oMODERN
in this chapter before deciding how to allocate your char·
acter's ability scores.
l 5 18 19 ~4
Rerolling 23 -4 20 21 •5
If your scores are too low, you may scrap them and reroll all 4-5 3 22 23 ~6
six scores. Your scores are considered too low if the total of 6-7 -2 24 -25 •7
your modifiers is 0 or lower, or if your highest score is l3 8-9 -1 26 27 f8
or lower. 10-11 +O 28-29 +9
12- 13 1l 30 31 ~10
14-15 +2 etc. etc...
Planned Generation 16- 17 •3
Instead of rolling dice, you may select the scores you want
by using the planned character generation method. This
method also requires you to know what kind of character Strength (Str)
you want lo play so you can generate your scores appropri- Strength measures your character's muscle and physical
ately. Determine your character's class beforehand, then power. Strength is the ability associated with Strong heroes.
generate your character's ability scores as outlined below. You apply your character's Strength modifier to:
Your character's ability scores all start at 8. You have 25
points to spend to increase these scores, using the costs • Melee attack rolls.
shown below. • Damage rolls for melee and thrown weapons. (Ex-
ception: Grenade damage isn't modified by Strength.)
Score Cost Score Cost • Climb. Jump, and Swim checks.
8 0 14 6 • Strength checks (for breaking down doors and per-
9 1 15 8 forming similar actions).
10 2 16 10
11 3 17 13 OeHterity (DeH)
12 4 18 16
Dexterity measures hand-eye coordination. agility, reflexes.
l3 s and balance. This ability is important for characters who
want to be good shots with ranged weapons (such as pistols)
Standard Score Pachage or who want to handle the controls of a vehicle fairly well.
The third method of determining ability scores is to select Dexterity is the ability associated with Fast heroes.
the standard score package. a balanced mix of scores You apply your character's Dexterity modifier to:
designed for quickly creating heroic characters. Assign the
scores as you like, one score to each ability. • Ranged attack rolls, such as with firearms.
The standard score package for heroic characters is: • Defense, provided the character can react to the
15. 14, 13, 12, 10, and 8. attack.
• Reflex saving throws. for avoiding grenades and simi-
lar attacks.
THE ABILITIES • Move Silently, Hide. and Drive checks, and other skill
Constitution (Con)
n
Constitution represents your character's health and stamina.
Abilitymodifiers Constitution is the ability associated with Tough heroes. It
Each ability has a modifier ranging from -4 to •4 for abegin- also factors into the massive damage rules (see Chapter
ning character. Table 1-1: Ability Modifiers shows the modi- Five: Combat}.
fier for each possible score. (Because ability scores can You apply your Constitution modifier to:
change throughout a character's career, the table shows
modifiers for scores lower than 3and higher than 18.) • Each die roll for gaining additional hit points (though
You add the modifier to the die roll when your character a Constitution penalty can never reduce a hit point
tries to do something related to an ability. For example. you roll below 1: that is, a character always gains at least 1
add your Strength modifier to your roll when you try to hit hit point each time he or she gains a level).
someone with a club. You also apply the modifier to some • Fortitude saving throws. for resisting poison and simi-
numbers that aren't die rolls; for instance, your Dexterity lar threats.
modifier applies to your Defense to determine how hard • Concentration checks.
you are to hit in combat.
A positive modifier is called a bonus, and a negative
modifier 1s called a penalty.
Intelligence (Int)
Intelligence determines how well your character learns and
reasons. Intelligence 1s important for any character who
d20MODER
wants to have a wide assortment of skills. and it is the ability Dexterity gets the 13 (+1 bonus). That helps with attadcin.g
associated with Smart heroes. with ranged weapons and with Reflex saving thro~s: (Ed ts
You apply your character's Intelligence modifier to: also thinking ahead. A Dexterity score of n qualifies his
character for the Dodge feat: see Table 3-1: Feats.)
• The number of skill points gained at each new level Charisma gets the 12. providing a +l bonus.
(though an Intelligence penalty can never reduce this Intelligence gets the 10 (no bonus or penalty). Average
number below 1: your character always gets at least l Intelligence isn't bad for a Strong hero. ..
skill point per level). Ed records his character's class. ability scores. and ability
• Search and Knowledge checks, and other skill checks modifiers on his character sheet.
for which Intelligence Is the key ability.
Strength gets the highest score. 15, which provides a +2 A character with high Charisma may be beautiful.
bonus that will serve him well in melee combat. handsome, striking. personable, and confident. Achar·
Constitution gets the next highest score. 14. This score acter with high Charisma and low Intelligence can usu·
also provides a +2 bonus. which means more hit points per ally pass herself off as knowledgeable, at least until
level and a better Fortitude saving throw bonus. she meets a true expert. A character with high
Ed puts his lowest score, B, into Wisdom. Charisma and low Wisdom may be popular. but he
doesn't know who his real friends are.
Ed has two scores with bonuses left (13 and 12), plus an
average score (10). A character with low Charisma may be reserved.
gruff, rude. fawning, or simply nondescript. __ ~
d20MODERN
When an ability score changes. all attribute.s associated Tough: Levels m this class indicate improvement in
with that score change accordingly. For example. when physical fitness. health, and stamina.
Yoriko becomes a 4th-level Fast hero. she decides to Smart: Levels m this class provide the means to improve
increase her Dexterity from 15 to 16. Now she·s harder to a characters reasoning and skills.
hit. better at using ranged weapons, and all of her Dexter- Dedicated: Levels in this class demonstrate a devotion to
ity-based skills improve as her Dexterity modifier increases. a cause. an ideal, or a higher purpose. The Dedicated hero's
class features revolve around investigative. empathic. heal-
ing. and spiritual devotions.
CHARACTER Charismatic: Levels mthis class indicate training in win-
ning friends and influencing people with a combination of
CLASSES charm. confidence. and charisma. The Charismatic hero can
be a leader. a celebrity, a con artist, or a flirt.
Characters in a contemporary setting seek wealth. glory 1us-
tice, fame. influence, and knowledge. among other goals.
Some of these goals are honorable, some base Each char- The ffiulticlass Character
acter chooses a different way to achieve these goals. from As your character advances in level, he or she may add new
combat prowess to skill mastery to connections and classes A character with more than one class Is called a
resources. Some characters pre11ail and grow in experience, multiclass character Adding a new class gives a character a
wealth, and power. Others die. broader range of abilities. new skills to choose from, and
Acharacter class is the frame upon which you build your different class features. A Dedicated hero, for example,
hero. It isn't meant to be rigid or confining. Instead. a class might add a level of Strong to gain some physical power.
provides a starting point from which you can develop your Rules for creating and advancing multiclass characters can
hero as you see fit. Don't think of a class as restrictive; be found later in this chapter.
instead. a class is defining. When you choose a class for your
character. you're laying the foundation of a concept that will
grow and el(pand as you play. How you develop your char-
Advanced Classes
Few heroes remain in the basic classes as they gain levels.
acter is entirely up to you. You get to choose skills and ~eats Eventually. an advanced class beckons. providing your char-
as you advance-and you can take levels in other classes as
acter with new opportunities to grow. Advanced classes are
you go along to better develop the concept at the core of desrnbed mChapter Six.
your hero.
At 1st level. your character 1s JUSt starting his or her
heroic career Choose the basic class that works best as
the core of the character you envision., but be aware that
CLASS Ano LEUEL BOOUSES
An attack roll or a saving throw is a combination of three
you will want to add other classes to the mix as your char- numbers. each representing a different factor: a random
acter advances to develop the hero m specific ways. For
element (the number you roll on the d20), a number repre·
example. a suave. intelligent. international superspy might senting the character's innate abilities (the ability modifier),
start out as a Charismatic hero and add levels of Dedi-
and a bonus representing the character's experience and
cated, Smart. and even Fast as he advances and gains expe- training This 1hird factor depends on the character's class
rience. Eventually. he might move on to an advanced class and level. Each class table summarizes the figures for this - - - -·
to gain specific features. (See Chapter Six for information third factor.
on advanced classes.)
Sterfing Feats
CLASS ROD CHARACTER LEUEL
Class level pertains to a character's level in a particular class.
The feats gained at 1st level in the class Character level pertains to a character's total experience.
So. a character who has only one class has a character level
Class Table and a class level that are the same. (A 4th-level Strong hero
This table details how a character improves as he or she has a character level of 4th and a class level of 4th.)
attains higher levels in the class. It includes the following For a mult1class character, class level and character level
information. are different. A 2nd-level Fast/3rd-level Smart hero has a
Level: The character's level in the class. character level of 5th. with a Fast class level of 2nd and a
Base Attack Bonus: The character's base attack bonus Smart class level of 3rd. See page 40 for more information
and number of attacks. on multiclass characters.
THE SIBOOG HERO
The Strong hero uses his Strength score to best advantage.
Taking a level in this class demonstrates physical training for
overall strength and power. Strong heroes excel at hand-to-
hand and melee combat, as well as at other activities that
best utilize physical power.
AStrong hero might be a bodybuilder or an athlete who
concentrates on the power aspect of sports. He might be
quietly intimidating or robustly boisterous. He might be
as gentle as he Is big or a lout and a bully.
SameRuleInformation
Strong heroes have the following game statistics.
Ability
Strength is the ability associated with this class. Strong
heroes usually also have good scores in Constitution, Dex-
terity, and at least one of the nonphysical abilities.
Hit Die
Strong heroes gain 1d8 hit points per level. The character's
Constitution modifier applies. A 1st-level Strong hero
receives hit points equal to 8 + his or her Constitution
modifier.
Action Points
Strong heroes gain a number of action points equal to 5 +
one-half their character level. rounded down. at lst level
and every time they attain a new level in this class.
Class S~ills
The Strong hero's class skills. and the key ability for each
skill, are as follows (see Chapter Two for skill descriptioos}.
Climb (Str}. Craft {structural) (Int), Handle Animal (Cha},
Jump {Str), Knowledge (current events, popular culture, street-
wise, tactics) (Int), Profession (Wis), Read/Write Language
(none). Repair {Int). Speak Language (none), and Swim (Str).
:.: I ~·~ .:1
Class Base Attack fort Ref Will Defense Reputation
level Bonus Save Save Save Class features Bonus Bonus
lst +l +l +O +0 Talent +1 +O
2nd +2 •2 +Q +O Bonus feat ...2 +O
3rd +3 +2 +l +l Talent +2 +O
4th +4 +2 •l +1 Bonus feat +3 +O
5th +5 +3 +1 +l Talent +3 +l
6th +6/•l +3 +2 +2 Bonus feat +3 +1
7th +7/+2 +4 +2 +2 Talent +4 +l
8th +8/+3 +4 +2 +2 Bonus feat +4 +1
9th +9/-+4 +4 +3 +3 Talent +5 +2
10th +10/+5 +5 +3 +3 Bonus feat •5 +2
d20MODERN
Also. the starting occupation you select can proVide you ffielee Smash Talent Tree
with additional dass skills to choose from.
The Strong hero has an innate talent that increases me!ee
Skill Points at 1st Level: (3-+ Int modifier) x 4.
d.lmage
Melee Smash: The Strong hero receives a tl bonus on
Skill Points at Each Additional level: 3.. Int modifier.
rnelt!e darneig~.
Improved Melee Smas~: The Strong hero receives ;m
Starting feats additional +l borius. on rnelee damage (t2 total),
In addition to the two feats all characters get at lst level
Prerequisite: Melee smash.
(see Table l-2), a Strong hero begins play with the Simple
Advanced Melee Smash: The Strong hero receives an
Weapons Proficiency feat.
addjrional +l bonus on melee damage (•3 total).
Prerequisites: Melee smash, improved melee smash.
Class features
The following are class features of the Strong hefo. Bonus feats
At 2nd. 4th. 6th. 8th. and 10th level. the Strong hero gain> a
Talen1s bonus feat. This feat must be selected from the following
At 1st, 3rd. 5th. 7th. and 9th level. the Strong hero list. and the Strong hero mu~t meet any prerequisites.
selects a talent from the following talt!nt trees. Some Animal Affinity. Archaic Weapons Proficiency. Athletic.
trees have a set order that mu~t be followed. while Blind-Fight. Brawl. Cleave, Comb;it Martial Arts. Combat
others provide a list to choose from. As long as the hero Reflexes. Great Cleave. Improved Brawl. Improved Combat
qualifies. you can select freely from any and all talent Martial Arts. Power Attack. Weapon Focus.
trees. No talent can be selected more than once unless
expres~ly indicated.
Beginning Talents: A 1st level Strong hero can choo~ THE fAST HERO
from eJCtreme effort. ignore hardness. and melee smash. The Fast hero uses her Dexterity score to be~ tidV~fltil8t·
Taking a level 1n this class demonstrates training in hand-
EHtreme Effort Talent Tree eye coordination. agility. and reflexes. Better defenses. a
AStrong hero can push himself to make an extreme effort good attack prognmion, and a natural aptitude In athlet-
The effort must relate either to a Strength check or a ics that require speed and grace combine to define the
Strength-based skill check. You must decide to use this Fa.st hero.
a,blllty before making the check. A Fast hero might be literally quick on her feet. or she
Extreme Effort: The effort requtres a full-round action might simply move with a catlike grace. She might posses$
and provides a +l bonus on the check. uncanny coordination ~nd amazing reflexes. She uses her
Improved E.xtreme Effort: The effort requires a full· natural inclination toward Derterity based endeavors to
round action and provides a •2 bonus that stacks with the make her way in the world.
bonus provided by ertreme effort (~4 total).
Prerequisite: Extreme effort
E~rnmples f Heroes
of as1
Advanced Extreme Effort: The effort requires a full-
Athle<es who employ >peed and grace instead of raw - - - -.
round action and provides a +2 bonus th3i stacki with the
power. stunt people. pilot>. profess1onal drivers. law
bonuses provided by extreme effort and improved extreme enforcement or military professionills who concentrate
effort (t6 total).
on using ranged weapons. and llgenb-on either side of
Prerequisites: Extreme effort. improved extreme effort
the law-who employ stealth and sleight of hand are
iust some of the professional choices available to the
Ignore Hardness Talent Tree Fast hem.
The Strong hero has an innate talent for finding wealt:·
nesses in obJects. This allows a Strong hero to ignore some
of an object's hardness when making a melee attack to GameR ule Information
break it. Fast heroes have the following game statistics.
Ignore Hardness; The Strong hero ignores 1point of an
object's hasdness, Rbility
1"1proved Ignore Hardness: The Strong hero ignores Dexterity is the ability associated with this class. Fast heroes
1 a,dditlonal point of an object's hardness (for a total often find it advantageous to place good scores Jn Charisma.
of 2). Wisdom. and Intelligence.
Prerequisite: Ignore hardness.
Advanced Ignore Hardness: The Strong hero ignores Hit O ie
l additional point of an obiect's hardness (for a total Fast heroes gain ld8 hit points per level. The character's
of 3). Constitution modifier applies. A1st-level Fast hero receives
Prerequisites: Ignore hardness. 1mpmved ignore hardness. l'i it points equal to 8 + his or her Constitution modifier
Errata: 2 From Each Talent, for a total of 6 with all 3
Talents
Action Points
Fast heroes gain a number of action points equal to 5 + one-
half their character level, rounded down. at lst level and
every time they attain a new level in this class.
Class Skills
The Fast hero's class skills, and the key ability for each skill,
are as follows (see Chapter Two for skill descriptions).
Balance (Dex), Craft (mechanical) (Int), Drive (Dex),
Escape Artist (Dex), Hide (Dex), Knowledge (current events,
popular culture, streetwise) (Int), Move Silently (Dex), Pil.ot
(Dex), Profession (Wis), Read/Write Language (none), Ride
(Dex). Sleight of Hand (Dex), Speak Language (none), and
Tumble (Dex).
Also, the starting occupation you select can provide you
with additional class skills to choose from.
Starting feats
I In addition to the two feats all characters get at 1st level
(see Table 1- 2), a Fast hero begins play with the Simple
Weapons Proficiency feat.
Class Peatures
All of the following are class features of the Fast hero.
Talents
At 1st, 3rd. 5th, 7th. and 9th level, the Fast hero selects a
talent from the following talent trees. Some trees have a set
order that must be followed, while others provide a list to
choose from. As long as the hero qualifies, you can select
freely from any and all talent trees. No talent can be
Yoriko Obato,
selected more than once unless expressly indicated.
Beginning Talents: A 1st-level Fast hero can choose
Fast Hero
either evasion or increased speed.
!: :4 • :. • :•
:c 9th
10th
+6/+l
+lft'.2
+3
+3
+4
+5
+3
+3
Talent
Bonus feat
+7
+8
+3
+3
Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Tough hero selects
a talent frorn the following talent trees, Some trees
have a set order that must be fo llowed, while others
provide a list to choose from. As long as the hero qual-
ifies, you can select freely from any and all talent trees.
No talent can be selected more than once unless
expressly indicated.
Beginning Talents: A1st-level Tough hero can choose
from any of the talents on the Energy Resistance Talent
Tree, or remain conscious, robust. or second wind from the
Unbreakable Talent Tree.
.:.: • I • • :1
Class Base Attack Fort Ref Will Defense Reputation
level Bonus Save Save Save Class Features Bonus Bonus
1st
2nd
3rd
+O
+1
+2
+I
+2
+2
+0
+O
+1
+O
+O
+1
Talent
Bonus feat
Talent
.
~1
/.
•2
+O
+O
gain 11 seconcl wind. When liedocs thi~. lw recovers anumber Action Points
of hit points equal to his Constitution modifier. This talent Smart heroes gain a number of dction point~ <:'qual lo 5 +
does not increase the Tough hero's hit points beyond the one·half their character level, rounded down. at lst level
chMactcr's full normal lot.ii. For example. a Tough hero with and every time they attain a new level 1n thr~ elm.
a Constitution bonus of •3 and this ability can recover 3 hit
points by spending l action point- but only if his current hit Class Shills
potnt total is 3or more lower than his full normal total. l he Smart hero's class skills, and the key ability for each skill.
Stamina: The Tough hero recovers twice as fast as are as follows (see Chapter Two for skill descriptions).
normal. So, he recover~ 2 hrt points per character level per Computer Use (Int), Craft (chemical, electfonic. mechan-
evening of rest. 2 points of temporary ability damage per ical. pharmaceutical, structural. visual art, writing) (Int),
evening of rest. and awakens in half the normal time after Decipher Script (Int}, Demolitions (Int). Disable Device (Int),
being knocked unconscious Forgery (Int). Investigate {Int), Knowledge (arcane lore. art.
Prerequisite· Robust behavioral sciences. business. ciVics. current events. earth
and life sciences. history. physical sciences. popular culture,
streetwise tactics, technology. theology and philosophy)
Bonus feats (Int). Navigate (Int). Profession (Wis), Read/Write Language
At 2nd. 4th, 6th, 8th, and 10th level the Tough hero gains a
(none). Repair (Int), Research (Int), Search (Int). and Speak
bonus feat. This feat must be selected from the following
Language (none).
list. and the Tough hero must meet any prerequisites.
Also, the starting occupation you select can provide you
Alertness, Athletic, Brawl. Confident. Endurance. Great
with additional class skills to choose from.
Fortitude, Improved Brawl. Improved Bull Rush, Improved
Felnt. Knockout Punch, Power Attack, Streetfighting, Tough-
Skill Points at 1st Level: (9 • Int modifier) x 4.
ness. Vehicle Expert.
Skill Points at Each Additional Level: 9 + Int modifier.
Talents
At lst. 3rd. 5th, 7th, and 9th level. the Smart hero selects a
talent from the following talent trees. Some trees have a set
order that must be followed, while others provide a list to
choose from. As long as the hero qualifies, you can select
freely from any and all talent trees. No talent can be
selected more than once unless expressly indicated.
Beginning Talents: A 1st-level Smart hero can choose
from any of the talents on the Research Talent Tree.
,:.: • • ~:a: • ~·
Class Base Attack Fort Ref Will - Defense Reputation
Level Bonus Save Save Save Class Features Bonus Bonus
lst +O +O .-o +l Talent ;.Q +l
2nd +l +O +.() +1 Bonus feat +l +1
3rd +l +1 +l +2 Talent +l +l
4th +2 +1 +1 ...1 8onus feat *1 J2-
Sth +2 +1 +1 +3 Talent +2 +2
6th +} ·~ +1 _._3 Bonus feat +2 4
7th +3 +2 +1 +4 Talent +2 +3
8th +4 '~ -+-2 +4 Bonus feat "'3 +)
9th +4- +3 +3 +4 Talent +3 +3
10th .,,5 +3 +1 +S- Bonus feat +3 +4
Errata: Linguist: The check is made with a bonus equal to the hero's Smart level. For a written language, the bonus applies to
a Decipher Script skill check instead.
r1 20MODERN
Strategy Talent Tree Bonus feats
The Smart hero has the brainpower to see solutions in most At 2nd. 4th. 6th 8th. and 10th level. the Smart hero gains a
situations. These talents can be selected in any order. but bonus feat This feat must be selected from the following
before the hero can select a talent from this tree he must list, and the Smart hero must meet any prerequisites.
have previously selected at least one talent from the Builder. Cautious, Combat Expertise, Educated. Gearhead,
Research Talent Tree Improved Disarm, Improved Trip. Iron Will, Lightning Reflexes,
Exploit Weakness: After 1round of combat. the Smart Meticulous. Studious, Vehicle Expert. Weapon Focus.
hero can designate one opponent and try to find ways to
gain an advantage by using brains over brawn. The Smart
hero uses a move action and makes an Intelligence check THE OEOICHTEO HERO
(DC 15) with a bonus equal to his Smart level. If the check The Dedicated hero uses her Wisdom score to best advan-
succeeds. for the rest of the combat the Smart hero uses tage. Taking a level in this class demonstrates a focus on
his Intelligence bonus instead of either his Strength or Dex- willpower, common sense. perception, and intuition. Sense
terity bonus on attack rolls as he finds ways to outthink his of self and devotion of purpose, as well as keen senses and
opponent and notices weaknesses 1n his opponents fight- a greater ability to analyze information combine to define
ing style. the Dedicated hero.
Prerequisite: One talent from the Research Talent Tree. ADedicated hero might be insightful or understanding, she
Plan: Prior to a dramatic situation. either combat- or might be perceptive or possessed of wisdom beyond her years.
skill-related, the Smart hero can develop a plan of action to She might be alluring or fascinating. She might be devoted to
handle the situation. Using this talent requires preparation: a cause. an ideal. or a faith that's bigger than herself while still
a Smart hero can't use this talent when surprised or other- possessing an unshakable confidence mher own abilities.
wise unprepared for a particular situation.
The Smart hero makes an lntelltgence check (DC 10)
with a bonus equal to his Smart level. The result of the EHamples of Dedicated Heroes
check provides the Smart hero and his allies with a cir- Health care workers clergy. act1v1sts, investigators. and
cumstance bonus. ASmart hero can·t take lO or 20 when those dedicated to a cause or idea are some of the profes-
making this check. sional choices available to the Dedicated hero.
Starting feats
In addition to the two feats all characters get at 1st level
(see Table 1-2). a Dedicated hero begins play with the
Simple Weapons Proficiency feat.
Class Peatures
The following are class features of the Dedicated hero.
Talents
At 1st. 3rd, 5th, 7th, and 9th level, the Dedicated hero
selects a talent from the follow ing talent trees. Some trees
have a set order that must be followed, while others pro-
vide a list to choose from. As long as the hero qualifies, you
can select freely from any and all talent trees. No talent can
be selected more than once unless expressly indicated.
Beginning Talents: A 1st-level Dedicated hero can
choose from empathy, healing knack, and skill emphasls.
Ooctor
A doctor can be a physician (general
practitioner or specialist), a surgeon. or a
psychiatrist.
Prerequisite: Age 25•.
Skills: Choose two of the following skills
as permanent class skills. If a skill you select
is already a class skill. you recerve a •1 com·
petence bonus on checks using that skill.
Craft (pharmaceutical), Computer Use.
Knowledge (behavioral sciences, earth and
life sciences, or technology), Search, Treat
injury.
Wealth Bonus Increase: +4,
d20MODERN
filers, espionage agents. and others who use their skills to
gather evidence and analyze clues.
Rural
Farm workers, hunters. and others who make a living in rural
Prerequisite: Age 23+.
communities fall under this category.
Skills: Choose two of the following skills as permanent
Prerequisite: Age 15+.
class skills. If a skill you select is already a class skill, you
Skills: Choose two of the following skills as permanent
receive a +l competence bonus on checks using that skill.
class skills. If a skill you select is already a class skill. you
Computer Use, Craft (visual art or writing). Decipher
receive a +1 competence bonus on checks using that skill.
Script, Forgery. Gather Information, Investigate, Knowledge Balance, Climb, Drive, Handle Animal, Repair, Ride, Sur-
(behavioral sciences, civics, earth and life sciences, or street- vival, Swim.
wise) Research, Search, Sense Motive. Bonus Feat: Select either Brawl or Personal Firearms
B~nus Feat: Select either Brawl or Personal Firearms Proficiency.
Proficiency.
Wealth Bonus Increase: +I.
Wealth Bonus Increase: +2.
abetter sense of who you want him to be. You develop his
details in much the same way as an author develops a char- You can choose or randomly generate your character's age.
acter over several drafts of a novel or over several novels in If you choose it. it must be at least the minimum age for the
a series. GM's campaign and the character's starting occupation.
Start with some idea of your character's background and Alternatively. you may create a random starting age of
personality. and use that Idea to help add the details that 2d6+15 years for college-age characters. or ld6+20 years for
bring your character to life. individuals starting their careers.
For those who want to start a campaign with more expe-
rienced characters. use Table 1-10: Starting Level and Age as
OAIDE a guide Remember that this table is a guideline. You and
Select a name that fits your character. A name helps you your GM are encouraged to decide these details based on
define your character's background and ethnic origin. The the campaign and the character you want to play.
name may fit your character's class or abilities ("Speed-
McCracken for a Fast hero). or it may be dramatically differ-
ent or ironic (Stephanie "Tiny" Lynch for a Tough hero. for
example). It may be ordinary or unusual. depending on your Child
taste and the mood of your campaign. Young adult lst
A character's name provides dues to the character's age Adult 1st
and heritage ilS well-Reginald Cuthbert Ill summons up a Adult (limited experience} 3rd
very different image from Morris "Moondog" Greenberg. Adult (moderate experience) 5th
The former projects an air of stuffy sophisticate (whether Adult (high experience) 7th
the character comes off that way or not). while the latter Middle age (moderate experience) 6th
suggests an image of a freewheeling ruffian with aknack for Middle age (high experience) 8th
getting into trouble. Old 9th
Venerable 10th
1d6
Your character's personality can change over time. Let 8th 14th 2d6
your character grow and evolve the way real people do as 15th- 20th 3d6
the campaign unfolds.
u
r1111MOOERN
(conservatism, liberalism. libertarianism. and so on) or philo-
RLLEGIAOCES sophical outlooks (Taoism, existentialism, the teachings of
What is important to your hero? What beliefs does he or Ayn Rand).
she hold above others? Where does your hero's loyalty lie? Ethical Philosophy: This describes how one feels about
The allegiances system that follows is optional. Your GM order. as represented by law and chaos. An individual with a
will tell you whether he or she is using it in the campaign. lawful outlook tends to tell the truth. keep his word,
When creating a character. you may choose up to three respect authority, and honor tradition. and he expects
allegiances. ranking them in order from most important to others to do likewise. An individual with a chaotic outlook
least important. These allegiances are indications of what tends to follow his instincts and whims. favor new ideas and
your character values in life, and may encompass people, experiences, and behave in a subjective and open manner in
organizations. or Ideals. A character may have no alle- his dealings with others.
giances (being either a free spirit or a lone wolf) or may Moral Philosophy: This describes one's attitude toward
change allegiances as he or she goes through life. Also. just others, as represented by good and evil. An individual with
because you fit Into a certain category of people doesn't agood allegiance tends to protect innocent life. This belief
mean you have to choose that category as an allegiance. implies altruism. respect for life, and a concern for the dig
You might be an American, but perhaps you're not devoted nity of other creatures. An evil allegiance shows a willing-
to the nation. You have a family, but you might not be ded- ness to hurt. oppress, and kill others. and to debase or
icated to your family. destroy innocent life.
Allegiance is primarily a roleplaying tool to determine
how your character acts In particular situations. In choosing AllegianceEHample
an allegiance for your character you are stating your intent Russell Whitfield chooses the following allegiances. in the
to play that character acertain way. If your character acts in following order: good, lawful, and Department-7. Now,
a way that 1s detrimental to his or her allegiance. the GM Russell can choose to act as the situation demands and
may choose to strip your character of that allegiance (and according to his own conscience. but when all else fails, he
all its benefits) and assign an allegiance more suitable to tries to adhere to decisions that promote the greater good.
those actions. A former allegiance may be regained through stick to the law. and serve the interests of Department-7, in
roleplaying opportunities. that order.
advance two or more levels at once. he or she instead your character's Constitution from 11to12 at 4th level, he or
advances one level and gains just enough experience points she gets +3 hit points. Add these points before rolling hit
to be 1XP short of the next level. For example. if Yoriko has points for the new level (the next step).
5,000 XP (l.000 points short of 4th level) and gains 6,000
more, that would put her at 11,000-enough for 5th level.
Instead, she onlyattains 4th level, and her XP total becomes 8. Hit Points
9,999. The additional XP are lost. Roll the appropriate Hit Die for the class you just ga.ined a
level in, add the chara.cter's Constitution modifier, and add
the total to your character's hit points. Acharacter always
gains at least 1 hit point for each new level, even if a Con- Hit Points
A hero gains hit points from each class as his or her class level
stitution penalty would produce a result of 0 or lower.
increases, adding the new hit points to the previous total. For
example. Brandon began as a Smart hero and attained 4th
9. S~ill Points level. then added levels of Strong at his next two level
At each new level. a c.haracter gains skill points to spend on advancements. As a 4th-level Smart/2ncHevel Strong hero, his
skills. as detailed in the particular class description. total hit points are ld6 + ld6 + ld6 + 1d6 + ld8 +ld8. His Con-
For class skills, each skill point buys 1rank. Acharacter's stitution modifier of +l applies to each hit point die roll, and
maximum rank in a class skill is his or her character level + 3. he received maximum hit points at 1st level (6 + 1= 7hp}.
For cross-class skills, each skill point buys 1/ , rank. Achar-
acter's maximum rank in a cross-class skill is one-half that of Base Attac~ Bonus
a class skill (don't round up or down). Add the base attack bonuses for each class to get the hero's
If you have been maxing out a skill (putting as many skill base attack bonus. Aresulting value of +6 or higher provides
points into it as possible), you don't have to worry about cal- the hero with multiple attacks. ror instance, a 6th-level
culating your maximum rank. At each new level, you can Dedicated/2nd-level Strong hero has a base attack bonus of
always assign 1skill point- and just 1- to any skill that you're +6 (•4 for the Dedicated levels and+ 2 for the Strong levels).
maxing out. (If it's a cross-class skill, this point buys / 1rank.) Abase attack bonus of "6 allows a second attack with a
Remember that you buy skills based on the class you have bonus of" 1. even though neither the "4 from the Dedicated
advanced in. so that only those skills given as class skills for levels nor the +2 from the Strong levels normally allows an
that class can be purchased as elm skills for this level. additional attack.
regardless of what other classes you may have levels in.
Base Attack Bonus Additional Attacks at
+6
IO. feats +7
+1
··2
Upon reaching your 3rd character level and every third level
+8 +3
thereafter (6th. 9th,12th. 15th, and 18th). you gain one feat of
+9 +4
your choice (see Chapter Three}.
•10 +S
+11 +6/+1
II. Action Points +12 +7/+2
For basic classes, you gain a number of action points each +13 +8/+3
level equal to 5 + one-half your character level. rounded 114 19/•4
down. Advanced classes have a faster rate of accrual (see ' +15 +10/+5
Chapter Six). +16 +11/+6/+I
+17 +12/+7/+2
12. Chee~ Wealth Bonus +18
+19
+13/+8/+3
+14/+9/+4
Make a Profession check {see the skill description, page 70)
+20 +15/+10/+5
to determine If your Wealth bonus Increases.
·---- To use multiple attacks 1n the same round, you must use a
MULTICLASS full attack, which Is a full-round action.
::c For a hero whose levels are all in the same class, character 2nd-level Smart hero has a +1Reputation bonus (+O for the
Strong levels and +1 for the Smart levels).
u
level and class level are the same.
When a multiclass character increases one of his class
Shills levels by one. he gets all the standard benefits that char-
Arnulticlass hero uses his character level to determine the acters receive for attaining the new level in that class:
maximum ranks he can have in a skill. If a skill is a class skill more hit points, possible bonuses on attack rolls. Defense.
for any of a multidass hero's classes. then use character and saving throws (depending on the class and the new
level to determine a skill's maximum rank. (The maximum level), a new class feature (as defined by the class), and
rank for a class skill is 3 +character level.) new skill points.
When a multicla.ss hero gains a level in a class, he spends Skill points are spent according to the class that the
that Ievel's skill points as a member of that class. Only that multiclass character 1ust advanced in (see Table 2-1: Skill
class's class skills may be purchased as class skills. All other Points per level). Skills purchased from Table 2-2'. Skills are
skills. including skills for another class the hero has levels in. purchased at the cost appropriate for that class.
are considered cross-class skills when ranks 1n those skills
are purchased at this level.
How ffiulticlassing UJorhs
Class Fealur es
1 Brandon Cross. a 4th-level Smart hero, decides tie wants to
The character gets all class features (talents, bonus feats, expand his repertoire by improving some of his physical
or other special abilities) of au classes for the levels he attributes. When Cross accumulates 10,000 XP, he be-
possesses. comes a 5th-level character. Instead of becoming a 5th·
level Smart hero. however, he decides to become a
Feats 4th-level Smart/1st-level Strong hero. (How exactly he
Amulticlass character receives a new feat every three char- picked up this new area of focus isn't critical to the cam-
acter levels, regardless of individual class level (see Table paign, tnough the player and Gamemaster are encouraged
1-2: Experience and Level-Dependent Benefits). Taking one to create an in-game reason and opportunity for the hero
level in a new class does not entitle a character to receive to do so.)
the two feats that a beginning 1st-level character gets. For Now. instead of gaining the benefits of a new level of
example a 1st-level Strong hero who gains 1.000 XP and Smart, he gains the benefits of becoming a 1st-level
then takes one level of Smart becomes a 2nd-level charac- Strong hero. He gets hit points from a 1st-level Strong
ter, and at that level he does not get a new feat. When he hero's Hit Die (1d8 plus his Constitution modifier), a 1st·
attains his next new level and increases his character level level Strong hero's +1 base attack bonus. a 1st-level Strong
to 3rd, then he receives a new feat 1ust as all 3rd-level hero's +1 Fortitude save bonus. and the Strong hero's skill
ch;iracter.s do. points (3 + his Intelligence modifier). When purchasing
skills for this new level. Brandon uses the Strong hero's
Ability Increases class skills to determine whether a skill point buys 1 rank
Amulticlass character increases one ability score by •1 every or /1 rank. If he wants to add ranks to one of the Smart
four character levels, regardless of individual class level (see hero's class skills, that skill is considered a cross-class skill
Table 1 2: [xperience and level-Dependent Benefits). for him at this level.
The benefits described above are added to the scores
Brandon already had as a Smart hero. His Defense gets a
Adding aSecond Class +1 bonus. His Reflex save bonus, Will save bonus, and _ _ _.,_.
When a character with one class gains a level, he or she may Reputation bonus do not increase because these num-
choose to increase the level of his or her current class or bers are +O for a 1st-level Strong hero. He doesn't gain
pick up a new class at 1st level. This could be a basic class or, any of the benefits a 5th-level Smart hero gains. He
if the character qualifies for it, an advanced class. (See Chap- could spend some of his new skill points to improve his
ter Six for information on advanced classes.)
n
Smart skills, but since they would be treated as cross-
The character gains the 1st-level base attack bonus. base class skills for this purpose. these skill points would each
save bonuses, class skills. other class features of the new buy only /i rank.
class, hit points of the appropriate die type. and the new Upon accumulating 15,000 XP. Brandon becomes a 6th-
class's number of skill points gained at each additional level hero. He decides he'd like to continue along the
level (not that number x 4. as is the case for a 1st-level Strong path. so he increases his Strong level once more
character). instead of increasing his Smart level or picking up a level
Picking up a new class is not exactly the same as starting in a third class. Again he gains the Strong hero's benefits
a character in that class. Some of the benefits for a 1st-level for attaining a new level rather than the Smart hero's. At
hero represent the advantage of training while the character this point, Brandon is a 6th-level hero: a 4th-level
was young and fresh, with lots of time to practice. When Smart/2nd-level Strong hero.
picking up a new class, a hero doesn't receive maximum hit At each new level he attains, Brandon must decide
points but should roll the new Hit Die. whether to increase his Smart level or his Strong level. Of
course, if he wants to have even more diverse abilities, he
Advancing a~evel could acquire a third class, either a basic class or (if he
Each time a multlclass character attains a new level. he qualifies) an advanced class. In general, a character can
either increases one of his current class levels by one or have levels in as many different classes as there are
classes.
picks up a new class at 1st level.
U1
Yoriko Obato, a Fast hero, can quietly slip past a secu-
rity guard and disappear into the shadows. If
Russell Whitfield, a Strong hero, tries to do
the same thing, he probably makes just
enough noise to alert the guard to his pres-
ence. He could, however, climb over the tall
fence to avoid the guard, or perhaps even
jump across the rooftops of nearby buildings
to get into the compound unseen. These
actions and many more are determined by the
skills that characters have (in this case, Move
Silently, Hide, Climb, and Jump).
SKILL BASICS
Your character's skills represent a variety of
abilities, and you get better at them as you
advance in level.
...
GettingShills
At each level. you get skill points that you
use to buy skills. Your class and Intelligence
modifier determine the number of points
you receive.
If you buy a class skill. you get l rank in the skill for
each skill point you spend. If you buy a cross-class skill,
you get 1/1 rank per skill point Your maximum rank in a
class skill is your character level + 3. Your maximum
rank in a cross-class skill is one-half of this number.
Using Shills
To make a skill check. roll:
number of skill points the character has invested in the skill. lst·Level Higher-Level
Some skills can be used even if the character has no ranks in Class Skill Points Skill Points
the skill: doing this is known as making an untrained skill Strong (3 • Int modifier) x 4 3 • Int modifier
check. Fast (S • Int modifier) x 4 5 • Int modifier
Ability Modifier: The ability modifier used in the skill Tough (3 • Int modifier) x 4 3 • Int modifier
check is the modifier for the skill's key ability (the ability Smart (9 + Int modifier) Y 4 9 1 Int modifier
associated with the skill's use). The key ability of a skill is Dedicated (S + Int modifier) x ~ 5 + Int modifier
noted in its description and on Table 2 4: Skills. Charismatic U• Int modifier) x 4 7 ~ Int mod1fie1
Miscellaneous Modifiers: Miscellaneous modifiers
include bonuses provided by feats and class features, and Character Shills
penalties such as the ones associated with the nonprofi- When you create your character. you wilt probably
cient use of armor. among others. only be able to purchase ranks In a handful of skills. It
may not seem like you have as many skills a~ real-life
BCOUIBlllG SKILL BROKS people do-but the skills on your character sheet
don't actually define everything your character can do.
Ranks indicate how much training or experience your char- Your character may have solid familiarity with many
acter has with cl given skill. Each of your skills has a number skills, without having the actual training that grants
of ranks. from 0 (ror a skill in which your character has no skill ranks. Knowing how to drive a car or look up
trairung at all) lo 23 (for a 20th level character who has something on the Internet doesn't really mean you
increased a class skill to Its mclximum rank). When making have ranks in Drive or Research. Ranks in those skills
a skill check. you add your skill ranks lo the roll as part of represent training beyond everyday use-the ability to
the skill modifier, so the more ranks you have, the higher bring a car under control during a spinout, or to dis·
your ~kill check re~ult will be. cover hidden focts in archive\ most people clon'I even
Rdnb tell you how profilicnt you arc and reflect your
realize exist.
training in a given skill. In genNal, while anyone can get a So how do normal people get through life without
lucky roll. Ihe character with, ~dy, 10 ranks In a given skill has ranks in a lot of skills? For starters, remember that not
a higher degree of trcJ1ning .ind exf)<'rtiw in that skill than a every use of a skill requires a skill check. Performing
character with 9 ranks or less routine tasks in normal situations is generally so easy
The rules assume that a character can always find a way that no check Is required. And when a check might be
to learn any skill. However, the GM can impose limits called for. the DC of most mundane tasks rarely
depending on ctrcumstances and a given situation. exceeds 10, let alone 15. In day to·day life, when you
don't have enemies breathing down your neck and
Requiring Shills at 1st ~euel your life depending on success, you can take your time
Use the following steps when picking skills for your 1st-level and do things right - making it easy, even without any
character. ranks m the requisite skill. to succeed (see Checks with·
1. Determine the number of skill points you get. This out Rolls, page 47).
number depends on your class and Intelligence modifier. as You're always welcome to assume that your charac·
shown on Table 2-1· Skill Points per Level. For etample, ter is familiar with even good at. as far as everyday
Yonko Obato 1s a lst level Fast hero with an Intelligence tasks go-many skills beyond those for which you actu-
score of 12 (+l Intelligence bonus). At the start of play. she ally gain ranks. The skills you buy ranks in, however, are
has 24 skill points(~ .. 1 6; 6 x 4 · 24). those with which you have truly heroic potential.
2. Spend the skill points. Each skill point you spend on
a class skill gets you 1 rank in that skill. Class skills are the Shills at Higher leuels
skills found on your character's class skill list. When you attain a new experience level. follow these steps
Each skill point you spend on a cross-class skill gets to gain new skills and improve those you already have.
your character Ii rank ln that skill. Cross-class skills are 1. Determine the number of skill points you get. See
skills not found on your character's class skill list. (A Table 2-1: Skill Points per Level. or the class description in
single 1/1 rank does not improve your skill modifier. but Chapter One (for basic classes) or Chapter Six (for advanced
two 1/1 ranks make l rank, so it's important to keep track classes).
of '/1 ranks.) Acharacter gets at least 1skill point even if he or she has
Your maximum number of ranks in a class skill at 1st level an Intelligence penalty.
is 4. In a cross class skill, Ifs 2.
a20MODERN
2. Spend the skill points. You can spend I point on a Climb check. AClimb check is ld20 + Climb ranks (if any) i·
skill thar was at its maximum ranks. That adds 1 rank if the Strength modifier t any other modifiers. Table 2-2: Diffi-
skill 1s a class skill. or 11. rank to a cross-class skill. (A single culty Class Examples shows example DCs for skill checks.
1 rank doe~n't increase your skill modifier, but you can add
1
Shill Chechs
;.: 6·~· 1 11 1 I • ..
Opposing
Askill check takes into account your training (skill ranks). Task Skill Skill
natural talent (ability modifier). and luck (the die roll). Sneak up on someone Move Silently Listen
among other things. To make a skill check, roll ld20 and Con someone Bluff Sense Motive
add your skill modifier for that skill. fhe skill modifier Hide from someone Hide Spot
incorporates the ranks you purchased In that skill. your Win a car race Drive Drive
ability modifier for that skill's key ability, and any other Pretend to be someone else Disguise Spot
miscellaneous modifiers you have. The higher the result. Steal a ke)'. chain Sleight of Hand Spot
the better Create a fake ID Forgery Forgery
Unlike with attack rolls and saving throws, anatural roll
of 20 on the d20 is not an automatic success when
making a skill check and a natural roll of 1is not an auto·
Trying Again
matic failure. If you fall on a skill check. you can sometimes try again.
Check the skill descnpt1on to find out if. and under what cir-
cumstances. you can try again. Many skills. however. have
Difficulty Class natural consequences for failing that must be accounted for.
Some checks are made against a Difficulty Class (DC). The Some skills can't be tried again once a check has failed for a
DC is a number set by the GM (using the skill rules as a particular task.
guideline) that you must attain to succeed. For example. For example, if Brandon Cross (a Smart hero} misses a Dis-
1
climbing the side of an old warehouse may have a DC of 15. able Device check to open a locked door. he can try again
To climb the wall, you must get a result of 15or better on a and keep trying. If however, the con~equence for failing the
020MODERN
check by 5or more is that Brandon trips an alarm. then fail- For example, Troy Bellarosa, aCharismatic hero, wants to
ing has its own pPnalty. entertain agroup of thugs drinking in the Black Katana Bar &
Similarly, if Russell Whitfield (a Strong hero) misses a Grill. Before beginning his performance. Tony listens to the
Climb che<.k. he can keep trying, but if he misses by 5 or thugs so that he can judge their mood. Doing so improves
more. he falls (after which he can get up and try again if the his performance, giving him a ~2 circumstance bonus to the
fall wasn't too far or too damaging). skill modifier for his Perform check. The GM sets the DC at
If the use of a skill carries no penalty for failure. you can 15. The thugs are in a good mood because they recently
take 20 and assume that you keep trying until you eventu- received a Sllable payoff. so the GM reduces the DC to 13.
ally succeed (see Checks without Rolls, page 47). (Troy's performance isn't better just because the thugs are in
a good mood, so he doesn't get a bonus to add to his skill
Untrained Shill Chechs modifier. Instead, the DC goes down.)
However, the leader of the gang hasn't been able to
Generally. if you attempt to use a skill you don't have any
locate the witness that can finger them for the murder of a
ranks in. you make askill check as described. Your skill mod-
federal agent, and he's susprcious of Troy. (The Charismatic
ifier doesn't include skill ranks because you don't have any.
hero reminds the thug of lhe cigent I hC'y wiped out.) The DC
You do get other modifiers. though, such as the ability mod-
ifier for the skill's key ablllly. to entertain him 1s higher than normal: 17 Ins lead of 15,
Troy rolb a6 and adds ~a fo1 his skill modifier (4 ranks, -t2
Some skills can be used only if you are trained in the skill.
Charisma modifier, and +1 for his impromptu research). His
If you don't have ranks in Disable Device. for example. regard-
result Is 14.
less of your class, ablllty scores. and character level. you just
Troy's skill check result (M) 1s high enough to entertain the
don't know enough about mechanical devices and their inner
thugs (DC 13) but not their leader (DC 17). The thugs applaud
workings even to attempt to pick a lock or disarm a security
Troys performance and offer to buy him drinks, but their
device. Skills that can't be used untrained are indicated by a
leader eyes him susp1c1ously and begins to make plans for a
"No" in the "Untrained?" column on rable 2-4: Skills.
second murder
Taking 20
When you have plenty of time, you are faced with no
threats or distractions, and the skill being attempted carries
no penalty for failure. you can take 20. Instead of rolling
1d20 for the skill check, calculate the result as if you had
rolled a 20.
Taking 20 is the equivalent of attempting the check over
and over again until you get it right. Taking 20 takes twenty
times as long as making a single check(2 minutes for a skill
that can normally be checked in 1round).
For example, Russell comes to a cliff face. He takes 10 to
make the climb, for a result of 17 (JO plus his +7 skill modi-
fier). However. the DC is 20, and the GM tells him that he
fails to make progress up the cliff. (His check result is at least
high enough that he doesn't fall.) Russell can't take 20
becau)e there's a penalty associated with failure (falling, in
this case).
later. at the top of the cliff, Russell finds the small shack
in which a wanted criminal has been hiding out. He searches
it. The GM notes in the Search skill description that each 5-
foot-square area takes a full-round action to search (and she El
secretly assigns a DC of 15 to the attempt). She estimates
that the floors, walls, and ceiling of the shack make up about
thirty 5 foot squares, so she tells Russell's player
that it takes 3 minute~ (30 I -i
-
rounds) to search the whole
shack. Russell rolls ld20,
getting an 8, and adds his
+3 skill modifier. The
Ul
result of 11 fails. Now
Russell declares that he
is going to search the
shack high and low. for as
long as it takes. The GM takes the origi- Aiding another can get you out o(
nal time of 3 minutes and multiplies it by tough situations
•• IL
~
u20MODERN
time. The GM limits aid another attempts as she sees fit for ld20 and apply the appropriate ability modifier. The GM
the conditions. assigns a DC. or sets up an opposed.check whe~. two c~ar
For instance. If Russell has been badly wounded, Lily Par- acters are engaged in a contest using one ability agam~t
rish can try a Treat Injury check to keep him from dying. One another. The initiative check in combat, for example, 1s
other character can help Lily. If the other hero makes a Treat essentially a Dexterity check. The character who rolls high-
Injury check (DC 10), Lily gets +2 on the Treat Injury check est acts first.
she makes to help Russell The GM rules that two characters In some cases, a test of one's ability doesn't involve luck.
can't help Lily at the same time because a third person Just as you wouldn't make a height check to see who ~s
would just get in the way. taller. you don't make a Strength check to see who 1s
stronger. When two characters arm wrestle, for example.
S~ill Synergy . the stronger character simply wins. In the case of identical
Sometimes. the GM may decide that having one skill pro- scores. make opposed Strength checks.
vides a bonus when a character uses another skill in certain Example Ability Check
Key Ability
situations. The character must have at least 5 ranks in the
related skill to gain this synergy bonus. and the GM must Forcing open a jammed or locked door Strength
agree that the two skills can complement each other in the Tying a rope Dexterity
given situation. In such cases. the character receives a +2 Holding one's breath Constitution
synergy bonus on the skill check. Navigating a maze Intelligence
Some examples of when skill synergy might come into Recognize a stranger y_ou've seen before Wisdom
play: a specific Knowledge skill could aid in the prac.tical ~se Getting yourself noticed in a crowd Charisma
of a related skill; Disable Device might help when disarming
an explosive with the Demolitions skill; Bluff or Sense
Motive could aid a Diplomacy check: Computer Use could SKILL OESCBIPIIOOS
benefit a Disable Device check against an electronic security The remainder of this chapter describes each skill,
system: and Tumble could help a Jump check succeed. including common uses and typical modifiers. Characters
can sometimes use skills for other purposes than those
discussed here. For example. when infiltrating a biker
Rbility Chec~s . .. gang. you might be able to impress them with a s~owy
Sometimes you try to do something to which no spec1f1c stunt-using the Drive skill-instead of attempting a
skill applies. In these cases. you make an ability check: Roll Diplomacy check. . .
Skills are presented In alphabetical order, 1n the following
format. Entries that do not apply to a particular skill are
modifier Types and Stac~ing omitted in that skill's description.
Amodifier provides a bonus (a positive modifier) or a
penalty (a negative modifier) to a die roll.
Bonuses with specific descriptm. such as "equip- S~ill name (Key Ability)
Trained Only; Armor Penalty
ment bonus;' generally don't stack (combine for cumu-
lative effect) with others of the same type. In those The skill name line and the line beneath it include the fol-
cases. only the best bonus of that type applies. For lowing information.
example. if one object provides a +2 equipment bonus Key Ability: The abbreviation for the abllity whose mod-
and another obiect provides a •l equipment bonus, the ifier applies to the skill check. Exceptions: Speak Language
two bonuses can't be combined together to accomplish and Read/Write Language have "None" given as their key
the same task: only the best, the +2, applies. ability because the use of these skills never requires a check
The only specific bonuses that stack are dodge Trained Only: If ''Trained Only" appears on the line
bonuses, synergy bonuses, and sometimes circum- beneath the skill name, you must have at least 1rank in the
stance bonuses. Circumstance bonuses stack only if skill to use it. If "Trained Only" is omitted. the skill can
they're provided by differlng circumstances; if two be used untrained. If any particular notes apply to trained
circumstance bonuses caused by similar circum- or untrained use. they are covered in the Special section
stances apply. they don't stack. (see below).
Specific bonuses that don't stack include compe- Armor Penalty: If "Armor Penalty" appears on the line
tence, cover, equipment, morale. natural armor. and beneath the skill name. apply the armor penalty for the
size. armor you are wearing (see Table 4-9) to checks involving
If your game setting includes magic or other super- this skill.
natural effects, you may also encounter deflection, Check: What you can do with a successful skill check.
enhancement. enlargement, haste, inherent. insight. and the check's DC.
luck, profane, resistance, and sacred bonus descrip- Try Again?: Any conditions that apply to repeate?
tors. None of these bonuses stack. attempts to use the skill for a particular purpose. If this
Any bonus without a descriptor (such as simply a entry is omitted, the skill check can be tried again without
"+l bonus") stacks with other bonuses. any inherent penalty other than taking additional time.
All penalties stack, regardless of their descriptors. Special: Any particular notes that apply, such as whether
you can take 10 or take 20 when using the skill.
r120MOOERN
Untrained: Any details about using a skill untrained. If Check: A Bluff check 1s opposed by the target's Sense
this entry doesn't appear, it means the skill works the same Motive check when trying ro con or mislead. Favorable and
even when used untrained. or that an untrained character unfavorable circumstances weigh heavily on the outcome of
can't make checks with this skill (true for skills that are des- a bluff. Two cirrumstances can work against you: The bluff
ignated "Trained Only"). is hard to believe. or the action that the bluff requires the
Time: How much time 1t takes to make a check with this target to take goes against the target's self-interest, nature,
skill. personality. or orders.
If it's important. the GM can distinguish between a bluff
Balance (DeH) that fails because the target doesn't believe it and one that
Armor Penalty fails because it asks too much of the target For instance. if
You can keep your balance while walking on a tightrope. the target gets a •10 bonus because the bluff demands
a narrow beam, a slippery ledge, or an uneven floor. something risky of the target. and the target's Sense Motive
Check: You can walk on a precarious surface. Asuccess- check succeeds by 10 or less, then the target didn't so much
ful check lets you move at half your speed along the surface see through the bluff as prove reluctant to go along with it.
as a move action. A failure indicates that you spend your If the target's Sense Motive check succeeds by 11 or more, he
move action keeping your balance and do not move. Afail- has seen through the bluff. and would have succeeded in
ure by 5 or more indicates that you fall. The difficulty varies doing so even if it had not placed any demand on him{that
with the conditions of the surface. is. even without the i-10 bonus).
Asuccessful Bluff check indicates that the target reacts as
tUrrow Surf~ce DC* Difficult Surface DC you wish. at least for a short time {usually 1round or less), or
7-U in. wide 10 10 the target believes something that you want him to believe.
2-6 in wide 15 10 For example. you could use a bluff to put someone off guard
less than 2 1n. wide 20 by telling him someone was behind him. At best. such a bluff
*Add •S to the OC if the narrow surface 1s slippery or angled; add •10 if would make the target glance over his shoulder. It would not
it is both ~lippery and angled cause the target to ignore you and completely turn around.
Abluff requires interaction between the character and the
Being Attacked Whif P Balancinc: While balancing. you
target. Targets unaware of the character can't be bluffed.
are flat-footed (you lose your Dexterity bonus to Defense. if
you have one). unless you have 5or more ranks in Balance. If Sense Motive
Example Circumstances Modifier
you take damage, you must make a Balance check again to
remain standing. The target wants to believe you. -5
"These jewels aren't stolen. I'm just desperate for
Accelerated Movement: You can try to aoss a precari-
ous surface more quickly than normal. You can move your money right now. so I'm offering them to you cheap."
full speed, but you take a -5 penalty on your Balance check. The bluff is beliPvable and doesn't affect the target
(Moving twice your speed in a round requires two checks, much one way or the other. +O
one for each move action.) ul don't know what you're talking about. sir. I'm just
here to listen to the mayor's speech...
You can attempt to charge across a precarious surface.
Charging requires one Balance check at a -5 penalty for The bluff is a little hard to believe or puts the target
each multiple of your speed (or fraction thereof) that you at some kind of risk. +5
charge. "Yov want to fight? /'II takl' you all on myself. I don't
Special: You can take 10 when making a Balance check. need my friends' help Just don'r bleed on my new
but you can't take 20. shoes.
Acharacter with the Focused feat gets a ~2 bonus on all The bluff JS hard to believe or entails a large risk
Balance checks. for the target •10
Time: Balancing while moving one-half your speed is a ~This limo doesn't belong to tht> police commission-
move action. er. Ir jusr looks /11r:e his Trust me-I wouldnt rent
you a car that would ger you orr<•st»d."
Accelerated movement. allowing you to balance while
moving your full speed. 1s also a move action. The bluff is way out there: ifs almost too incredible
to consider T20
"You might find this hard to believe. but I'm actually a - - - - ·
Bluff (Cha) billionaire who's been sold into slavery by a religious
You can make outrageous claims or untrue statements seem cult. If you help me escape now. /'// make you rich
plausible. The skill encompasses conning. fast-talking. mis· beyond your wildest imaginings."
direction, prevarication. and deception through body Ian·
guage. Use a bluff to sow temporary confusion, get Feinting in Combat You can also use Bluff to mislead an
someone to turn his head in the direction you point. or opponent in combat so that he can't dodge your attack
simply to look innocuous. effectively. If you succeed. the next attack you make against
You can also use Bluff to send and understand secret the target ignores his Dexterity bonus to Defense (if he has
messages while appearing to be talking about something one), thus lowering his Defense score. Using Bluff in this way
else entirely against a creature of animal intelligence (Int 1or 2) requires
a-8 penalty on the check. Against a message is contained In the communication. If the eaves-
nonintelligent creature, feinting rs dropper beats the DC by Sor more. he understands the
impossible. secret message.
Creating a Diversion to Hide: Whether trying to send or intercept a message, a failure
You can use Bluff to help you hide. by Sor more points means that one side or the other misin-
A successful Bluff check gives you terprets the message in some fashion.
the momentary diversion you need Try Again?: Generally. a failed Bluff check makes the
to attempt a Hide check while target too suspicious for you to try another bluff in the
people are aware of you. (See the same circumstances. For feinting in combat, you may try
Hide skill. page 63.) again freely.
Sending a Secret Message: Special: You can take 10 when making a bluff (except for
You can use Bluff to send and feinting in combat), but you can't take 20.
understand secret messages while A character with the Dec.eptive feat gets a+2 bonus on all
appearing to be speaking about Bluff checks.
other things. Two Department-7 Time: A bluff takE'\ at lmt 1round (and is at least a full-
agents might suspect that their round action) but can take much longer if you try something
phones are tapped. for example, elaborate. Using Bluff as a feint in combat is an attack action.
and decide to pass along infor-
mation about their mission while
appearing to be discussing last
Climb (Str)
Armor Penalty
nights baseball game. The DC for
a basic message is 10. Complex Use this skill to scale a cliff. to get to a window on the
messages or messages trying to second story of a building. or to climb up a steep slope.
Check: Wrth <'ach successful Climb check, you can
communicate new information
have DCs of IS or 20. Both the advance up, down. or across a slope or a wall or other steep
incline (or even aceiling with handholds)
sender and the receiver must
make the check for the secret A slope is considered to be any incline of less than 60
degree~: a wall is any incline of 60 degrees or steeper.
message to be successfully
relayed and understood. Afailed Climb check indicates that you make no progress,
and acheck that falls by~ or more means that you fall from
Anyone listening in on a
secret message can attempt a whatever height you have already attained (unless you are
Sense Motive check (DC equal secured with some kind of harness or other equipment).
The DC of the check depends on the conditions of the
to the sender's Bluff check
result). If successful. the eaves- climb. If the climb is less than 10 feet (climbing over a6-foot-
tall fence. for example), reduce the DC by 5.
dropper realizes that a secret
Since you can't move to avoid an attack, you are flat·
The Climb skill in action footed while climbing (you lose any Dexterity bonus to
Defense).
Any time you take damage while climbing, make a
Climb check against the DC of the slope or wall.
Failure means you fall from your current height
and sustain the appropriate falling damage. (See
Falling Damage. page 214.)
Accelerated Climbing: You can try to
climb more quickly than normal. You can
move your full speed. but you take a -5
penalty on your Climb check. (Moving twice
your speed 1n a round requires two checks,
one for each move action.)
Making Handholds and Footholds:
You can make your own handholds and
footholds by pounding pitons into a wall.
Doing so takes 1minute per piton, and one
piton is needed per 3 feet. As with any
surface with handholds and footholds, a
wall with pitons in it has aDC of 15. In sim-
ilar fashion, a climber with an ice axe or
other proper implement can cut handholds
or footholds in an ice wall.
Catching Yourself When Foiling: It's
practically impossible to catch yourself on a
ct20MODERN
wall while falling. Make a Climb check (DC equal to walls DC - particular rile writing computer programs. altering existing
20) to do so. Aslope is relatively easier to catch yourselfon (DC programs to perform differently {better or worse), and
equal to slope's DC + JO). breaking through computer security are all relatively diffi-
Special: Someone using a rope can haul a character cult and require skill checks.
upward (or lower the character) by means of sheer strength. Find Frie: Finding a specific flight manifest on an airlines
Use two times a character's maximum load (see Carrying vast computer net. or the case file for an old murder on a
Capacity. page 121) to determine how much weight he or she police detective's laptop. are examples of finding files or
can lift. data on an unfamiliar system The DC for the check and the
You can take 10 while climbing. but you cant take 20. time required are determined by the size of the site on
Acharacter without climbing gear (see page 119) takes a which you're searching.
-4 penalty on Climb checks. At the GM's discretion certain Finding public information on the Internet does not fall
kinds of climbing attempts might require only a rope or under this category: usually, such a task requires a Research
some other implement, or even just one's hands and feet. check (see page 71). This application of the Computer Use
rather than a full set of climbing gear to avoid the penalty. skill only pertains to finding files on private systems with
Acharacter with the Athletic feat gets a - 2 bonus on all which you are not familiar.
Climb checks.
Size of Site DC Time
DC Example Wall or Surface or Task Personal computer 10 l round
-----
0 Aslope too steep to walk up. Small office net work 15 2 rounds
S Aknotted rope with a wall to brace against. Large office network 20 1 minute
10 Arope with a wall to brace against. Aknotted rope. Massive corpordte network 25 10 minutes
A surface with sizable ledges to hold on to 3fld
stand on. such as a rugged cliff face. Defeat Computer Security: This application of Com-
15 Any surface with adequate handholds and foot- puter Use can't be used untrained The DC is determined by
holds (natural or arttf1cial). such as a rough ttatural the quality of the security program installed to defend the
rock surface. a tree. or a cha1n-l1nk feAc-e. An system If the check is failed by S or more. the security
unknotted rope. Pulling yourself up wnen dangling system immediately alerts its administrator that there has
··-~by your hands been an unauthorized entry. An alerted adm1n1strator may
20 An uneven surface with just a few narTO\\ handholos attempt to identify you or cut off your access to the system.
and footholds such as a coarse masonry wall or a Sometimes, when accessing a difficult site. you have to
~---'s~hccr cliff face with a few crevices ana small toeholds. defeat security at more than one stage of the operation
25 A rough surface with no real bandnolds or foot- (once to access the site. for example, and then later to
holds. such as a brick wall. alter some data). If you beat the DC by 10 or more when
25 Overhang or ceiling with handholds but no footholds. attempting to defeat computer security. you automati-
A perfectly smooth. flat. vertical surface cant be cally succeed at all subsequent security checks at that
climbed. site until the end of your session (see the Computer Hack-
-10* Climbing inside an air duct or other location where ing sidebar).
one can brace against two opposite walls {reduces
normal DC by 10). Lewi of Seturity DC
-5* CHrnbing a corner where you can brace against per- Minimum 20
pendicular walls {reduces normal DC by 5). Average 25
•5* Surface is slippery (increases normal DC by 5). Exceptional 35
*These modifiers are cumulative: use any that apply Maximum 40
Time: Climbing at one-half your speed Is a full-round Defend Secunty: If you are the system administrator for
action. Moving half that far {one-fourth your speed) is a a site (which may be as simple as being the owner of a
move action laptop). you can defend the site against intruders. If your
Accelerated climbing. allowing you to chmb at your full site alerts you to an intruder you can attempt to cut off
speed is a f ult-round action. You can move half that far the ntruder's acce~ {end his se~ion), or even to identify
(one-half your speed) as a move action. the ntruder. _ _ _._
To cut off access, make an opposed Computer Use check
Computer Use (Int) against the intruder If you succeed. the intruder's session 1s
ended.She might be able to defeat your security and access
Use this skill to access computer systems. write or modify
your site again. but at least she'll have to start all over
computer programs, and override or bypass computer-con-
trolled devices. Attempting to cut off access takes a full round.
One surefire way to prevent further access is to simply
Check: Most normal computer operations. such as using
shut the site down. With a single computer. that's often no
a typical consumer application or doing research on the
big deal-but on a large site with many computers (or com
Internet, don't require a Computer Use check (thoogh you
might have to make a Research check; see the Research skill puters controtllng functions that can't be interrupted), it
description). However, searching an unfamiliar network for a may be time-consuming or even impossible.
d20MODERN
To identify the intruder. make an opposed Computer Use You can degrade the programming of multiple computers
check against the intruder. If you succeed, you learn the site at a single site; doing so adds +2 to the DC for each addi-
from which the intruder is operating (if it's a single com- tional computer.
puter. you learn the name of the computer's owner). Identi-
fying the intruder requires 1minute and is a separate check Scope of Alteration DC Time
from cutting off access. This check can only be made if the Crash computer 10 1minute
intruder is accessrng your site for the entire length of the Destroy programming lS 10 minutes
check-if the intruder's session ends before you finish the Damage programming 20 10 minutes
check, you automatically fail
This application of the skill can be used to intercept a cell Fixing the degraded programming requires 1 hour and a
phone conversation if you have a cellular intercep1or (see Computer Use check against a DC equal to the DC for
page 116). The DC rs 35, or 2~ if you know the number of the degrading it+ 5.
phone that Initiated the call. Write Progmm: You can create a program to help you
Degrade Programming: You can destroy or alter appli- with a specific task. Dorng so grants you a +2 circumstance
cations on a computer to make use ot that computer harder bonus to the task.
or impzy;~lble. The DC for the attempt depends on what you Aspecific task. In this case, Is one type or operation with
try to do. Crashing a computer simply shuts It down. Its user one target. For Instance, you could write a program to help
can res1(111it without making il skill check (however, restart- you find files on a particular corporate network. It wouldn't
ing takes l minute). Destroying programming makes the help you defeat computer security on that corporate net-
computer unusable until the programming is repaired. Dam- work. or find nles on a different network.
aging programming imposes a -4 penalty on all Computer The DC 10 write a program Is 20: the I ime required is I hour.
Use checks made with the computer (sometimes this is Opernre Remore Device: Many devices-security
preferable to destroying the programming, srnce the user cameras. communications arrays, door loLks, alarm~. satel-
might not know that anything is wrong, and won't simply lites, and so forth-are computer-operated via remote
decide to use a different computer). links. If you have access to the computer tha1 controls
Diplomacy (Cha)
Use this skill to persuade the bouncer to let you into the
exclusive club, to negotiate peace between feuding gangs,
or to convince an enemy agent to release you instead of
killing you. Diplomacy includes etiquette, social grace, tact,
subtlety, and a way with words. A skilled character knows
the formal and informal rules of conduct, social expecta-
tions. proper forms of address. and so on. This skill repre-
sents the ability to give the right impression, to negotiate
effectively, and to influence others.
Check: You can change others' attitudes with a success-
ful check (see the table on the next page}. In negoti-
ations. participants roll opposed Diplomacy checks
to see who gains the advantage. Opposed checks also
resolve cases where two advocates or diplomats
plead opposing cases before a third party.
Diplomacy can be used to influence a GM char-
acter's attitude. The GM chooses the character's ini-
tial attitude based on circumstances. Most of the
time, the people the heroes meet are indifferent
toward them. but a specific situation may call for a
different initial attitude. The DCs given in the
accompanying table show what It takes to change
someone's attitude with the use of the Diplomacy
skill. You don't declare a specific outcome you are
trying for; Instead, make the check and compare
the result to the table on the next page. For
example. attempting to change the attitude of
a hostile street thug fails on a result of 19 or
lower: on a result of 20 or higher. the thug's
attitude changes.
Try Again?: Generally. trying again doesn't
work. Even if the initial check succeeds. the
other character can only be persuaded so far. If
the initial check fails. the other character has
probably become more firmly committed to his
position. and trying again is futile.
Special: You can take 10 when making a
Diplomacy check, but you can't take 20.
Acharacter with the Trustworthy feat gets a +2
bonus on all Diplomacy checks.
Time: Diplomacy Is at least a full-round
action. The GM may determine that some nego-
tiations require a longer period of time.
a20MODERN
.,...... uu _ _ _
Bribery and Diplomacy fails if a bribe isn't attached to it. If the official isn't nec- 1
Offering money or another form of favor can, in the right essarily corrupt, you can add a bribe to get a bonus on
situation, improve a character's chances with a your skill check. This can backfire, as some offic;ials will
Diplomacy skill check. Bribery allows a character to cir- be insulted by a bribe offer {their attitude changes one
cumvent various official obstacles when a person in a
position of trust or authority is willing to accept such an
step for the worse) and others will report you to the
proper authorities.
I
offering. To make a bribe, decide how many points you want to
An Hlega,l act, bribery requires two willing partici· reduce yeur current Wealth b9nus by. Each point by
pants-one to offer a bribe and the other to accept it. which you reduce your current Wealth bonus provides a
Business isn't normally conducted in this fashion, but you +2 bonus on your Diplomacy check when making the
can sometimes find someone in authority who is either bribe. The maximum bonus you can buy is +10, which
willing to accept a bribe or actually demands a bribe to requires a reduction of your Wealth bonus by 5 points.
perform a normal function of his or her position. Of Examples of persons in positions of trust or authority
course, if you offer a bribe to an unwilling participant, follow.
you run the risk of punitive action, including fines, Bouncer: This is the typical muscle stationed outside
imprisonment, or both. an exclusive nightclub or similar establishment. Bouncers
Tippingii waiter to get a better table or to circumvent are often willing to accept bribes to provide information
a reservation line is an example of aminor bribe. Slipping about the guest list, to allow access to the location, or
money to a bouncer to gain entry to an exclusive night- to deny admittance to another. A bouncer typically has
club, offering cash to expedite processing by a bureau- an indifferent attitude.
crat, and paying an informant for information are other Bureaucrat: This official works for some government
examples of bribes. or corporate agency. Some bureaucrats are willing to
In all cases, getting help from another character that accept a bribe, and a few demand it to expedite their
requires either a change of attitude or a nudge to get services. Customs officials, tax collectors, license and
things moving on a time frame other than the one the registration providers, clerks, and other minor func-
character normally works on demands a Diplomacy tionaries fall into this category. A bureaucrat typically
check. You want to change the character's attitude to has an indifferent attitude, though some customs inspec-
helpful to get the character to let you skip ahead in a tors can have unfriendly attitudes.
line, to expedite your passport or customs check, to let Law Officer: Corrupt officers of the law might be
you off without .submitting an official report, or to pro- willing to ignore a minor infraction, let a potential sus-
vide you with information that you couldn't otherwise pect slip away from the scene of a crime, or cause key
lay your hands on. Sometimes, you can do t his with just bits of evidence to "disappear"-for the right price.
a Diplomacy check. Other times, a bribe must be includ- Corruption is uncommon among law officers. Corrupt
ed to get the ball rolling. law officers, if they can be found, typically have an
When a corrupt official requires a bribe to render serv- unfriendly attitude, though some can have indifferent I
1 ices, then a character's Diplomacy check automatically attitudes.
- _J
lnitlal New Attitude--" '------ tool kit (for an electronic lock). The DC depends on the
Attitude Hostile Unf.. lndif.. FrlendlrHeli:iful quality of the lock.
Hostile 19 or less 20 25 35 45
Unfri~dly 4 m less 5 15 1.o5 35 Lock Ty.p.e (barnple)- DC
Indifferent 0 or less l 15 25 Cheap (briefcase lock) 20
Frienelly """ Qor> less ' l< l~ ~vera<ge, (Home'f!e~!>Oif) ·25"
H~h quali~y (b~si~ess ~~a~?ol~ . 30
Htgn set'llr1fy (o@ncl'\ bank vaulfJ .40
Disable Oeoice (Int) Ultra-high security (bank headquarters vault) 50
Trained Only
Use this skill to disarm a security device, defeat a
Disable Security Device: You can disable a security
mechanical lock or trap, or rig the brakes on a car to fail
device, such as an electric fence, motion sensor, or secu-
when it reaches a certain speed. You can examine a
rity camera. You must be able to reach the actual device
sir:nple or fairly small mechanical or electronic device
(to reach a motion sensor, for example, you may have to
and disable it. You usually need apprnpriate tools to use
pass through the area it monitors). If the device is moni-
Disable Device.
tored (such as by a security guard watching the video feed
Check: The GM makes the Disable Device check so that
from a camera, or by a computer monitoring a motion
you don't necessarily know whether you've succeeded.
sensor), the fact that you attempted to disable it will
Open Lock: You can pick conventional locks, finesse
probably be noticed.
combination locks; and bypass electronic locks. You must
When disabling a monitored device, you can prevent
have a lockpick set (for a mechanical lock) or an electrical
your tampering from being noticed. Doing so requires 10
j/nMODERN
minutes and an electrical tool kit. and increases the DC of attention of people who are suspicious. such as a police
the check by •10. officer checking IDs at a road block, the suspicious person
gets to make a Spot check. (The GM can assume that such
Device Type (Example) DC observers take 10 on their Spot checks.)
Cheap (home door alarm) 20 The effectiveness of your disgwse depends in part on
Average (store security camera! 25 how much you're attempting to change your appearance.
High quality (art museum motion detector) 30
High security (bank vault alarm} 35 Disguise Modifier
Ultrahigh serunty (motion detector at Area 51) 40 Minor details only +S
Appropriate uniform or costume +2
Traps and Sabotage· Disabling (or rigging or jamming) a Disguised as different sex -2
simple mechanical device has aDC of 10. More intricate and Disguised as different age category -2 1
complex devices have higher DCs. The GM rolls the check. If l Per step of difference between your age category and the disguised
the check succeeds, you disable the device. If the check fails age category (child. young adult. adult middle age. old. or venerable).
by 4 or less. you have failed but can try again. If you fail by
Sor more. something goes wrong. If it's a trap, you spring it. If you're impersonating a particular individual, those who
If it's some sort of sabotage, you think the device is dis· know what that person looks like automatically get to
abled, but it still works normally. make Spot checks. Furthermore. they get a bonus on their
You can rig simple devices to work normally for a while Spot checks.
and then fail some time later (usually after ld4 rounds or
minutes of use). Familiarity Bonus
Try Again?: Yes. though you must be aware that you have Recognizes on sight +4
failed 1n order to try again. Friend or associate t-6
Special: You can take 10 when making a Disable Device Close friend +8
check. You can take 20 to open a lock or to disable a secu· Intimate ..10
rity device, unless you're trying to prevent your tampering
from being noticed. Usually. an individual makes a Spot check to detect a dis-
Possessing the proper tools gives you the best chance of guise immediately upon nieeting you and each hour there-
succeeding on a Disable Device check. Opening a lock after. If you casually meet many different people, each for
requires a lockpick set (for a mechanical lock) or an electri· ashort time, the GM checks once per day or hour. using an
cal tool kit (for an electronic lock). Opening a locked car average Spot modifier for the group (assuming they take
calls for a car opening kit. Disabling a security device 10). For example, if a character is trying to pass for a mer·
requires either amechanical tool kit or an electronic tol kit, chant at a flea market. the GM can make one Spot check
depending on the nature of the device. If you do not have per hour for the people the character encounters. The GM
the appropriate tools {see page 118 for descriptions), you uses a +l modifier on the check to represent the average of
take a 4 penalty on your check. the crowd {most people with no Spot ranks and a few with
A lock release gun (see page 118) can open amechanical lock good Spot skllls).
of cheap or average quality without aDisable Device check. Try Again?: No, though you can assume the same dis·
A character with the Cautious feat and at least 1rank In guise again at a later time. If others saw through the previ-
this skill gels a+2 bonus on all Disable Device checks. ous disguise. they are automatically treated as suspicious if
nme: Disabling asimple mechanical device is a full-round you assume the same disguise again.
action Intricate or complex devices require 2d4 rounds. Special: You can take 10 or take 20 when establishing
a disguise.
Disguise (Cha) A character without adisguise kit (see page 117) takes a -4
penalty on Disguise checks.
Use this skill to change your appearance. The effort requires
at least a few props and some makeup. A disguise can Acharacter with the Deceptive feat gets a+2 bonus on all
Disguise checks.
include an apparent change of height or weight of no more
You can help someone else create a disguise for him or
than one tenth the original unless specially crafted pros-
her, treating it as an aid another attempt (see Aiding
thetics or costumes are utilized
Another. page 47).
You can also impersonate people, either individuals or
nme:A Disguise check requires 1d4x10 minutes of prepa·
types. For example. you might make yourself seem like a
street person with little or no actual disguise. ration The GM makes Spot checks for those who encounter
you immediately upon meeting you and again each hour or
Check: Your Disguise check result determines how
day thereafter, depending on circumstances.
good the disguise 1s It 1s opposed by others' Spot check
results Make one Disguise check even if several people
make Spot checks. The GM makes your Disguise check Drive (DeH)
secretly so that you're not sure how well your disguise Use this skill to drive a general-purpose motor vehicle (car,
holds up to scrutiny. truck, motorcycle, or snowmobile, for example}. to avoid
If you don't draw any attention to yourself, however. collisions. or to lose someone chasing or tailing you while
others don't get to make Spot checks. If you come to the you're operating a motor vehicle.
M
Check: Routine tasks. such as ordinary driving. don't Special: You can take 10 on an Escape Artist check. You
require a skill check. Make a check only when some unusual can take 20 if you're not being actively opposed (you can
circumstance exists (such as inclement weather or an icy take 20 1f you're tied up. even though it's an opposed check,
surface). or when yoo are driving during a dramatic situation because the opponent isn't actively opposing you).
(you're being chased or attacked. for example. or you're A character with the Nimble feat gets a +2 bonus on all
trying to reach a destination in a limited amount of time). Escape Artist checks.
When dr·ving, you can attempt simple maneuvers or stunts. Time: Making a check to escape from being bound by
See Driving a Vehicle. page 157. for more details. ropes. handcuffs. or other restraints (except a grappler)
Try Again?: Most driving checks have consequences for 'equires 1minute. Escaping anet is a full-round action. Squeez-
failure that make trying again impossible. 'lg 1hrough a tight space takes at least 1minute.maybe longer.
Special: You can take 10 when driving. but you can·t depending on the distance that must be crossed.
take 20.
A character with the Vehicle Expert feat gets a +2 bonus
on all Drive checks.
Forgery (Int)
Use this skill to fake a document from the governor instruct-
There is no penalty for operating a general-purpose
ing a warden to release prisoners. to create an authentic-look·
motor vehicle. Other types of motor vehicles (heavy
ing government identification. to falsify apermit or license, or
wheeled, powerboat. sailboat, ship, and tracked) require the
to detect forgeries that others try to pass off on you.
corresponding Surface Vehicle Operation feat. or you take a
Check: Forgery requires materials appropriate to the
-4 penalty on Drive checks.
document being forged, and some time. To forge a docu-
Time: ADrive check 1s a move action.
ment such as military orders. a government decree, an offi-
cial identification card, or the like, you need to have seen a
Escape Artist (OeH) similar document before. (You can't forge something you
Armor Penalty haven't seen.) The complexity of the document. your degree
Use this skill to shp binders or manacles. to wriggle of familiarity with it. and whether you need to reproduce
through tight spaces. or to escape the gnp of an angry the signature or handwriting of a specific individ-
wrestler. ual. provide modifiers to your
Chi!ck: Make a check to escape from restraints or to Forgery check, as shown below.
squeeze through a tight space
Restraint
-----
DC
Ropes_ _ _ __ Opponent's Dex check ..10
Net 10
Handcuffs
----- 3S
Tight~ce 30
Grappler Opponent's grapple check
SOOK.
A character with the Confident feat gets a+2bonus on all Try Again?: Generally, analyzing aclue again doesn't add
Intimidate checks and on level checks to resist intimidation. new insight unless another clue is introduced Evidence col-
Time: An Intimidate check 1s a full round action lected cannot be recollected. unless there 1s more of it to
take (for instance. a large pool of blood may allow for a
retry, since there's enough for more than one sample).
lnuesti9ate (Int) Special: You can take 10 when making an Investigate
Trained Only
check, but you cannot take 20.
Use this skill to analyze a crime scene and use an evi-
Collecting evidence requires an cvfdence kit. If you do
dence kit. Investigate allows yoLl to discern patterns in
not have the appropriate kit, you take a- 4 penalty on your
clues, turn clues Into evidence, and otherwise prepare a
check.
crime scene and evidence for further analysis by acrime lab,
A character with the Attentive feat and at least l rank in
Check: You generally use Search to discover clues and
this skill gets a +2 bonus on all Investigate checks.
Investigate to analyze them. For example. you might find a
Time: Analyzing a clue is a full-round action. Collecting
blood spatter or a potential murder weapon with a Search
evidence generally takes ld4 minutes per object.
check. You would use Investigate to determine from which
direction the blood was spattered. or to collect fingerprints
from the weapon. Jump (Str)
If you have access to a crime lab, you use the Investigate Armor Penalty
skill to collect and prepare samples for the lab. The result of Use this skill to leap over pits, vault low fences, or reach
your Investigate check provides bonuses or penalties to the a tree's lowest branches.
lab workers. Check: The DC and the distance you can cover vary
Analyze Clue: You can make an Investigate ched: to according to the type of jump you are attempting
apply forensics knowledge to a clue. 8y examining a body. Your Jump check is modified by your speed. The DCs
you might tell whether the victim fought back against the specified below assume a speed of 30 feet (the speed of a
assailant or not. By looking at a bullet hole in a wall, you typical human). If your speed is less than 30 feet. you take a
might approximate the location. or at least direction. of the penalty of -6 for every 10 feet of speed less than 30. If your
shooter. By looking at a bloodstain, you might tell where speed is greater than 30 feet, you gain a bonus of +4 for
the attacker was relative to the victim. every 10 feet over 30. For instance. if you have aspeed ot 20
This function ot the Investigate skill docs not give you feet, you takea 6 penalty. If. on the other hand. your speed
clues where none existed before. It simply allows you to is 50 feet, you gain a •8 bonu~.
ex1ract cxtr;i information from a dur you'vr found. If you have rank~ in theJump skill and you succeed on a
The base DC to analyze a clue is15. It is modified by the check, you land on your feet (when appropriate) and can
time that has elapsed since the clue was left, and whether move as far as your remaining movement allows. If you
or not the scene was disturbed attempt aJump check untrained, you land prone unless you
beat the DC by 5or more. Standing from a prone position is
Circumstances DC Modifier amove action.
Fvery day SlnLe event (max mod1f1er fl0) +2 Distance moved by 1umping 1s counted agatnst maximum
Scene 1s outdoors +5 movement ma round. For example. Russell can move 30 feet
Scene ~lightly disturbed +2 as a move action. To leap ovE>r a 15 foot ch.ism. Ru\Sell
Scene moderately disturbt!d ~4 moves 20 feet in a straight line and jump~ 10 feet horiwn-
Scene extremely disturbed +6 tally (a total distance of 30 feet). He noes not have suffi-
cient movement to jump the chasm in a single move action.
Collea Evidence. You can collect and prepare eviden- On his next move action. however, Russell completes the
t1ary material for a lab, such as gathering fingerprints jump and makes aJump check to see whether he succeeds.
from objects touched. making casts of footprints or tire If the check succeeds. he clears the remaining 5 feet of the
tracks. collecting samples of fluids. fibers. and other chasm and lands in the 5-foot square beyond the far edge of
materials, gathering castings of scratch marks where tools the chasm-a total distance of 10 feet If he lands on his
have been used to break into a location. or collecting bul- feet. he can use the remainder of his move action to move
lets from walls. This use of the Investigate skill requires an up to 20 feet. If he lands prone. his move action ends and he
evidence kit. must take another move action to stand up.
To collect a piece of evidence. make an Investigate check You can start a jump at the end of one turn and complete
(DC 15). If you succeed, theevidence Is usable by acrime lab. the jump at the beginningof your next turn (see Start/Com-
If you fail, acrime tab analysis can be done, but the lab takes plete Full-Round Action, page 137).
a-5 penalty on any necessary check. If you fail by 5 or more, Long Jump: This is a horizontal jump, made across a gap
the lab analysis simply cannot be done. On the other hand. such as achasm or stream. At the midpoint of the 1ump. you
if you succeed by 10 or more. the lab gains a+2 circumstance attain a vertical height equal to one-quarter the horizontal
bonus on its checks to analyze the material. distance. The DC for the 1ump is equal to the distance
This function of the Investigate skill does not provide you jumped (infeet) + 5. For example, a 10-foot·wlde pit requires
with evidentiary items. It simply allows you to collect items aJump check (DC 15) to cross. The DCs for long jumps of 5
you've found in a manner that best aids in their analysis to 30 feet are given in the table below. You cannot jump a
later, at a crime lab. distance greater than your normal speed.
All Jump DCs covered here assume that you can move at Creature Si1e Maximum Height
least 20 feet in astraight line before attempting the jump. If
Colossal 128 ft.
this is not the case, the DC for the jump 1s doubled. Gargantuan ___ _ _ _ _ _ __ 64 ft
Long Jump Distance DC 1 Long Jump Distance DC t Huge 32 ft.
Large 16 ft.
5 feet 10 20 feet 25
Medium-size 8 ft.
10 feet 15 25 feet 30
Small 4 ft
15 feet 20 30 feet 35
1Requires a 20·foot move. Without a 20·foot move, double the DC.
Tiny Ht.
Diminutive lft.
Fine 0.5 ft.
If you fail the check by less than S, you don't dear the dis·
tance, but you can make a Reflex save (DC 15) to grab the far
Special: Effects that increase your speed also increase your
edge of the gap. You end your movement grasping the far
jumping distance, since your check is modified by your speed.
edge. If that leaves you dangling over a chasm or gap, get-
You can take 10 when making aJump check. If there is no
ting up requires a move action and a Climb check (DC 15).
danger associated with failing, you can take 20. For example,
High Jump: This is a vertical leap, made to jump up to
you are free to take 20 to keep trying until you jump high
grasp something overhead, such as a tree limb or ledge. The
enough to catch a low-hanging branch. You can't take 20
DC for the jump is 2 + the height x 4 (in feet). For example,
when attempting to leap across the space separating two
the DC for a Hoot high jump is 14 (2 + (3 x 4)). The DCs for
buildings, since any failure results in a long fall and damage
high jumps of 1 to 8 feet are given in the table below.
as your character hits the ground below.
All Jump DCs covered here assume that you can move at
A character with the Acrobatic feat gets a +2 bonus on
least 20 feet in a straight line before attempting the jump. If
all Jump checks. Acharacter with the Run feat gains a+2 com-
this 1s not the case, the DC for the jump is doubled.
petence bonus on Jump checks preceded by a 20-foot move.
High jump Distance DC 1 High Jump Distance DC 1 Tumble can provide a +2 synergy bonus on Jump checks
(see Skill Synergy. page 48).
1fool 6 5 feet 22
Time: Using the Jump skill is either a move action or a
2~ w 6~ ~
full-round action. depending on whether you start and
3~ M 7~ m complete the jump during a single move action or a full·
4~ IB 8~ M
1Requires a 20-foot move. Without a running start. double the DC.
round action.
If you succeed on the check, you can reach the height. You Knowledge (Int)
grasp the object you were trying to reach. If you wish to pull Trained Only
yourself up, you can do so with a move action and a Climb This skill encompasses several categories. each of them
check (DC 15). If you fail the Jump check, you do not reach treated as a separate skill. These categories are identified
the height and land on your feet in the same square from and defined below.
which you jumped. The number of Knowledge categories is kept purposely
The difficulty of reaching agiven height varies according finite. When trying to determine what Knowledge skill a
to the size of the character or creature. Generally, the max- particular question or field of expertise falls under, use a
imum height a creature can reach without jumping is given broad interpretation of the existing categories. Do not arbi-
in the table below. (As a Medium-size creature, a typical trarily make up new categories.
human can reach 8 feet without jumping.} If the creature is Check: You make a Knowledge check to see if your char-
long instead of tall (such as a horse). treat it as one size cat- acter knows something. For instance, if you found amummy
egory smaller. with an amulet around its neck, you might make Knowledge
Hop Up: You can jump up onto an object as tall as your check to see if you know of any significance to the symbols.
waist. such as a table or small boulder, with aJump check {DC This might be a Knowledge (arcane lore) check or a Knowl-
10). Doing so counts as 10 feet of movement (so you could edge (history) check, depending on what you're interested in
move 20 feet, then hop up onto acounter, if your speed is 30 knowing about the symbols.
feet). You do not need to get a running start to hop up (the The DC for answering a question within your field of
· - - - - DC is not doubled 1f you do not get a running start). study is 10 for easy questions, 15 for basic questions, and 20
Jumping Down: If you Intentionally jump from a height. to 30 for tough questions.
you take less damage than if you just fall. The DC to jump Appraising the value of an object is one sort of task that
down from a height Is 15. You do not have to get a running can be performed using Knowledge. The DC depends on how
start to jump down (the DC is not doubled if you do not get common or obscure the object Is. On a success, you accu-
a running start). rately identify the object's purchase DC. If you fail, you think
If you succeed on the check, you take falling damage as if it has a purchase DC ld2 higher or lower (determine ran-
you had dropped 10 fewer feet than you actually did. Thus. domly) than its actual value. If you fail by 5 or more, you
if you jump down a height of just 10 feet, you take no think it has a purchase DC ld4+2 higher or lower than its
damage. If you jump down a height of 20 feet, you take actual value. The GM may make rhe Knowledge roll for you,
damage as if you had fallen 10 feet. so you don't know whether the appraisal is accurate or not.
Player Knowledge versus Technology. Current developments in cutting-edge
devices, as well as the background necessary to identify var-
Character Knowledge . ious technological devices. .
It's pretty simple to measure a characters knowl-
edge or things that the player doesn't know. That's Theology and Philosophy: Liberal arts, e~h1cs, ph~lo
what a Knowledge check represents. For example, sophical concepts, and the study of rel1g1ous faith. practice.
and experience.
you may not know an awful lot about how major
corporations protect their earnings from taxc,tion, Try Again?: No. The check represents what you know.
but with ranks in Knowledge (business), your char· and thinking about a topic a second time doesn't let you
acter might. know something you never knew In the first place:
The opposite case, however, is harder to adjudicate. Special: An untrained Knowledge check Is simply an
What happens when a player knows something that her Intelligence check. Without actual training, a character only
character doesn·t have any reason to know? For example, knows common knowledge about agiven sub1ect.
while most veteran players know that a Barrett Light You can take 10 when making a Knowledge check, but you
Fifty deals 2d12 points of damage, its likely that inexpe- can't take 20.
rienced characters might never even have heard of the A character with the Educated feat (see page 82) gets a+2
weapon, much less know how powerful 1t is. bonus on any two types of Knowledge checks. .
It's impossible to separate your personal knowl- The GM may decide that having 5or more ranks 1n a spe-
edge (player knowledge} from your character's knowl- cific Knowledge skill provides you with a +2 synergy bonus
edge. The decision on how (or if) to separate player when making a related skill check. For example. acharacter
knowledge from character knowledge must be made with 5or more ranks of Knowledge (earth and life sciences)
between the players and the GM. Some GMs encour- could get a +2 synergy bonus when making a Treat Injury
check in certain situations.
age knowledgeable players to use their experience to
help their characters succeed. Others prefer that Time: A Knowledge check can be a reaction, but other-
characters display only the knowledge represented by wise requires a full-round action.
their skill ranks and other game statistics. Most fall
somewhere between these two extremes. Listen (Wis)
If in doubt. ask your GM how he or she prefers to Use this skill to hear approaching enemies, detect someone
handle such situations. sneaking up on you from behind. or eavesdrop on aconver-
sation.
The fourteen Knowledge categories. and the topics each Check: Make a Listen check against a DC that reflects
one encompasses, are as follows. how quiet the noise Is that you might hear or against an
Arcane Lore: The occult, magic and the supernatural.
opposed Move Silently check.
astrology, numerology, and similar topics.
Art: Fine arts and graphic arts, including art history and
artistic techniques. Antiques, modern art. photography. and
performance art forms such as music and dance. among
others. :· 4
{l.
Behavioral Sciences: Psychology. sociology, /. c i- ,,.
nology. ~
Business: Business procedures. investments e • ll~
corporate structures. Bureaucratic procedure;::
1 .
'¥
to
navigate them. .
Civics: Law. legislation. litigation. and legal nght~~-J : ..::.''--::~,-,'l"""1'
gations. Political and governmental 1nst1M1ons a~~~
Current Events· Recent happenings in the nem;-s~rt-s(r·~ fl•...-
politics, entertainment. and foreign . af'.1a1rs. ~r·fff
·i-·r1·. · -.... e..s
Earth and Life Sciences: Biology, botany, genetics. geol·
1 •· -
ogy, and paleontology. Medicine and forensic;.s; .,, .......,. .......... ""
I-I/story: Events, personalities. and cultures of the past.
Archaeology and antiquities. "'''~•"'•"""' '_·('!,).t
Physical Sciences: Aslronomy, chemistry, mathematlfi~t;:',,;:;..i-h .::::::::..J
phySiCS, and engineering. !GS r
Popular Culture: Popular music and personalities. genre
films and books, urban legends. comics. science fiction an
gaming, among others.
Streetwise.· Street and urban culture, local unCl!l'ANefi!EI!
°""'
41• • '11C•lk)
AT • \W!14#/IJ ~I
......... .: • l • ,
personalities and events. . . -,u...- - - ' - - 1
Tactics: Techniques and strategies for disposing and
maneuvering forces in combat.
-
up to half your normal speed at no penalty. At more than Special: You can take 10 when making a Navigate check.
half speed and up to your full speed. you take a -5 penalty. You can take 20 only when determining your location. not
It's practically impossible (-20 penalty) to move silently when traveling.
~
while attacking, running, or charging. A character with the Guide feat gets a +2 bonus on all
Special: You can take 10 when making a Move Silently Navigate checks.
check, but you can't take 20. Time: A Navigate check is a full-round action.
lfl
Perform(Cha)
This skill encompasses several categories, each of them
treated as a separate skill. These categories are identified
and defined below.
The number of Perform categones is kept purposely
finite. When trying to determine what Perform skill a par-
ticular type of performance falls under, use a broad inter-
pretation of the existing categories. Do not arbitrarily
make up new categories.
Check: You are accomplished in some type of
artistic expression and know how to put on a per-
formance. You can impress audiences with your
talent and skill. The quality of your performance
depends on your check result.
The eight Perform categories. and the qualities each
one encompasses, are as follows.
Act: You are a gifted actor, capable of performing drama,
comedy. or action-oriented roles with some level of skill.
Dance: You are a gifted dancer, capable of performing
rhythmic and patterned bodily movements to music.
Keyboards: You are a musician gifted with a talent
for playing keyboard musical instruments, such as
piano, organ. and synthesizer
Percussion Instruments: You are a musician gifted
with a talent for playing percussion musical instru-
ments. such as drums. cymbals, triangle, xylophone. and
tambourine.
Sing. You are a musician gifted with a talent for pro-
ducing musical tones with your voice.
Stand-Up: You are a gifted comedian. capable of per-
forming a stand-up routine before an audience.
Stringed Instruments: You are amusician gifted with a
talent for playing stringed musical instruments, such
as ban10. guitar, harp, lute, sitar, and violin,
Wind Instruments: You are a musician gifted with a
talent for playing wind musical instruments, such as flute,
bugle, trumpet. tuba. bagpipes. and trombone.
Result Performance
10 Amateur performance. Audience may appreciate Troy makes a Perform (stringed instruments} check
your performance, but isn't impressed.
See the feat description, page 81, for more information.
IS Routine performance. Audience enjoys your per-
Time: A Perform check usually requires at least several
formance. but it isn't exceptional
minutes to an hour or more.
20 Great performance Audience highly Impressed.
25 Memorable performance. Audience enthusiastic.
30 Masterful performance. Audience awed. Pilot (OeH)
Trained Only
Try Again?: Not for the same performance and audience. Use this skill to fly a general-purpose fixed-wing aircraft
Special: You can take 10 when making a Perform check, Check:Typical piloting tasks don·t require checks Checks _ _ ____,
but you can't take 20. are required during combat. for special maneuvers. or in
-
A character without an appropriate instrument (see page other extreme circumstances, or when the pilot wants to
117) automatically fails any Perform (keyboard). Perform attempt .something outside the normal parameters of the
(percussion), Perform (stringed). or Perform (wind) check he vehicle. When flying. you can attempt simple maneuvers
attempts. At the GM's discretion, impromptu instruments and stunts (actions in which the pilot attempts to do some-
may be employed (such as an upside-down garbage can in thing complex very quickly or in a limited space}.
place of a drum). but the performer must take a-4 penalty Each vehicle's description (see Chapter Four) includes a
on the check because his equipment, although usable, is maneuver modifier that applies to Pilot checks made by the
inappropriate for the skill. operator of the vehicle.
Every timea character takes the Creative feat, he gets a +2 Sp,cia!: You can take 10 when making a Pilot check, but
bonus on checks involving two Perform skills he designates. you can't take 20.
A character with the Vehicle Expert feat gets a +2 bonus
on all Pilot checks.
Read/Write Language (none)
Trained Only
. There is no penalty for operating a general-purpose The Read/Write Language skill doesn't work like a stan-
fixed-wing a~rcrart. Other types of aircraft (heavy aircraft, dard skill.
helicopters. iet fighters. and spacecraft) require the corre-
sponding Aircraft Operation reat, or else you take a -4 • You automatically know how to read and write your
penalty on Drive checks. nalive language; you do nol need ranks to do so.
Time: A Pilot check is a move action. • Each dddil ional language costs1rank. When you add a
rank lo Read/Write Language. you choose a new Ian·
Proression (Ulis) guage that you can read and write.
Profession reflects your dptitude for making money at your • You never make Read/Write Language checks. You
occupation. whether it's an in-game job (an agent for either know how to read and write a specific language
Department-7), an out·of·game job (a construction worker or you don't
who does his job between adventures), or something in • To be able to speak a language that you can read and
between (a journalist whose assignments often lead into write. you must take the Speak Language skill for the
adventures). Profession relates to your ability to make the appropriate language.
most of your money. improves your earning potential. and • You can choose any language. modern or ancient. (See
demonstrate) an aptitude at developing a career. The more the sidebar on page 73 for suggestioM.) Your GM
ranks you have in the skill, the more power you have to rise might deternune that you can't learn a specific Ian
1n your chosen field and accumulate wealth. guage due to the circumstances of your campaign.
Check: You make Profession checks to improve your
Wealth bonus every time you attain a new level. The DC for
the check 1s your current Wealth bonus If you succeed at
Repair (Int)
Tromed Only
the Profession check, your Wealth bonus increases by +l. You can repair or jury·ng damaged machmery or elec·
For every S by which you exceed the DC. your Wealth tronic devices.
bonus increases by an additional +1. You can't take 10 or Check: Most Repair checks are made to fiK complex elec·
take 20 when making a Profession check to improve your tronic or mechanical devices, such as radios. cars. or com-
Wealth bonus. puters. The DC is set by the? GM. In gcner<J,l. simple repairs
For example, when Yorlko amuns her 3rd character level. have a DC of 10 to 1511nd require no more thi.111 a rcw minutes
she makC'S ii Profe~sion check. The DC Is equal to her current to accomplish. More complex repair work has <i DC of 20 or
Weal lh bonu~. 1 5. If she gets a result of 16, then she higher and can require an hour or more to complete. Making
increases her Wealth bonus by t3 (ti for succeeding on the repairs also involves a monetary cost when spare parts or
check, and •2 for exc~dmg the DC by 11). Yoriko's Wealth new components are needed. represented by a Wealth
bonus at the start of her )rd level is +8. check If the GM decides this isn't necessary for the type of
How many ranks you havr m thr Profession skill (indud repair you are attempting then no Wealth check 1s needed
mg r.ir1h you may have just acquired after gaining a level)
dlso.adds to the Wealth bonus 1nc.rease you receive upon Purchase Reoair
g.iinmg a new level. In addition to the Wealth bonus Repair Task (Example) DC DC Time
increase you gain from your Profession check result (if the Simple (tool. simple weapon) 4 10 1min.
check succeeds), the number of ranks you have in this skill Moderate {mechanical or 7 15 10 min
increases your Wealth bonu\ as follows. electronrc component)
Complex (mechanical or
--- 10 20 1hr.
Ranks Wealth Bonus Increase
electronic device)
1-5 ..1 Advanced (cutt1ng-('dge 13 25 10 hr.
6-10 •2 mechanical or electronic device)
11-15 •3
16-20 +4 Jury Rig: You can choose to attempt jury rigged. or tern·
21-23 +S porary, repairs. Dolng this 1educes the purchase DC by 3 and
the Repair check DC by 5. and allows you lo mak<> the check
So, continuing the above example. if Yoriko has 5 ranks in in as little as a full-round action. I lowcve1, a jury·rigged
Profession, then she would increase her Wealth bonus by +4 repair can only fix a single problem with a check, and the
at 3rd level (+3 for her skill check result and +l for the temporary repair only lasts until the end of the current
number of ranks she has in the skill). scene or encounter. The jury-rigged object must be fully
See Chapter Four: Equipment for more details on Wealth repaired thereafter.
checks. You can also use jury-rig to hot wire a car or jump-start an
Special: If your Gamemaster deems 1t appropriate, you engine or electronic device. The DC for this 1s at least 15. and it
can add your Profession modifier when making aReputation can be higher depending on the presence of security devices.
check to deal with a work- or career-related situation. The iury-rig application of the Repair skill can be used
Every time a character takes the Windfall feat, he gets a untrained.
cumulative +1 bonus on all Prof~sion checks.
d2oMODERN
Try Again?: Yes. though in some specific cases, the GM that you have a way to acquire restricted or protected
may decide that a failed Repair check has negative ramifica- information.
tions that prevent repeated checks. The higher the check result, the better and more com-
Special: You can take 10 ·or take 20 on a Repajr check. plete the information. If you want to discover a specific
When making aRepair check to accomplish a jury-rig repair, fact, date, map, or similar bit of information, add +S to +15 to
you can't take 20. the DC.
Repair requires an electrJcal tool kit, a mechanical tool Try Again?: Yes.
kit. or a multipurpose tool (see page 118}, depending on the Special: You can take 10 or take 20 on a Research check.
task. If you do not have the appropriate tools, you take a -4 A character with the Studiou.s feat gets a +2 bonus on all
penalty on your cneck. Research checks.
Cr~ft (mechanical) or Craft (electronic) can provide a +2 Computer Use can provide a +2 synergy bonus on a
synergy bonus on Repair checks made for mechanical or Research check when searching computer records for data
electronic devices {see Skill Synergy. page 48). (see Skill Synergy, page 48).
Acharacter with the Gearhead feat and at least l rank in Time: A Research check takes ld4 hours.
this skill gets a+2 bonus on all Repair checks.
Time: See the table for guidelines. You can make a jury- Ride (Oew)
rig repair as a full-round action, but the work only lasts until
Use this skill to ride any kind of mount, including horses,
the end of the current encounter (as defined in Chapter
mules. and elephants, among others. Animals ill suited as
Seven: Garnemastering).
mounts provide a -.2 penalty on their rider's Ride check.
Check: Typical riding actions don't require checks. You
Research (Int) can saddle, mount. ride. and dismount without a problem.
Use this skill to learn information from books, the Internet, Mounting or dismounting an animal is a move action. Some
or other standard sources. Research allows you to navigate tasks. such as those undertaken in combat or other extreme
alibrary, an office filing system, a newspaper morgue, or the circumstances. require checks. In addition, attempting trick
World Wide Web. It doesn't include talking to people and riding or asking the animal to perform an unusual technique
asking questions; that's handled by Gather Information or also requires a check.
r.oleplaying encounters. Guide with Knees (DC 5): You can react instantly to guide
Check: Researching a topic takes time. skill, and some your mount with your knees so that you can use both handsin
luck. The GM determines how obscure a particular
topic is (the more obscure, the higher the DC) and
what kind of information might be available
·depending on where you are conducting your
research. ·
Type of Information pc 1
General 10
Major corporations with offices in
Des Moines. The address of' a suspect.
Specific 15
The meaning of"vn obscure ace-an~ symool.
Court tes-tiindny from~ tria/, ·
Restricted 1 20
The maximum operating depth of a
Seawolf-class submarine. The specific mili-
t·ary unit's assigned t·o a covert operation.
Protected 1 25
1he }1umber of alien oodies rec~Y.ered from
the-Roswell crash si'te, The iiientifyofa
goverhm1mt informer, ·
l Usually r.equires access to a restrictedinformation source,
such as a secure Internet site or a private archive, before a
check can be made.
Spot (Wis) ~he Hide check of the character trying not to be seen. Spot
Use this skill to notice opponents waiting in ambush. to see
1s also used to detect someone in disguise (see the Dis-
a mugger lurking in the shadows. or to discern a sniper hiding
guise skill. page 59). or to notice a concealed weapon on
on a rooftop by making a quick scan of your surroundings.
another person (see Concealed Weapons and Objects.
Check: The Spot skill is used to notice items that aren't
page 94).
immediately obvious and people who are attempting to
Your Spot check is modified by a -1 penalty for every 10
h de. The GM may call for a Spo• check by a character who feet of distance between you and the character or object - - - -
is in a pos1t1on to not1Ce something. You can also make a
you are trymg to discern. The check carries a further -S
Spot check voluntarily 1f you want to try to notice some-
penalty f you are n the midst of activ•ty la combat scene.
thing in your vicinity
a crowded street a bustling atrport and so forth).
T~e GM may make the Spot check in secret so that you
Try Again?: You can make a Spot check every time you
don t know whether not noticing anything means that notn-
have the opportunity to notice something in a reactive
ing 1s there or that you failed the check.
manner. As a full-round action, you may attempt to notice
~ successful Spot check when there isn't anything to
something that you failed (or believe you failed) to
notice results in you noticing nothing
notice previously
Spo~ is often used to notice a person or creature hiding
Special: You can take 10 or take 20 when making a Spot
from view. In such cases. your Spot check is opposed by
check.
Acharacter with the Alertness feat gets a +2boous on all remainmg Is reduced by l round. (Effectively. a character in
Spot checks. combat can hold his breath only half as long as normal.)
Time: A Spot check is either a reaction (if called for by After that penod of time. you must make a Constitution
the GM) or a full-round action (If you actively take the time check (DC 10) every round to continue holding your breath.
to try to notice something). Each round. the DC of the check increases by 1. If you fail
the check. you begin to drown (see Suffocatlon and Drown-
Survival (Wis) ing. page 213).
The DC for the Swim check depends on the water:
Use thisskill to follow tracks, hunt wild game, guide a party
safely through the wilderness, identify signs that a pack of Water DC
wild dogs live nearby, or avoid quicksand and other natural
hazards. Calm water 10
Check: You can keep yourself and others safe and fed in Rough water 15
the wild. Stormy water 20
DC Task Each hour that you swim. make aSwim check against DC 20.
10 Get along in the wild Move up to half your over- If you fail, you become fatigued. If you fail a check while
land speed whilt> hunting and foraging {no food or fatigued. you become exhausted. If you fail a check while
water supplies needed). You can provide food and exhausted. you become unconscious. Unconscious charac-
water for one other person for every 2 points by ters go underwater and immediately begin to drown.
which your check result exceeds JO. Try Again?: A new check is allowed lhe round after a
IS Gama +2 c1rLumsranctt bonus on Fortitude saves check is failed.
against sevPrP weathe1 while moving up to half Special: You take a penalty of -1 for every 5 pounds of
your overl;md ~JX>Pd, or gain a •4 circumstance gear you carry. including armor and weapons.
bonu~ if stdtion;iry You may grant the same bonus You can take 10 when making aSwim check, but you can't
take 20.
to one other chataeter for every 1point by which
your check res11lt Pxceeds J). A character with the Athletic feat get~ d +2 bonus on all
18 Avoid getting lost and avoid natlJral hazards, such Swim checks.
as quicksand. Time: A Swim rheck is either a move at t 1011 or n fult-
round action, .is described above.
With the Track teat (see page 88), you can useSurvival checks
lo track acharacter or animal aero\\ various terrain types. Treat Injury (Wis)
Special: You can take 10 when making a Survival check. Use this skill 10 help characters that hdve been hurt by
You can take 20 when tracking. or if there is no danger or damage. poison. 01 disease.
penalty for failure, but not on periodic checks to get along Check: The DC and effect depend on the task you
m the wild attempt.
A character with the Guide feat gets a +2 bonus on all Long-Term Care (DC 15): With a medical kit, the suc-
Survival checks. cessful application of this skill allows a patient to recover
Time: Basic Survival checks occur each day in the wilder- hit points and ability points lost to temporary damage at an
nes!. or whenever a hazard presents Itself. When using Sur- advanced rate-3 hit points per character level or 3ability
vival with the Track feat to track a character or animal, points 1estored per day of complete rest. A new check is
checks are made according to distance. as described in the made each day; on a railed check. recovery occurs at the
Track feat (page 88). normal rate for that day of rest and care.
You can tend up to as many patients as you have ranks in
Swim(Str) the skill The patients need to spend all their time resting.
You need to devote at least 1 . hour of the day to each
Armor Penalty
Using this skill, a land-based creature can swim. dive. nav- patient you are caring for.
igate underwater obstacles. and so on. Restore Hit Points (DC 15): With a medical kit, If achar-
Check: A succ:essful Swlm check allows you to swim one acter ha~ lost hit points, you can restore someof them. Asuc-
;......_..;....___ quarter your speed as a move action or half your speed as a cessful lheck. as a full-round action, restores ld4 hit points.
full-round action. Roll once per round. If you fail, you make The number restored can never exceed the character's full
no progress through the water. If you fail by 5or more, you normal total of hit points. This application of the skill can be
go underwater. used successfully on a character only once per day.
If you are underwater (from failing a swim check or Revive Dazed, Stunned. or Unconscious Character
because you are swimming underwater intentionally). you (DC 15): With a first aid kit. you can remove the dazed.
must hold your breath. You can hold your breath for a stunned, or unconscious condition from a character. This
number of rounds equal to your Constitution score, but check is an attack action.
only if you do nothing but take move actions or free A successful check removes the dazed. stunned, or
actions. If you take an attack action or a full-round action unconscious condition from an affected character. You can't
(such as making an attack}, the amount of breath you have revive an unconscious character who 1s at 1 hit points or
lower without first stabilizing the character.
Srabilize Dying Character (DC 15). With a medical kit.
you can tend to acharacter who 1s dying. As an attack action.a
Tumble (DeH)
Trained Only: Armor Penalty
successful Treat Injury chedc stabilizes another character. The
character regains no hit points. but he or she stops losing them You can dive, roll. somersault. flip, and execute other
types of gymnastic moves Many types of armor. and any
You must have a medical kit to stabilize a dying character.
Surgery (DC 20): With a surgery kit you can conduct
excessive load of carried items. make It more difficult to use
this skill.
field surgery, stitching grievous wounds, realigning broken
bones. and removing bullets or shrapnel. This application of Check: You can land softly when you fal l, tumble past
the Treat Injury skill carries a - 4 penalty, which can be opponents in combat, or tumble through opponents.
negated with the Surgery feat. Surgery requires ld4 hours: if Land Softly: You can make a Tumble check (DC 15) when
the patient 1s at negative hit points, add an additional hour falling. If the check succeeds, treat the fall as If It were 10
feet shorter when determining damage.
for every point below 0 the patient has fallen. Thus, achar-
Tumble past Opponents: With a successful Tumble
acter who has -3 hit points requires ld4+3 hours of surgery
co tend to his wounds. check (DC 20), you can weave. dodge. and roll up to 20 feet
Surgery restores 1d6 hit points for every character level of through squares adjacent to opponents, risking no attacks
the patient (up to the character's full normal total of hit of opportunity. Failure means you move as planned. but
points) with a successful skill check. Thus, a 4th-level Smart provoke attacks of opportunity as normal.
Tumble through Opponents: With a successful Tumble
hero has 4d6 hit points restored on a successful check.
Surgery can only be used successfully on acharacter once in check (DC 20), you can roll, jump, or dive through squares
a 24-hour period. occupied by opponents. moving over. under, or around
A character who undergoes surgery is fatigued for 24
them as if they weren't there. Failure means you move as
hours, minus 2 hours for every point above the DC the sur· planned but provoke attacks of opportunity a~ normal
Try Again?: No
geon achieves. The period of fatigue can never be reduced
below 6 hours in this fashion. Special: A character with Sor more ranks in fumble gains
freat D1sea!>e (DC 15). You can tend to a character a +3 dodge bonus to Defense (instead of the normal +2)
infected with a treatable disease. Every time the diseased when fighting defensively, and a-t6 dodge bonu~ (instead of
chilracter makes asaving chrow against disease effects (after the normal +4) when engaging In total defense (see fotal
Defense, page 137).
the Init lat contamination), you tirst make a rrcat Injury check
lo h~lp the< harattc1fe11d off ~ecot1uil!y damage. This a.ctiv· You can take 10 when making a Tumble check. but you
ity takes 10 mim1tes. If you1 check succeeds, you provide a
can't take 20.
bonus 011 the diseased character's saving throw equal to your A character with the Acrobatic feat and at least I rank in
1anks In this skill. See page 215 for more on diseases. this skill gets a ~2 bonus on all Tumble
checks.
Treat Poison (DC 15); You can tend to apoisoned charac
ter. When apoisoned character makes asaving throw against a Time: You can try to reduce damage "._---~=riit..
from a fall as a reaction once per
poi,oo's seccmdary effect. you first make aTreat lnj~ry check as
an attack action. If your check ~cct-eds. you proVl<:le a bonos fall. You can attempt to
on the poisoned character's saving throw equal lo your ranks in tumble as a free action that
this skill. SPe page 54 for more on poison. must be performed as
part of a move action.
Try Again?: Yes. for restormg hit points. reviving da1ed.
stunned. or unconscious characters, stabili1ing dying char·
acters. and surgery. No. for all other uses of the skill. Adam tmployi tht
Special: The Surgery feat gives d character the extra Tumbfeiklll
training he or she needs to use Treat lniury to help a
wounded character by means of an operation
You can take 10 when making a Treat ln1ury check. You
can take 20 only when restoring hit points or attempting to
revive dazed, stunned. or unconscious characters.
Long-term care, restoring hit points, treating di~ease,
treating poison. or stabilizing a dying character requires a
medical kit. Reviving adazed, stunned. or unconscious char-
acter requires either a first aid kit or a medical kit. Surgery
requires a surgery kit. If you do not have the appropriate kit,
you take a -4 penalty on your check.
You can use the Treat Injury skill on yourself only to
administer first aid, treat disease. or treat poison. You take
a -5 penalty on your check any time you treat yourself.
Acharacter with the Medical Expert feat gets a+2 bonus
on all Treat Injury checks.
Time: Treat Injury checks take different amounts
of time based on the task at hand, as described above.
Afeat is a special feature that either gives your character a new capa-
bility or improves one he or she already has. For example, Yoriko
Obato. a Fast hero, chooses to start with the Improved Ini-
tiative and Combat Martial Arts feats at 1st level.
Improved Initiative adds a -+4 circumstance bonus to
her initiative checks, and Combat Martial Arts
allows her to deal more damage when she
gets into a fight and uses her martial arts
training. She gains a new feat at 3rd level and
chooses Dodge. This feat allows Yoriko to
more easily avoid the attacks of an opponent she selects.
improving her Defense against that opponent.
Unlike a skill, a fea t has no ranh A character either
has the feat or doesn't have it.
ACOUIBIOG fEAIS
Unlike skills. feats are not bought with points.
You simply choose them for your character. All
available feats are listed and described in Table
H: Feats (see page 78). Each charac-
~ ter gets two feats when the charac-
ter is created (at 1st level). At 3rd,
6th, 9th, 12th, 15th, and 18th level.
he or she gains another feat (see
Table 1-2: Experience and level-
Dependent Benefits, page 18).
For multiclass characters. feats
are gained according to charac-
ter level, not by individual class
levels.
Additionally, some starting
occupations offer bonus feats, and
many classes get extra class-
relatcd feats to chose from
special lists (see the class
descriptions in Chapter
One: Characters).
d20MODERN
PBEBEOUISITES Aduanced fire arms Proficiency
You can use firearms set on autofire
Some feats have prerequisites. A character must have the
indicated ability score, feat. ranks In a skill. and/or base Prerequisite: Personal Firearms Proficiency.
Benefit: You can fire any personal firearm on autofire
attack bonus in order to select or use that feat. Acharacter
without penalty (provided, of course, that it has an autofire
can gain a feat at the same level at which he or she gains all
setting}.
the prerequisites. For example, a 2nd-level Strong hero who
Normal: Characters without this feat take a -4 penalty
already has the Brawl feat accumulates enough experience
on attack rolls made with personal firearms set on autofire
points to attain 3rd level as a Strong hero. His base attack
(see page 148).
bonus goes up from +2 to +3. He now qualifies for the
Improved Brawl feat, because the prerequisites are the Brawl
feat (which hc had already) and a base attack bonus of +3 Aduanced Two-Weapon fighting
(which he just obtained). You are a master at fighting with a weapon in each hand. Unlike
Aprerequisite that contains a numerical value is a minimum; the Two-Weapon Fighting feat, this feat allows you to use a
any value higher than the one given also meets the prerequisite. melee weapon 1n one hand and a ranged weapon in the other.
For instance, the prerequisites for the Frightful Presence feat are Prerequisites: Dexterity 13, Two-Weapon Fighting, Im-
Charisma 15 and Intimidate 9 ranks. Any character with a proved Two-Weapon Fighting. base attack bonus •ll.
Charisma score of 15 or higher and at least 9 ranks in Intimidate Benefit: You get a third attack with your offhand
meets the prerequisites. weapon, albeit at a - 10 penalty.
You can't use a feat If you've lost a prerequisite. FOr exam- Normal: See Attacking with Two Weapons, page 138, and
ple. 1f your Strength temporarily drops below 13 because Table 5-3: Two-Weapon Fighting Penalties.
you are fatigued, you can't use the Power Attack feat until
your Strength score returns to 13 or higher.
Rgile Riposte
You have learned to strike when your opponent is most vul-
FEAT DESCBIPTIOOS nerable-at the instant your opponent strikes at you.
Prerequisites: Dexterity 13. Dodge.
Here is the format for feat descriptions.
Benefit: Once per round, if the opponent you have des-
ignated as your dodge target (see the Dodge feat, page 82)
feat name makes a melee attack or melee touch attack against you and
Description of what the feat does or represents in plain lan- misses. you may make an attack of opportunity with a rnelee
guage, with no game mechanics. weapon against that opponent. Resolve and apply the effects
Prerequisite: Aminimum ability score. another feat or from both attacks simultaneously.
feats, a minimum base attack bonus, and/or the minimum Even a character with the Combat Reflexes feat can't use
ranks in a skill that a character must have to acquire this the Agile Riposte feat more than once per round. This feat
feat. This entry 1s absent if a feat has no prerequisite. does not grant you more attacks of opportunity than you
Benefit: What the feat enables your character to do. are normally allowed in a round.
Normal: What a character who does not have this feat is
limited to or restricted from doing. If there is no particular
drawback to not possessing the feat, this entry is absent.
Rircraft Operation
Select a class of aircraft (heavy aircraft, helicopters. jet
Special: Additional facts about the feat that may help
fighters, or spacecraft}. You are proficient at operating that
you decide whether to select It.
class of aircraft.
The heavy aircraft class includes jumbo passenger air-
Acrobatic planes, large cargo planes, heavy bombers. and any other
You have excellent body awareness and coordination. aircraft with three or more engines. Helicopters include
Benefit: You get a +2 bonus on all Jump checks and transport and combat helicopters of all types. Jet fighters
Tumble checks include military fighter and ground attack jets. Spacecraft
Special: Remember that the Tumble skill can't be used are vehicles such as the space shuttle and the lunar lander.
untrained. Prerequisite: Pilot 4 ranks.
Benefit: You take no penalty on Pilot checks or attack _ _ _ __,
Aduanced Combat martial Arts rolls made when operating an aircraft of the selected class.
Normal: Characters without this feat take a -4 penalty
You are a master at unarmed fighting.
on Pilot checks made to operate an aircraft that falls in any 1l
m
Prerequisites: Combat Martial Arts, Improved Combat
Martial Arts, base at tack bonus •8. of these classes, and on attacks made with aircraft weap-
Benefit: When you score a critical hit on an opponent ons. There is no penalty when you operate a general-pur-
with an unarmed strike, you deal triple damage. pose aircraft.
Special: You can gain this feat multiple times. Each time
Normal: An unarmed strike cntical hit deals double damage.
you take the feat, you select a different class of aircraft.
•2 on Jump an Tum e c eeks
Pilot 4 ranks No -4 penalty on Pilot lhe< b or attatk rolls with
selected class of aircraft
Alertness +2 on Listen and Spot checks
Animal Affinity •2 on Handle Animal and Ride checks
Archaic Weapons Profic1en9 Proficient in swotds. bows, ett.
Armor Pronc1ency (light) Add equipment bonu~ l·or ilrmor typt> to your
Defense; no armor pt!nalty for skHl ~necks
Armor Proficiency (medium) Armor Proficiency (light) Add equipment bo1M for arinor type to your
~~_ _ _ _Defense; no armor pE>nalty for skill checks
Armor Proficiency (heavy) Armor Profrciency (light. med11.om) Add equlpnltnt bonu\ for armor type to your
Defense no armor _naltt for skill checks
Athletic •2 on Chm and wm1 d11.'<.~-~~ _
Attcnuve ______ •2 oo ln•·est~te and Sense Motfve 1 hecks
Bhnd·Fighl Reroll miss chance~-,, -~~--
Brawl •l Oil unarmed attack~. ld6 • Str bonus nonlethal
damage
Improved Brawl Brawl. base artack bonus• 3 •] on unarml'd attarb ld8 • Str born!\ nonlethal
damage _ __
Brawl. base attack bonus+3 Nor1ic:lhal u11armt'<1 all.ilk I\ automattcdlly uilic.11
hit
Improved Knockou \ 1'und1 Brawl. Knorkout Punch, base attack bonus •6 No"lethal unarmed cr111ral h11rteaf\111ple rtama~
Streetfightlng Brawl. base attack bonus +2 •ld4 damage once fl"' round with unarmed attack
or light rnelee wc.ipgn
~ J on Bluff checks to lt•int; feint .1\ mo~t> dClioo
•7 oo any two of Crah (chrmrcal. electronic.
rnccharucal. structurcil) th<:(h
1J on Oemoht 1011\ di\d l>i'>dble Devl(t' lhelh
Int 13 Rf'dur<' a11;ick bonu\ hy up lo ~. in<r<'aW Defense
bonus by up lo •S
D1sdf1T1 doc~ nol provokc· dlt~ck uf oppmtunlty
lrip opporient and makl' an lmmcdl~te melee
allack
One rnclcc alt.ilk .ii c·atl1 opponent within) feet
ld4 • St1 lelhal or nonlf'lhdl cl~magc, con~ldcred
rrrned
Unarmed st11ke lhrMens c1111cal 1t 01119 or 20
Unarmed strrke crrlKal 111 d<•dls ><3 ddmage
Combat Reflexes
Confident
Cre~u~e
Dl'Ct'.(ltlVP
1Jefons1vi:? Martial Arts
(01111>.il 1ilrow Dl're11s1ve Melrt !al Arts
Improved Combat 1hrow Orten~1ve Martial Arts. ( ombat Throw.
base attack bonus •3
Elusive Target Dex 13, Defensive Martial Art~ 4 on rangeo dttdck~ dgdir1st you whtle engaged Ill
melep combat
Unbalance Opponent Oefen~ive Martial Arts. base attack bonus •6 Opponent receives no Str bonus to att.ick only to
damage
_ _ _ _ _ _ Dex 13 •1 dodge bonm agalmt wlrctl'd oppooeot
ee~ 13 Dodge Maki' one al tack of opportunity when your des1g-
- - - - - - - - - - - nated target fails a melc(' attatk against you
Mobility ~~~- •4 dodge bonu~ against attacks of opportunrty
Spring Attad ~. ,-~~....-~- Move l:iefore and afrer rni:>IE'P attack
Drive-By Attack No speed penalty when attacking from moving
·- - - - -
vehicle
Educated 1 12 on any two Knowledge checks
Endurdnce +4 on certain Swim and Con check5. some Fort
Great Fortitude
Guide
Heroic Surge
lrnprovc>d Damag,e Threshold 1
u. Improved Initiative
d20MODERN
Iron Wirt •7 on Wiii \dvP\
Lightning Refl~
ex_es~--------------·------ • 2on RcAeic saves
Low Profile _ _ _ _ _ _ _ _ _ _ _ _ _ _~---~~- Redute Rcputdtlon bonus by 3
Medical Expert +2 on Craft (pharmaceutical) and 1real Injury
checks
Meticulous -~~--~-' 7on Forge1y ilnd Search checks
Nimble +7on Escape Artist dnd '.>!eight of Hand checks
Per50na[ Fir<'drms Proficiency Proficient In use of per\Onal firearms
Advanced Firearms Proficiency Personal Firearms Proficiericy No 4 penalty for ilUtoflre
Burst fire Wis 13. Personal Firearms Proficiency, 4 on allatk, '2 dice d~mage
Advanced Firearms Proficiency
Exotic firearms Proficiency 1 Personal Firearms Proficiency. Prof1clP11t In specific class of exotic firearms
A<lvdr1ced Firci.IJ'ms Proficiency
Strafp Personal firearms Proficiency. Auto(ire c1red 5 by 20 fl. lmlcad or 10 by 10 ft.
Advanced Firearms Proficiency
Po111l 1lld11k Shot • 1on attack and damage up to JO ft
Double ldp De~ 13, Point Blank Shot 2 on atl~tk, I] dlt> dJmugc>
Prt>ri~e Shot Point l.llank Shot No 4 penalty for ~hooting Into mele_ f.! _ __
Shot on t~ Run _~~- Dex 13. Point Blank Shot. Dodge. Mobility Mrm• twf or(' and al t<>r ranged attack
Sklp Shot Point Blank Shot. Pre<ir.e Shot lgn0<e rovPr. -] on attack. -1 die dllmagt-
PowN AtMCk sun Soul1Jtl hom 111elt•t• clllac.k to add to mc>lee darn·
aae roll
CleavE Stt 13, Power Attack Fxlra attack after dropping targrt to 0 hr.
Gret1t tie.we )Ir B. Power Allack. Cleave. No limit to Cleave 111 a round
base artack bonus +4
lm!)rovf'd Bull Rush f,11 13. Pow!'r Attack _____No attack of oppprrunity for bull rush
Sund\!r Sir 13. Power Attack •4 on attack. no attack of opportunity when slrik·
Ing weapon
Qu ck Draw _ _ _ _ _ _ _ _ Ba~e attack bonus •I Drdw ¥rtdflOrt ~\ frl'l' ac\1011
Quick Relo.1d Ila"' attack bonm +1 Re>load as frN' or move anion. instead of dS move
or full round acuon
Rerto'lfn •3Rcpulal1on bonu"
Run Move up 10 5 tune~ norm.ti ~peed. •l on running
Jump rh(>cks
ProficiC'nl with clubs. knlvc~. etc
•}on H1<lc dn<I Move Silently dll'Cks
•'on Decipher 'icnpt and Research checks
Duve 4 ranks No 4 pc0c1lly on Orlve chrcks or att.irk rolls with
selected cl.m of vehicle>
'irngery No 4 penally ror performing surgery _ _~
roughnl'% l •3 hit points
rrack ~-- Use SurvivJI ~ki ll lo trdck
lru ~two rt hy -~---------------
•}on DiplomrJty clnd GJlhi:r l11fo11n.ilion thc<ls
Two-We~pon Fightrng Dex B I !'ssen two weapon penalties by 2
lmprovt'tl fwo Weapoi1 ~lghtlng Dex 13, Two-Weapon Fighting, Fxlr;l a l t~ck wli h oH·hand wrapon
bJ5e attack bonu~ •6
AdvancPd Two-Weapon fighting Dex B. Two·Weapon Fighting, Improved Hurd a\lutk w11h of! h1md Wt'opoll
_ _ _ ----~T_ 11tO
_·_W_eapon fight In& base attack bonus +11
Vchrclc Expc1 l •7 oo Drive .irtd Pilot <hffk\ -----~
force !llop _ _ _ Dnvc 4 rank~. Vehidc E.xpcn Force a surface vehicle to stoP._ _ _ _ __
Vehicle Dodgr ----~-DPx ll, Drive 6 ranks, Vehicle E.x:pert •I dodge boou~ to Defense
Weapon Frnr~s · 1 Proficient wrth weapon, base attack boou\ • l Use Dex mocl~uy mstt>~d of Str modifier with
rnclce we~pon
WC'~pon Forn~ 1 Profirienr wrth weapon. base attad< boou~ •l ti on alldck rolh with wh'< led Wl!dP.Q!l
Windfall 2 • 3WraltlLbonos increJse, •I on f'r'ofess1,_
on_c._'hec.
-~.ks-...,
l You tan toke 1111~ feat rnulliplc times. each time It applies to a different skill. type of equipment. or weapon
2 Yoo can take thi~ fedt multiple limes. 1h effech stack.
Par Shot
You can get greater distance out of a ranged weapon.
Benefit: When you use a firearm or archaic ranged
weapon (such as a bow). its range increment increases by
one-half (multiply by l.S). When you throw a weapon
(such as a grenade), Its range increment is doubled.
Focused
You maintain your focus even under difficult cir-
cumstances.
Benefit: You get a +2 bonus on all Balance checks
and Concentration checks.
Force Stop
You can force another surface vehicle to come
toa halt.
Prerequisites: Drive 4 ranks, Vehicle
Expert.
Benefit: When you attempt a side-
swipe stunt with a surface vehicle,
you can force the other vehicle to
a stop by nudging it into a con-
trolled sideways skid. In ad-
dition to the normal re-
quirements for attempting a
sideswipe stunt. you must have
sufficient movement remaining
to move a number of squares
equal to your turn number.
After succeeding on the check to attempt the
sideswipe, make a Drive check opposed by the
other driver. If you succeed, tum his vehicle 90
degrees across the front of yours, so that they ,,
form a tee. Move them forward a distance
equal to your tum number. The vehicles end
their movement at that location. at stationary
speed, and take their normal sideswipe
damage.
If you fail the check, resolve the sideswipe
normally.
Frightful Presence
Your mere presence can terrify those around
you.
Prerequisites: Charisma 15, Intimidate 9
ranks.
Benefit: When you use thb feat. all
opponents within 10 feet who have Examples of the fir Shot and
Frightful Presence feats
fewer levels than you must make
a Will saving throw (DC 10 + 1/1
your level +your Charisma mod-
ifier). An opponent who fails his
d20MODERN
save is shaken, taking a -2 penalty on attack rolls, saves. and Normal: Unarmed attacks normally deal nonlethal
skill checks for a number of rounds equal to ld6 + your damage equal to ld3 + Strength modifier.
Charisma modifier. You can use the feat once per round as a
free action.
A successful save indicates that the opponent is immune Improved Bull Rush
to your use of this feat for 24 hours. This feat does not You know how to push opponents back.
affect creatures with an Intelligence of 3or lower. Prerequisites: Strength 13, Power Attack.
If you have the Renown feat. the Will saving throw's DC Benefit: When you perform a bull rush (see page 151},
increases by 5. you do not provoke an attack of opportunity from the
defender.
Gearhead
You have a knack with machines. Improved Combat martial Arts
Benefit: You get a+2 bonus on all Computer Use checks You are highly skilled at attacking and dealing damage with
and Repair checks. unarmed strikes.
Special: Remember that the Computer Use skill and the Prerequisites: Combat Martial Arts, base attack bonus +4.
Repair skill can only be used untrained In certain situations. Benefit: Your threat range on an unarmed strike improves
to 19-20.
Normal: A character without this feat threatens acritical
Great Cleave hit with an unarmed strike only on a 20.
You can wield a melee weapon with such power that you
can strike multiple times when you drop your opponents.
Prerequisites: Strength 13, Power Attack. Cleave. base Improved Combat Throw
attack bonus +4, You excel at using an opponent's momentum against him.
Benefit: As Cleave, except that you have no limit to the Prerequisites: Defensive Martial Arts, Combat Throw,
number of times you can use it per round. base attack bonus t 3.
Benefit: In melee combat. if an opponent attacks and
misses you, you may immediately make a trip attack against
Great Portifude him. This counts as an attack of opportunity.
You are tougher than normal. Special: This feat doesn't grant you more attacks of
Benefit: You get a +2 bonus on all Fortitude saving opportunity than you are normally allowed in a round.
throws.
Improved Damage Threshold
Guide You are harder to take down than normal.
You keep your wits about you in the great outdoors. Benefit: You increase your massive damage threshold by
Benefit: You get a +2 bonus on all Navigate checks and 3points.
Survival checks. Normal: A character without this feat has a massive
damage threshold (see page 141) equal to his current Consti-
HeroicSurge tution score. With this feat, the character's massive damage
threshold is current Con •3.
You can perform an additional action in a round.
Benefit: You may take an extra move action or attack Special: A character may gain this feat multiple times. Its
action in around, either before or after your regular actions. effects stack.
You may use Heroic Surge a number of times per day
de~ndlng on your character level (as shown below), but Improved Disarm
never more than once per round. You know how to disarm opponents in melee combat.
Prerequisites: Intelligence 13. Combat Expertise.
Character Level- - - Times per Day Benefit: You do not provoke an attack of opportunity
1st-4th l when you attempt lo disarm an opponent. nor does the
5th-8th 2 opponent get a chance to disarm you.
9th-12th 3 Normal: See the normal disarm rules, page 151.
13th-16th 4
17th-20th 5
Improved f'eint
You are skilled at misdirecting your opponent's attention in
ImprovedBrawl melee combat.
You deal extensive damage In a fistfight. Prerequisites: Intelligence 13. Brawl. Streetfighting.
Prerequisites: Brawl, base attack bonus +3. Benefit: You can make aBluff check In combat as a move
Benefit: When making an unarmed attack, you receive a action. You receive a+2 bonus on Bluff checks made to feint
w
+2 competence bonus on your attack roll, and you deal non- in melee combat.
lethal damage equal to ld8 + your Strength modifier. Normal: Feinting in combat requires an attack action.
a20MODERN
Special: Even if you have the ability to treat unanned
Improved Initiative damage as lethal damage, the damage from a knockout
You can react more quickly than normal in a fight.
punch is always nonlethal.
Benefit: You get a +4 circumstance bonus on initiative
checks.
Lightning RefleHes
You have faster than normal reflexes.
Improved KnocRout Punch Benefit: You get a i 2 bonus on all Reflex saving throws.
You are extremely skilled at cold-cocking unprepared
opponents.
Prerequisites: Brawl, Knockout Punch, base attack Low Profile
bonus t6, You are less famous than others of your class and level, or
Benefit: When making your first unarmed attack against you wish to maintain a less visible presence than others of
a flat-footed opponent. treat a successful attack as a critical your station.
hit This critical hit deals triple damage. The damage is non- Benefit: Reduce your Reputation bonus by 3 points.
lethal damage.
Special: [ven If you have the ability to treat unarmed
damage as lethal damage. the damage from a knockout
medical EHpert
You have a knack for aiding the sick and Injured.
punch is always nonlethal. Benefit: You gel a 1 / bonus on all Craft (pharmaceutical}
checks and Treat Injury chC!cks.
Improved Trip Special: Remember thdt the Craft (pharmaceutical) skill
You arc trained in tripping opponents m melee combat and can't be used untrained.
following through with an attack.
Prerequisites: lnte!Hgence 13. Combat Expertise.
Benefit: You do not provoke an attack of opportunity
meticulous
You are thorough and painstakingly complete
when you try to trip an opponent while you are unarmed
Benefit: You get a •i bonus on all Forgery checks and
If you trip an opponent In melee combat. you immedi-
Search checks.
ately get to make a melcc attack against that opponent as
if you had not used your attack action for the
trip attempl. Moondog brings his lmiwoved
Normal: Sec the normal trip rules. Two Weapon Fighting into play
page IS2.
Iron Will
You have a stronger will than normal.
Benefit: You gel a +2 bonus on all Will saving throws.
Knoclwut Punch
You are skilled at cold cocking unprepared opponents.
Prerequisites: Brawl. base attack bonus +3.
Benefit: When making your first unarmed attack against
a flat-footed opponent. treat a successful attack as a critical
hit. This damage is nonlethal damage.
ri?oMODERN
mobility A character with this feat may throw weapons at his or
her full normal rate of attacks.
You are skilled at dodging past opponents and avoiding
attacks they make against you. Normal: You can draw a weapon as amove action. If you
Prerequisites: Dexterity 13. Dodge. have a base attack bonus of +1 or higher, you can draw a
Benefit: You get a +4 dodge bonus to Defense against weapon as a free action when moving.
attacks of opportunity provoked when you move out of a
threatened square. Quich Reload
Special: A condition that makes you lose your ()oJterity You can reload a firearm with exceptional speed.
bonus to Defense also makes you lose dodge bonuses. Also, Prerequisite: Base attack bonus +l.
dodge bonuses stack with each other. unlike most other types Benefit: Reloading a firearm with an already filled box
of bonuses. maga1ine or speed loader is a free action. Reloading a
re~olver without a speed loader. or reloading any firearm
nimble with an internal magazine. is amove action.
Normal: Reloading a firearm with an already filled box
You have exceptional flexibility and manual dexterity.
Benefit: You get a +2 bonus on all Escape Artist checks magazine or speed loader is a move action. Reloading a
and Sleight of Hand checks. revolver without a speed loader, or reloading any firearm
Special: Remember thar the Sleight of Hand skill can't be with an internal magazine, is a full-round action.
used untrained.
Renown
Personal firearms Proficiency You have a better chance of being recognized.
You are proficient with all types of personal firearms. Benefit: Your Reputation bonus increases by +3.
Benefit: You can fire any personal firearm (a firearm
designed to be carried and used by a single person: see Run
Ranged Weapons. page 95) without penalty. You are fleet of foot.
Normal: Characters without this feat take a -4 penalty Benefit: When running, you move a maximum of five
on attack rolls made with personal firearms. times your normal speed instead of four times (see Run, page
138) If you are in heavy armor. you can move four times your
Point Blanh Shot speed rather than three limes. Jf you make a long jump (see
You are skilled at making well placed shots with ranged the Jump skill, page 65), you gain a +2 competence bonus on
weapons at close range. your Jump check.
. Benefit: You get a +1 bonus on attack and damage rolls
with ranged weapons against opponents within 30 feet. Shot on the Run
You are highly trained in skirmish ranged weapon tactics.
Power Attach Prerequisites: Dexterity 13, Point Blank Shot, Dodge.
Mobility.
You can make exceptionally powerful melee attacks.
Prerequisite: Strength 13. Benefit: When using an attack action with a ranged
Benefit: On your action, before making attack rolls for a weapon, you can move both before and after the attack.
round, you may choose to subtract a number from all melee provided that your total distance moved Is not greater than
your speed.
attack rolls and add the same number to all melee damage
rolls. This number may not exceed your base attack bonus. Moving in this way does not provoke an attack of oppor-
TI1e penalty on attacks and bonus on damage applies until tunity from the defender you are attacking (though it can
your next action. provoke attacks of opportunity from others. as normal).
Stealthy
You are particularly good at avoiding notice.
Benefit: You get a +2 bonus on all Hide checks and Move
Silently checks.
Strafe
You can use an automatic firearm to affect a wider area than
normal.
Prerequisites: Personal Firearms Proficiency, Advanced
Firearms Proficiency.
Benefit: When using a firearm on autofire. you can affect
an area four 5-foot squares long and one square wide (that
is. any four squares in a straight line). Russell benefits from
Normal: Afirearm on autofire normally affects a10-foot- the Stealthy feat
by-10-foot area.
Streetfighting
You know the brutal and effective fighting tactics of the
streets and back alleys.
Prerequisites: Brawl, base attack bonus +2.
Benefit: Once per round. 1f you make a successful melee
attack with an unarmed strike or a tight weapon. you deal an
extra ld4 points of damage.
Studious
You have a knack for research.
Benefit: You get a +2bonus on all Decipher Script checks
and Research checks.
Sunder
You are skilled at hitting an opponents weapon, or some
other object with a me lee attack.
Prerequisites: Strength 13. Power Attack.
Benefit: When you strike an object held or carried by an
engine-powered wdter vessels designed for operation by a indoor surfaces (thick carpets. very dirty or dusty floors).
single person and usually no more than 100 feet in length. The quarry might leave some traces of Its passage (broken
Sailboats are wind powered water vessels. Ships are large, branches, tufts of hair), but only occasional or partial foot-
rnultrcrewed water vessels. Tracked vehicles include bull- prints can be found.
dozers and tanks and other military vehicles. Hard· Any surface that doesn't hold footprints at all,
Prerequisite: Drive 4 ranks. such as bare rock. concrete, metal deckings, or indoor
Benefit:You take no penalty on Drive checks or attack rolls floors. The quarry leaves only traces. such as scuff marks.
made when operating a surface vehicle of the selected class. If you fail a Survival check. you can retry after 1hour (out-
Normal: Characters without this feat take a -4 penalty doors) or 10 minutes (indoors) of searching.
on Drive checks made to operate asurface vehicle that falls Normal: A character without this feat can use the Sur-
under any of these classes, and to attacks made with vehicle vival ~kill to find tracks, but can only follow tracks if the DC
weapons. There is no penalty when you operate a general- is 10 or less. A character can use the Search skill to find indi-
purpose surface vehicle (such as acar, motorcycle. or snow- vidual footprints. but cannot follow tracks using Search.
mobile),
Special: You can gain this feat as many as five times. Each Condition DC Modifier
time you tcJke the frttt. you select adifferent class of surface Every three targets in the group being tracked -l
vehicle. Size of targets being tracked '
Fl~ ~
Surgery Diminutive
Tiny
+4
•2
You are trained to perform surgical procedures to heal
wounds. Small ...1
Prerequisite: rreat Injury 4 ranks. Medium-size +O
Benefit: You tan use the Treat Injury skill to perform sur- Large -1
gery without penalty Huge -2
Normal: Characters without this feat take a -4 penalty Gargantuan -4
on Treat Injury checks made to perform surgery. Colossal -8
Every 24 hours since the trail was rni.lde +I
Every hour of rain since the trail was made +I
Toughness Fresh snow cover sinct: the trail was madt: +10
You are tougher than normal. Poor visibility: 2
Benefit: You gain • 3 hit points. Overcast or moonless night +6
Special:Acharacter may gain this feat multiple times. Its Moonlight ..,3
effects stack. Fog or precipitation +3
1racked target hides trail (and moves at half speed) +'.:i
1 For a grouµ or mixed ~im. dµply only the 1nod1fler for the ldr~esl ~itt>
Trac~ cd\egory represenlt>d.
You can follow the tri.llls of creatures and characters across 2 Apply ofliy the large~l rnod1r1er rrotn th1~ category.
most types of terrain.
Benefit: To find tracks or follow them for one mile
requires a Survival check. You must make another Survival Trustworthy
check every time the tracks become difficult to follow, such You have a friendly demeanor.
as when other tracks cross them or when the tracks back- Benefit: You get a ...2 bonus on all Diplomacy checks and
track and diverge Gather Information checks.
You move at half your normal speed (or at your normal
speed with a Spenalty on the check, or at up to twice your
speed with a 20 penalty on the check}. The DC depends on
Two-Weapon fighting
the surface and the prevailing conditions. You can fight with a weapon 1n each hand. You can make
one extra attack each round with the second weapon. The
Surface Track DC weapons must both be melee weapons or both be ranged
Very soft weapons (you can't mix the types)
5
Soft Prerequisite: Dexterity 13.
10
Firm lS Benefit: Your penalties for fighting with two weapons
are lessened by 2.
Hard 20
Normal:See Attacking with Two Weapons, page 138. and
Table 5-3: Two-Weapon Fighting Penalties.
Very Sort: Any surface (fresh snow. thick dust. wet mud)
that holds deep, clear impressions of footprints.
So(t: Any surface soft enough to yield to pressure, but Unbalance Opponent
firmer than wet mud or fresh snow. in which the quarry You are skilled at keeping your opponents off balance in
leaves frequent but shallow footprints. close combat.
Firm: Most normal outdoor surfaces (such as lawns. Prerequisites: Defensive Martial Arts, base attack
fields. woods, and the like) or exceptionally soft or dirty bonus +6.
Benefit: During your action, you designate an opponent
no more than one size category larger or smaller than you.
Weapon Pocus
Choose a specific weapon, such as a Glock 17 pistol or a
That opponent doesn't get to add his Strength modrfier to sword cane. You are especially good at using this weapon.
attack rolls when targeting you. (If the opponent has a
You can choose unarmed strike or grapple for your weapon
Strength penalty, he still takes that penalty.) for purposes of this feat.
The opponent's Strength modifier applies to damage.
Prerequisites: Proficient with weapon. base attack
as usual. bonus +1.
You can select a new opponent on any action. Benefit: You add +l to all attack rolls you make using the
selected weapon.
Uehicle Ood9e Special: You can gain this feat multiple times. Each time
You are adept at dodging attacks while driving a vehicle. you take the feat, you must select a different weapon.
Prerequisites: Dexterity 13, Drive 6 ranks. Vehicle Expert.
Benefit: When driving a vehicle, during your action you
designate an opposing vehicle or a single opponent. Your
Whirlwind Attach
You can strike nearby opponents in an amazing, spinning
vehicle and everyone aboard it receive a +1 dodge bonus to
melee attack.
Defense against attacks from that vehicle or opponent. You Prerequisites: Dexterity 13, Intelligence 13, Dodge, Mobil-
can select a new vehicle or opponent on any action.
ity, Spring At tack, Combat Expertise, base attack bonus +4.
Benefit: When you perform a full-round action, you can
Uehicle EHpert give up your regular attacks and instead make one melee
You are adept at operating vehicles. attack at your highest base attack bonus against each adja-
Benefit: You get a +2 bonus on all Dnve checks and Pilot cent opponent.
checks.
Windfall
Weapon Pinesse You are particularly wealthy.
You are especially skilled at using a certain melee weapon. Benefit: Your Wealth bonus increases by +3. Also, this
one that can benefit as much from Dexterity as from feat provides a +1 bonus on all Profession checks.
Strength. Choose one light melee weapon, a rapier (if you Special: You can select this feat multiple times. Each
can use it with one hand). or a chain. time. both of its effects stack.
Prerequisites: Proficient with weapon, base attack
bonus +1.
Benefit: With the selected melee weapon, you may use
your Dexterity modifier instead of your Strength modifier
on attack rolls.
Special: You can gain this feat multiple times.
Each time you take the feat, you select a rl
different weapon. W
PUBCHASIOG EOUIPffiEOI
The game uses Wealth checks to determine what
characters can afford and what gear they might
reasonably have access to. Every character has a
Wealth bonus that reflects his or her buying power. Every
object and service has a purchase DC. To purchase an object.
make a Wealth check against the purchase DC.
z is 21
Selling an object can provide an increase to your Wealth
boom The increase is the same amount as the Wealth
bonus loss you would experience if you purchased an object
from prying eyes.
It's assumed that, when attempting to conceal a v.eap-
on or other object. a character is wearing appropriate
clothing· ·something moderately loose and bulky. Tight or
with a purchase DC equal to the sale value. For instance, say skimpy clothes make concealment more difficult, while
you have a Wealth bonus of +9. If you purchased an object large items of clothing, such as long coats, make It easier.
with a purchase DC of 23. your Wealth bonus would Drawing a concealed weapon is more difficult than draw·
decrease by ld6+1 0d6 for purchase DC 14 hlgher than ing a regularly holstered weapon, and normally .requires an
Wealth bonus. l for purchase DC oflS or higher). Therefore. attack action. Keeping the weapon m an eas1er-to·draw
when selling your Chevy Cavalier (sale value 23), you receive position makes concealing it more difficult
a Wealth bonus increase of ld6+1.
Regardless of your current Wealth bonus. YDt! gain. a
Wealth bonus increase of 1whenever you sell an ob1ect with Sleight or Hand Chec~s
a sale value of 15 or higher. (If you sell an object with a sale To conceal a weapon or other object. make a Sleight of
value less than or equal to your current Wealth bonus. and Hand check. Acharacter concealing an object before she
that sale value is 14 or lower. you gain nothing. You might heads out into public can usually take 10 unless she is
1120MODERN
rushed, trying to conceal it when others might see her, or
under other unusual constraints. Sleight of Hand can be
WEAPONS
used untrained in this instance, but the character must It's a dangerous world out there. especially for those who
take 10. make a living fighting criminals, terrorists, or enemy agents
Most heroes carry weapons, ranging from baseball bats to
M-60 machine guns.
Si2e and Concealment The weapons covered here are grouped into three cate-
The obiect's s1ie affects the check result, a.s shown on Table gories based on their general utility: ranged weapons, explo·
4-3. The type of holster used or clothing worn, and any sives and splash weapons, and melee weapons.
attempt to make a weapon easier to draw, can also affect . In the. modern world. carrying a weapon openly-espe·
the check. cially a firearm-ls rarely acceptable, even in the rare cases
when it's legal.
TABLE 4- 3:
BADGED WEBPODS
Ranged weapons fall into three general groups: handguns.
longarrns, and other ranged weapons such as cro~sl1ows.
Diminutive +8
When using a ranged weapon, the wielder applies his or
Tiny +4
+Q
her Dexterity modifier to the attack roll.
Smrtll Handguns and longarms are personal firearm~. Aper5onal
Medium ·~l1e
-~-~~-~~---
-4 firearm is any fi rearm designed to be carried and used by a
l c1 rge -8 single person. Ihis docs not Include. for example, rockel
Huge or larger -::--~~-~-ca ~ n·t conceal lau~chers (which aren't flreamis) and heavy machine gun~
Clothing I\ 1lgl11 or \mall
-~----
-4 (which can be fired by one person. but not carried by one
Clothing 1~ P\petic11ly loose or bulky +2
person). It includes most of what we think of as "guns."
Clothing is sp('.'(ifkatly modified for wntealing obiect +2
Weapon 1s earned In concealed carry hol~ter +4
(see p~e 170) Ranged WeaponsTable
Weapon can be drawn normally -2 Ranged weapons are described by a number of statist1Cs. as
Weapon can be dra""n as free c1tt1on -4 shown on Table 4 4.
with Quick Dray, feat Damage: rhe damage the weapon deals on a successful
hit.
Critical: The threat range for a critical hit. If the threat is
SpottingConcealed Objects confirmed, a weapon deals double damage on a critical hit
Noticing a c:oncedled weapon or other object requires a (roll damage twice, as It you hit the target l wo times). See
Spot check. The DC varies: If the target made a roll when page 131 for more about threat range and critical hits.
concecJling an object, the DC of the Spot check to notice Damage Type: Ranged weapon damage Is classified
the ob1ect is the ~ame as her check result (an opposed according to type: ballistic (all firearms), energy (of a spe-
check, in other word~). If the target took 10 on her Sleight of cific typ~, ~uch as electricity damage for a tascr), piercing
~ land check, use thi~ formula:
(som~ s1rnplc.> ranged weapons, such as a crossbow), or
slashing (a whip). Some creatures or characters may be
Spot DC =Target's Sleight of Hand skill modifier resistant or Immune to some forms of damage. - - - --
(including modifiers from Table 4-3) + 10 Range Increment: Any attack at less than this distance is
not penalized tor range. However, each full range increment
An observer attempting to spot a concealed object receives causes a cumulative 2penalty on the attack roll. For exam·
a -1 penalty for every 10 feet between himself and the pie, a Colt Python has a range increment of 40 feet. An
target. and a - ) penalty if distracted. attack made from a distance of 30 feet would not be penal-
. Patting someone down for a hidden weapon requires a ized.~~ attack from 60 feet would be made at a -2 penalty,
similar check However, the skill employed in Search. and since 1t s more than one whole range increment away. An
the searcher gets a +4 circumstance bonus for the hands-on attack at 200 feet would incur a -10 penalty, because it's
act of frisking the target. Some devices may also offer five full range increments away.
bonuses under certain circumstances (a metal detector . Ranged weapons have a maximum range of ten range
offers a bonus to Search checks to find metal objects, for increments, except for thrown weapons, which have a max·
example). imum range of five range increments.
Rate of Fire: Some ranged weapons have a rate of fire of
Spotting ConcealableArmor 1. which simply means they can be employed once per
Concealable armor (see page 110) can be worn under cloth- round aAd then must be reloaded or replaced. Firearms,
ing if the wearer wants it to go unnoticed. Don't use the which operate through many different forms of internal
modifiers from Table 4-3 when wearing concealable armor. mechanisms, have varying rates of fire. The three possible
Instead, anyone attempting to notice your armor must rates of fire for handguns. longarms, and heavy weapons are
make a Spot check (DC 30). single shot. semiautomatic. and automatic.
d20MODERN
Single Shot: Aweapon with the single shot rate of fire feats allow characters armed with semiautomatic weapons
requires the user to manually operate the action (the mech- to fire shots in rapid successions, getting in more than one
anism that feeds and cocks the weapons) between each shot per attack,
shot. Pump shotguns and bolt-action rifles are examples of Automatic (A): Automatic weapons fire a burst or
firearms with single shot rates of fire. A weapon with the stream of shots with a single squeeze of the trigger. Only
single shot rate of fire can fire only one shot per attack, weapons with the automatic rate of fire can be set on aut-
even if the user has a feat or other abilities that normally ofire or be used with feats that take advantage of auto-
allow more than one shot per attack. matic fire.
Semiautomatic (S): Most firearms have the semiauto· Magazine: The weapon's magazine capacity and type are
rnatic rate of fire. These firearms feed and cock themselves given in this column. The amount of ammunition a weapon
with each shot. Asemiautomatic weapon fires one shot per carries, and hence how many shots it can fire before need-
attack (effectively acting as a single shot weapon). but some ing to be reloaded, is determined by its magazine capacity.
I
d20MODERN
How the firearm 1s reloaded depends upon its magazine
type. The number in this entry is the magazine's capacity in Reloading firearms
Reloading a firearm with an already filled box magazine or
shots. the word that follows the number indicates the mag·
azine type: box, cylinder, or internal. Afourth type. linked, speed loader is a move action. Refilling a box magazine or
has an unlimited capacity: for this reason the entry does not a speed loader. or reloading a revolver without a speed
also have a number Weapons with a dash in this column loader or any weapon with an internal magazine, is a full-
round action
have no magazines: they are generally thrown weapons, or
weapons (such as bows) that are loaded as part of the firing Loading a belt of linked ammunition is a full round
process. action. Linking two belts together is a move action.
Box: Abox magazine 1s any type of magazine that can be
removed and reloaded separately from the weapon. This Handguns
feature 1s advantageous because a character can carry extra A handgun is a personal firearm that can be used one-
magazines, already loaded. and simply swap an empty one handed without penalty. This includes all pistols and some
for one of the extras. Also, box magazines tend to have rel· submachine guns and shotguns. All handguns require the
atively large capacities. Personal Firearms Proficiency feal. U~lng a handgun without
Cylinder Arevolver keeps Its ammunition in a cylinder, this feat imposes a -4 penalty on attack rolls.
which Is part of the weapon and serves as the firing cham- Handgum can be broken down into I hree smaller groups:
ber for each round as well. Unlike box magazines, cylinders autoloaders. revolvers, and ma(hlne pistols.
can't be removed, and they must be reloaded by hand. How- Autoloaders (sometimes called "automatics"), ~uch as
ever. most revolvers can be used with a speed loader (see the Colt M1911 (the venerable .45 pistol) and the Glock, fea-
page 120} a small device that holds a full load of ammuni- ture removable box magazines, and some models hold quite
tion ready to be inserted. all at once. into a cylinder. Using a lot of ammunition. They work by using the energy of a
a speed loader Is much like inserting a box magazine into a shot fired to throw back a slide. eiect the shot's shell casing.
weapon. W1rhou1 a speed loader, a firearm with a cylinder and scoop the next round into the chamber They are more
magazine must be loaded by hand. complex than revolvers. but nevertheless have become
Internal: Some weapons keep their ammunition in an increasingly popular in the modern age.
internal space, which must be loaded by hand. This is the Revolvers, such as the .38 Special sidearms earned by
case with most shotguns. as well as some rifles. many police officers, are relatively simple firearms that
Linked· Some machine guns use linked ammunition. The store several rounds (usually six} In a revolving cyhnder. As
bullets arc chained together with small metal dips. forming the trigger Is pulled, the cylinder revolves to bring the next
a belt. Typically, .i belt holds 50 bullets; any number of belts bullet in line with the barrel.
can be clipped together. In military units, as the gunner fires, Machine pistols are automatic weapons small enough to
an assistant clips new ammunition belts together, keeping be fired with one hand. Some are autoloader pistols modi·
the weapon fed. fied to fire a burst of bullets in a single pull of the trigger.
Size: Size categories for weapons and other objects are while others are modified submachine guns. cut down in
defined differt'nlly f1om the size categories for creatures (a size and weight to allow one·handed use.
Medium-size weapon, for example, is not the same size as a Ranged weapons that use box magazines come with one
Medium-size creature or other object). The relationship full magazine.
between a weapon's size and that of Its wielder defines
whether it can be used one-handed, If it requires two hands. Beretta 92f
and if it's a light weapon. The standard service pistol of the United States military and - - - -
A Medium-size or smaller weapon can be used one- many American law enforcement agencies. the Beretta is a
handed or two-handed. ALarge weapon requires two hands. rugged and reliable autoloader. In addition to its official
A Huge weapon requires two hands and a bipod or other duties. it's a popular civilian weapon and is commonly seen
mount. on TV and 1n the movies as well
ASmall or smaller weapon 1s considered a light weapon.
It can be used one-handed and, as a hght weapon, is easier Beretta 93A
to use in your off hand (see Table 5-3, page 138). This close relative of the Beretta 92F looks like a large auto-
Weight: This column gives the weapon's weight when loader but can fire on automatic. It sports a fold-down grip
fully loaded. in front of the trigger guard. an extendable steel shoulder
Purchase DC: This is the purchase DC for a Wealth check stock that is attached to the butt of the pistol, and an
to acquire the weapon. This number reflects the base price extended magazine.
and doesn't include any modifier for purchasing the weapon This weapon features a three-round burst setting. When
on the black market. used with the Burst Fire feat. it fires only three bullets
Restriction: The restriction rating for the weapon, if instead of five and can be used with only three bullets in
any. and the appropriate black market purchase DC modi- the weapon. This setting does not grant the ability to make
fier. Remember to apply this modifier to the purchase DC burst fire attacks without the Burst Fire feat: if you use the
when making a Wealth check to acquire the weapon on the setting without the feat, you make a normal attack. and the
black market extra two bullets are wasted.
d10MO
Colt Double Eagle Block 17
Based on the Ml911 mechanism. this pistol ts an updated First seen 1n 1983. this pistol spawned controversy as a
miltan version that fires a lOmm round. metal-detector-proof ''plastic gun." In reality, less than half
the parts are polymer materials. and it's iust as detectable
Colt ffil911 as any other handgun. The Glock 1s typical of 9mm self-
This 1s the classic .4~ semiautomatic pistol. used by the loading pistols carried by many police officers and military
United States military for decades until it was recently personnel.
replaced by the Beretta 92F. Manufactured at three loca- Due to its high quality of manufacture. the Glock 17 is
tions in the United States alone. the M1911 can be found always considered a mastercraft weapon. As such. it grants
all over the world. and is still in use in several other mili- a +l bonus on attack rolls.
tary forces.
6Jocl? 20
Colt Python This slightly larger version of the Glock 17 is chambered for
Now considered a classic by the manufacturer. the Python the slightly more powerful lOmm round.
has a well-deserved reputation for accuracy. Due to its high quality of manufacture, the Glock 20 is
Due to its high quality of manufacture. the Colt Python is always considered a mastercraft weapon. As such, it grants
always considered a mastercraft weapon. As such. it grants a +l bonus on attack rolls.
a +l bonus on attack rolls.
mnc Ingram mm
Derringer No longer in production, about 10,000 of these small sub-
This pistol breaks open at the breech like a double-barreled machine guns were made and supplied to United States
shotgun The two·shot weapon has one barrel atop the police forces. the U.S. Army. Cuba. and Peru. Light pressure
other and is barely 5 inches long making it easy to conceal. on the trigger produces single shots. while increased pres-
sure brings automatic fire.
Desert Eagle The MIO accepts a suppressor (see page 120) without
Manufactured by Israeli Military Industries. the Desert Eagle modification.
is the king of large frame. heavy-caliber autoloaders_ The
version on Table 4-4 fires the massive .50 Action Express Pathfinder
round. The Desert Eagle also comes in 357 Magnum and .44 Part of a line of small revolvers designed by Charter Arms.
Magnum models. the Pathfinder is a high-quality weapon used as a concealed
:. ._..••____
•• ...._
s.rtiple handguns
d2
backup weapon by police officers or for personal defense. _
The Pathfinder 1s typical of a number of short-barreled (3
inches) small-caliber revolvers
Ruger Seruice-SiH ~ .•
This revolver. designed specifically for police . .
use. fires the .38 Special round. It was very pop- .,,,
ular with United States police forces prior t9 the •
increasing use of autoloaders in recent decades:cind • •. ~ ·
is still in service with many police forces today. • · · ~ · · : ./:~ •·
SSWm29
The Smith & Wesson Model 29 .44 Magnum
revolver fires one of the most powerful ,.
pistol cartridges 1n the world. The M29 is
known for its deafening sound bright muule flash, fiM. ·
powerful recoil •· . :,
SITESmgResolver
This family of weapons 1s designed wllh the phi·
losophy that an uncomfortable, heavy. or com-
plicated concealed weapon won·t get used The
compact SITES weapon ts very narrow. making it easy to·
conceal.
Slwrpion
The CZ61 Skorp1on is a Czech machine pistol seen increas-
ingly in the West since the collapse of the Soviet Union:
Originally intended for military vehicle crews who don't·
have space for an unwieldy longarm. 1t was widely distrib- ..
uted to Communist countries and in central Africa. and can •
now be found anywhere in the world.
TEC-9
The lntratec TEC-9 is an inexpensive machine pistol popular •.
with criminals because it can be modified (Repair check DC- •
15} to fire on automatic. The pistol only works on semiauto- - .._._ _ _111111
matic fire or. if modified. only on automatic. Once modified
to fire on automatic. the TEC-9 cannot be changed back to Samplt submachine guns
semiautomatic.
at short range. Reduce shotgun damage by 1point for every
Walther PPK range increment of the attack -----
Submachine guns are relatively compact longarms that
The trademark weapon of certain supersp1es. the PPK is a
generally fire pistol ammunition They can fl re on automatic.
small, simple. and reliable autoloader with a design that
dates back to the 1930s. It remains in widespread sef\lice
All longarms are covered by the Personal Firearms Profi-
ciency feat
among European police, military, and government agencies.
Longarms are not well su1red to close combat You take a
-4 penalty on the attack roll when you fire at an adjacent
Longarms target.
Longarms are personal firearms that require two hands to oe
fired without penalty. This group includes hunting and snip· R Km/RK-47
ing rifles. assault rifles. shotguns. and most submachine guns. This venerable assault rifle of the old Soviet Umon 1s one of
The basic longarm is the rifle. a group that includes both the most popular firearms 1n the world, having found
hunting rifles and sniper rifles Most rifles are autoloaders. common use in scores of bush wars and insurrections-on
and they function internally in a manner very similar to auto- all sides of such conflicts.
loader pistols. Some models are operated manually. how-
ever, with the user having to work a bolt or lever between B arrett Light Fifty
each shot. Assault rifles are rifles designed for military use The heavy but rugged Light Fifty 1s an incredibly powerful
and feature automatic as well as semiautomatic fire. weapon for its size Although lt's a sniper rifle. it foes a .50-
Shotguns are large-bore weapons that primarily fire shells caliber machine gun bullet, a round much more powerful
full of small projectiles. They tend to be powerful. but only than any other rifle ammunition.
dLoMODERN
..:
""
Benelli ffil the weapon. This setting does not grant the ability to make
The Benelll 121 Ml semiautomatic. shotgun is reliable, simple, burst fire attacks without the Burst Fire feat: if you use the
and sturdy, with one of the fastest shotgun actions in the setting without the feat. you make a normal attack, and the
world. Many military and law enforcement agencies use this extra two bullets are wasted,
or similar weapons.
HK ffiPBK
Beretta ffi3P A radically shortened version of the MPS, this weapon is
Designed for police and security work, the M3P can fire optimized to be concealable. The steps taken to reduce the
either single shots or on semiautomatic. The M3P comes weapon's size and weight negate the benefits of the parent
equipped with a tubular steel stock that folds over the top weapon's extraordinary quality. and as a result the MPSK is
of the weapon to form a carrying handle. and its ammuni- not a mastercraft weapon.
tion feeds from a box magazine-an uncommon feature in Although it comes with a l~- round magazine, the MPSK
a shotgun. can also accept the same 30-round magazine as the MPS
(use of the larger magazine increases the weapon's size to
Browning BPS Large, though).
This heavy longarm fires the largest shotgun round available, This weapon features a three-round burst setting. When
- - - - - the 10-gauge shell. used with the Burst Fire feat. It fires only three bullets
instead of five and can be used with only three bullets in
HK 63 the weapon. This setting does not grant the ability to make
The G3 fires the powerful 762mm cartridge. a round used in burst fire attacks without the Burst Fire feat, if you use the
many light machine guns but increasingly uncommon in setting without the feat. you make iJ normal attack. and the
assault rifles. At one time, over sixty of the world's armies extra two bullets are wasted.
used this rifle.
HK PSGJ
HK ffiPB This high-precision sniper rifle, based on the design of the
The Heckler &Koch MPS family of weapons is among the HK G3, has a fully adjustable trigger and stock for individual
most rccognlz.able in the world, largely due to its popular- users. The PSGl comes with astandard scope (see page 120).
ity with both Hollywood and real-world counterterrorist Due to its high quality of manufacture, the PSGl is always
forces. Many different designs exist; dexscribed here is the considered a mastercraft weapon, As such, it grants a +l
most basic model. bonus on attack rolls.
Due to its high quality of manufacture. the MP5 is always
considered a mastercraft weapon. As such. it grants a +1 ffil6R2
bonus on attack rolls. Typical of the assault rifles used by militaries around the
This weapon features a three-round burst setting. When world, the Colt Ml6A2 is the current service rifle of the
used with the Burst Fire feat. it fires only three bullets United States military, and 1s common with other armies
instead of five and can be used with only three bullets in and in the civilian world.
d2oMODERN
This weapon features a three-round burst setting. When burst fire attacks without the Burst Fire feat; if you use the
used with me Burst fire feat. it fires only three bullets setting without the feat, you make a normal attack, and the
instead of five and can be used with only three bullets in extra two bullets are wasted.
the weapon This setting does not grant the ability to make
ffi4 Carbine
This is a cut-down version of the Colt M16A2, shortened by
The Right Peat For the Right Job about a third by means of a telescoping stock and a shorter
Here's a quick summary of the feats that help your barrel.
character with ranged attacks. See Chapter Three:
Feats for additional information. mossberg
Advanced Firearms Proficiency: Allows you to use The Mossberg Model 500 ATP6C is a pum~action shotgun
firearms on semiautomatic and automatic without designed for military and police work.
penalty. Prerequisite: Personal Firearms Proficiency.
Archaic Weapons Proficiency: One feat to cover Remington 700
all kinds of archaic weapons. including various types Abolt-action rifle with a reputation for accuracy, the Rem-
of bows. ington 700 has been popular with hunters and target shoot-
Burst Fire: This feat allows you to use automatic ers since its introduction in the 1940s.
fire against a single target. Prerequisites: Personal
Firearms Proficiency, Advanced Firearms. Wisdom U. Sawed-Off Shotgun
Dead Aim: You can take a full-round action to aim, This is a 12-gauge. double-barreled shotgun with the stock
gaining a +2 bonus to make a ranged attack with your and barrels sawed short. All that's left of the stock is a pistol
next action. Prerequisite: Far Shot. grip, and the barrels are roughly 12 inches long. Sawed-off
Double Tap: fire two rounds at a single target with shotguns are generally illegal; most are homemade by cut-
a -2 penalty on the attack roll and +1 die of damage. ting down a standard shotgun.
Prerequisites: Point Blank Shot, Dexterity 13.
Exotic firearms Proficiency: Each time you select Steyr RUG
this feat. you gain the ability to use a different class of An unusual and exotic-looking weapon. the bullpup AUG ls
exotic weapon without penalty. Choose from heavy the standard rifle of the Austrian and Australian armies. Its
machine guns. grenade launchers, and rocket launch- completely ambidextrous components make it equally con-
ers. Prerequisites: Personal Firearms Proficiency, Ad- venient for left- and right-handed users. and it features a
vanced Firearms Proficiency. built-in optical sight.
Far Shot: This feat increases the range increment of This weapon fea tu res a three-round burst setting. When
your ranged weapon by 1.5 (or by 2 for thrown weap- used with the Burst Fire feat, it fires only three bullets
ons). instead of five and can be used with only three bullets in
Personal Firearms Proficiency: The feat needed the weapon. This setting does not grant the ability to make
to use handguns and longarms without penalty. burst fire attacks without the Burst Fire feat if you use the
Point Blank Shot: Provides a •1 bonus on attack setting without the feat, you make a normal attack, and the
and damage rolls when a firearm hits a target within extra two bullets are wasted.
30 feet.
Precise Shot: Eliminates the -4 penalty for shoot- Uai
ing into a rnelee. Prerequisite: Point Blank Shot. Designed in the 1950s for the Israeli army. the Uz.i has - - - -·
Quick Dnw: Allows you to draw a weapon as a become the most popular submachine gun In the world. It
free action instead of a move action Prerequisite: base features a collapsible stock, making it extremely compact.
attack bonus +1.
Quick Reload: Allows you to reload a weapon as a Winchester 94
free action or a move action instead of as a move The Winchester Model 94 Big Bore is a lever-action rifle
action and a full-round action. Prerequisite: base typical of big-bore hunting rifles found around the world.
attack bonus +1.
Shot on the Run: Allows you to move before and
after a ranged attack. Prerequisites: Point alank Shot.
Heavy Weapons
Dexterity 13, Dodge, Mobility. The weapons covered in this section fall under the Exotic
Firearms Proficiency feat. Someone who wields a heavy
Skip Shot: Allows you to ignore cover when mak-
ing a ranged attack. but provides a -2 penalty to the weapon without the appropriate proficiency takes a -4
penalty on all attack rolls with the weapon.
attack roll and a -1 die to the damage roll.
Prerequisites: Point Blank Shot. Precise Shot.
Strafe: Allows you to fire on automatic against tar-
m-60
Introduced in the Vietnam War era, this medium machine
gets in a 5 ft. by 20 ft. area rather than 10 ft. by 10 ft.
Two-Weapon Fighting: Lessens the penalty for gun is still in widespread use with the U.S. military and that
of several other armies. The Exotic Firearms Proficiency
using two ranged weapons by 2 points. Prerequisite:
Dexterity 13. (heavy machine guns) feat applies to this weapon.
d20MODER
ffi2HB flamethrower
This heavy-duty .SO-caliber machine gun has been in serv- Aflamethrower consists of a pressurized backpack contain-
ice since World War II. and remains a very common ing fuel, connected to a tube with a nozzle. It shoots a 5·
vehicle-mounted military weapon around the world. The foot-wide, 30-foot·long line of flame that deals 3d6 points
Exotic Firearms Proficiency (heavy machine guns) feat of fire damage to all creatures and objects in its path. No
applies to this weapon. attack roll is necessary. and thus no feat 1s needed to oper-
ate the weapon effectively. Any creature caught in the line
ffi72A3 LRffi of flame can make aReflex save (DC 15) to take halt damage.
The LAW (light antitank weapon) is a disposable. one-shot Creatures with cover (sec page 144) get a bonus on their
rocket launcher. It comes as a short, telescoped fiberglass Reflex save.
and aluminum tube. Before using the weapon, the firer must A flamethrower's backpack has hardness 5 and 5 hit
first arm and extend the tube, which ls a move action. points. When worn, the backpack has a Defense equal to 9
When the LAW hits its target. it explodes llke a grenade +the wearer's Dexterity modifier + the wearer's class bonus.
or other explosive, dealing its 10d6 points of damage to all A backpack reduced to 0 hit points ruptures and explodes.
creatures within a 10-foot radius (Reflex save DC 18 for half dealing 6d6 points of fire damage to the wearer (no save
damage). Because its explosive features a shaped charge allowed) and 3d6 points of splash damage to creatures and
designed to penetrate the armor of military vehicles, the objects in adjacent 5-foot squares (Reflex save, DC 15, for
LAW ignores up to 10 points of hardness if it strikes a half damage),
vehicle. building. or object. However, this only applies to Any creature or flammable object that takes damage
the target struck. not to other objects within the burst from a flamethrower catchrs on fire>, taking ld6 points of
radius. fire damage each subsequent round until the flames are
The Mn has a minimum range of 30 feet. If fired against extingwshed. A fire engulfing a single creature or object
a target closer than 30 feet away. it does not arm and will can be doused or smotherE>d as a full round action. Dis-
not explode. charging a fire extinguisher (sec page 119) 1s a move action
The Exotic Firearms Proficiency (rocket launchers) feat and instantly smothers flames in a 10 foot by 10 foot area.
applies to this wcdpon. A flamethrower can shoot 10 times before the fuel supply
is depleted. Refilling or replacing a fuel pack has a purchase
ffi79 DCofB.
This simple weapon 1\ t1 \inglf' shot grenade launcher. II fires
40mm grC>nades (see undrr Grenadf's and Explosives, Jauelin
below). These g1PnadPs look like huge bullets an inch and a This light, flexible spear built for throwing Cdn be used i11
half across: thry can't he used as hand grenades, and the mclee, but since ifs not designed for il, charactPrsu5ing i1 in
M79 can'1 shoot hand grenades. this manner are alway\ comldered nonproficiPnt and take a
AHacking wi1h an M79 is identical to throwing an explo- -4 penalty on their melE>e attack rolls.
sive (seP pagt> 10~): yo11 inah1 a ranged a11ack againsl aspe-
tif i( 5 loot \llUdll' (imlt:'t1d of Lc1tgt:>l111g d pe1~011 01 Pepper Spray
creature). The differences between using the M79 and A chemical irritant that <.:an temporarily blind a target,
1hrowing an explosive lie in the range of the weapon {which pepper ~pray c.omes 111 a single-shot container. To use it,
far exceed~ the distance ii hdnd grenade can be thrown) and make a ranged touch attack against the target. The target
the fact that the M79 requires a weapon proficiency to must make a Fortitude saving throw (DC 15) or be blinded for
- - - - operate without penalty. ld4 rounds.
The Exotic Firearm~ Proficiency (grenade launchers) feat
applies to this weapon. Shuriken
A shuriken rs a thrown. star-shaped projectile with four to
eight razor·sharp points. You may draw a shurlken as a free
Other Ranged Weapons action.
Ranged weapons that are not firearms include such diverse
objects as crossbows. tasers, and pepper spray. The feat that
provides proficiency with these weapons varies from
Taser
A taser uses springs or compressed air to fire a pair of darts
weapon to weapon. as indicated on Table 4-4.
at a target. On impact. the darts release a powerful electri-
cal current. On a successful hit, the darts deal ld4 points of
Cowpound Bow electricity damage and the target must make a Fortitude
Bow hunting remains a popular sport in North America. Your
saving throw {DC 15) or be paralyzed for ld6 rounds. Reload-
Strength modifier applies to damage rolls you make when
ing a taser is a full-round action that provokes attacks of
using this weapon.
opportunity.
Crossbow ffihip
A crossbow requires two hands to use. Pulling a lever draws
Whips deal asmall amount of lethal damage. Although you
the bow. Loading acrossbow is amove action that provokes
don't "fire" the weapon, treat a whip as a ranged weapon
attacks of opportunity.
with amaximum range of 15 feet and no range penalties.
E
Because a whip can wrap around an enemy's leg or other Arrow
limb, you can make a trip attack with it (see page 151) by suc- Arrows come in quivers of 12 and are used with the com-
ceeding at a ranged touch attack. You do not provoke an pound bow and other types of archery weapons. These mis-
attack of opportunity when using a whip In this way. If you sile weapons consist of a slender shaft and a pointe<I head.
are tripped during your own trip attempt. you can Clrop the
whip to avoid being tripped. Crossbow Bolt
When using a whip. you get a •2 bonus on your opposed A shaft or missile designed to be shot from a crossbow,
attack roll when attempting to disarm an opponent (i nctud- bolts come in quivers of 12.
mg the roll to keep from being disanned 1f you fail to disarm
your opponent}.
EHP~OSIUES
Ammunition
Ammunition for firearms and other ranged weapons 15 cov- HOD SPLASH WEBPOOS
ered on Table 4-5. Ammunitioo types expressed as simply These v.eapons explode or burst. dealing damage to crea-
a number (such as ".45") are usually referred to 1n conver- tures or ob1ects within an area (see Grenades and Explo
sation by this number, followe<I by "'caliber" (in this case. sives, page 104).
".45 caliber"). Those that contain a unit of measurement Explosives can be thrown or set off in place, depending
(such as ··s.S6mrn") generally aren't referred to wirth the on the type of explosive device. Dynamite and hand
word "caliber:· grenades are examples of these weapons.
All explosives must b~ detonated. Some, such as
grenades. include bu11t-1n detonators. (Pulling the pin on a
U!M1JhlJiaW~ffli}i-M1tHJ·Ii grenade is a free action.) Others require timers or other
5.S6mm (20) 4 devices to set them off. Detonators are covered in Weapon
7.62rri"'l (20) 4 Accessories page 120.
7.62mmR 20) 4 Asplash weapon is a proJedile that bursts on impact,
.444 caliber {20} __
6__ spewing its contents over an area and damaging any crea-
.SO caliber {201 6 ture or ob1ect within that area Generally, creatures
9mm (50) S directly hit by splash weapons take the most damage.
lOmm (50) 5 while those nearby take less damage (see page 104).
22 caliber (50) 4 Splash weapons usually must be thrown to have effect.
.32 caliber (50) 5 ~olotov cocktails and flasks of acid are examples of
.38 special (50) 5 splash weapons.
.357 caliber (SO) 5 Explosives and splash weapons require no feat to use
.44 caliber (50) 5 with profioency unless they are fired or propelled from
.45caliber150) S some sort of launcher or other device, in which case the
50AE caliber (SO) 6 appropriate Weapon Proficiency feat for the launcher 1s
10-gauge buckshot {10) 5 necessary to avoid the -4 nonproficient penalty.
12-gauge buckshot (10) 4
Arrow0~ 8 EHplosives and SplashWeaponsTable
Crossbow bo\t ~2) 7 Explosives and splash weapons are describe<! by a number - - - - ·
of statistics, as shown on Table 4-6.
5.56mm. 7.62mm. 7.62mmA •. 444•.50 Damage/ Direct Hit Damage: The primary damage dealt
These calibers of ammunition are generally use<! in rifles. by the weapon. For explosives, the Damage column shows
assault rifles, or machine guns. and are sold 1n boxes of 20 the damage dealt to all creatures within the explosives burst
bullets each. The 7.62mmR is used in the AKM and other ex- radius. For splash weapons, the Direct Hit Damage colum11 is
Soviet weapon types, and 1s not compatible with the .arger used for a target directly struck by the weapon.
-1J
7.62mm cartridge The .50 caliber is a huge cartridge gener- Burst Radius/Splash Damage: For explosives. the burst
ally fired from heavy machine guns. but also adapted to a radius 1s the area affected by the explosive. All creatures or
few models of powerful sniper rlfles. objects within the burst radius take damage from the
explosive. See the diagram on page 105
9mm. IOmm .22 .32..38 S..357•.44 ..45..SORE For splash weapons. all creatures ,y1thm S feet of the
These calibers are generally used in pisro1s or submachrrie weapon's impact point take splash damage equal to the
guns, and are sold in boxes of 50 bullets each The .SOAE amount shown in this column
pistol round is not compatible with the much larger .50 Damage Type: Damage from explosives and splash
rifle-caliber cartridge (see above).
I-
Damage Burst
w
Weapon Damage Critical Type Radius Siu Weight
40mm fr~menrauon grenade 3d6 Slashing 10 ft. Tiny I lb
C4/Semtex 4d6 Concussion 10 ft. Small 1lb.
Det cord 2d6 Fire See text Med lib
~
Dynamite 2d6 Concussion sft. 10 (I Tiny 1lb.
Fragmentation grenade 4d6 Slashing 20 ft. 10 ft Tiny 1lb.
Smoke grenade See text 10 ft. Small 2 lb.
Tear gas grenade See text See text tOft Small 2 lb
-:l
Thermlte grenade 6d6 Fire 5 ft. 12 10 ft. Small 2 lb
White phosphorus grenade 2d6 Fire 20 ft. 12 10 ft. Small 2 lb.
amage
Weapon Type Size Weight
a ~~~
1
1
Molotov cockta1l 1 1 20
~
Fire 10 ft.
This weapon cannot be purchased as an item: the purchase DC given is for the weapon's components.
Threat range applies to direct hits only: splash damage does not threaten a critical hit.
~
Small
1ib.
1lb,
d2oMODERN
Dynamite Smo~e Grenade
Perhaps one of the most common and straightforward Military and police forces use these weapons to create
explosives, dynamite is very stable under normal conditions. temporary concealment. On the round when it is thrown, a
Astick of dynamite requires a fuse or detonator to set 1t off. smoke grenade fills the four squares around it (see "5-foot
Additional sticks can be set off at the same time 1f they are radius· in the diagram below) with smoke. On the following
within the burst radius of the first stick, increasing the round, it fills all squares within 10 feet, and on the third
damage and burst radius of the explosion. Each additional round it fills all squares within 15 feet. The smoke obscures
stick increases the damage by +ld6(maximum10d6} and the all sight. including the darkvision ability granted by night
burst radius by 5 feet (maximum 20 feet}. vision goggles (see page 116). Any creature within the area
It's possible to wire together several sticks of dynamite has total concealment (attacks suffer a 50% miss chance.
for even greater explosive effect. Doing so requires a Demo- and the attacker can't use sight to locate the target). It dis-
litions check (DC 10 + 1 per stick}. If you succeed on the perses after 10 rounds, though a moderate wind (11+ mph)
check, the damage or the burst radius of the explosion disperses the smoke In 4 rounds and a strong wind (21+ mph)
increases by 50% (your choice}. disperses it In 1round. Smoke grenades are available in sev-
Dynamite is sold in boxes of 12 sticks. It is considered to eral colors. including white, red. yellow, green, and purple.
be a simple explosive for the purpose of using a Craft As such. they can be used as signal devices.
(chemical) check to manufacture it. The purchase DC given is for a boxof 6 grenades.
To set off dynamite using a fuse, the fuse must first be lit.
requiring a move action (and a lighter or other source of Tear Gas Grenade
flame). The amount of time until the dynamite explodes Military and police forces use these weapons to disperse
depends on the length of the fuse-a fuse can be cut short crowds and smoke out hostage takers. On the round that it
enough for the dynamite to detonate in the same round is thrown. a tear gas grenade fills the four squares around it
(allowing 1t to be used much like a grenade), or long enough witha cloud of Irritant that causes eyes to fill with tears. On
to take several minutes to detonate. Cutting the fuse to the the following round. it fills al I squares within 10 feet. and on
appropnate length requires a move action. the third round it fills all squares within 15 feet. It disperses
after 10 rounds. though a moderate wind (11+ mph} disperses
rragmentation Grenade the smoke m4 rounds and a !>trong wind (21• mph) disperses
The most common military grenade, this is a small explosive it in 1 round.
device that sprays shrapnel in all directions when it Anyone caught in a cloud of tear gas must make a Forti-
explodes. tude save (DC 25) or be blinded and stunned for 2d6 rounds.
The purchase DC given is for a box of 6 grenades. Agas mask renders the target immune to the effects. A wet
iillllll
1111111111,
11111111111 Burst Radius
·· - lllt
1111111111 1
5-foot radius
10-foot radius
15-foot radius
d20MODERN
cloth held over the eyes. nose, and mouth provides a +2
bonus on the Fortitude save ffielee Weapons Table
Melee weapons are described by a number of statistics, as
Thermite Grenade shown on Table 4-7.
Thermlte does not technically explode. Instead, it creates Damage: The damage the weapon deals on a successful
intense heat meant to burn or melt through an object upon hit.
which the grenade is set. Military forces use thermite Critical: The threat range for acritical hit. If the threat is
grenades to quickly destroy key pieces of equipment. confirmed, a weapon deals double damage on a critical hit
The purchase DC given is for a box of 6 grenades. (roll damage twice, as if you hit the target two times). See
page 130 for more about threat range and critical hits.
White Phosphorus Grenade Damage Type: Melee weapon damage is classified
White phosphorus grenades use an explosive charge to dis- according to type: bludgeoning (weapons with ablunt strik-
tribute burning phosphorus across the burst radius. Any ing surface, such as a club}, energy (of a specific type, such
target that takes damage from a "Willie Pete" grenade is as electricity damage for a stun gun), piercing (weapons
dealt an additional ld6 points of Are damage in the follow- with a sharp point, such as a bayonet}, and slashing (weap-
ing round and risks catching on fire (see page 213). ons with an edged blade, such as a longsword). Some crea-
In addition, a WP grenade creates acloud of smoke. Treat tures or characters may be resistant or immune to some
a white phosphorus grenade as a smoke grenade (see forms of damage.
above), except that it only fills squares within 5 feet of the Range Increment: Melee weapons that are designed to
explosion point. be thrown can be used to make ranged attacks. As such.
The purchase DC given 1s for a box of 6 grenades. they have a range increment just as other ranged weapons
do-but the maximum range for a thrown weapon is five
range increments Instead of ten.
Splash Weapons Any attack at less than the given range increment is not
Many splash weapons. such as Molotov cocktails, are essen- penalized for range. However, each full range increment
tially homemade devices (improvised explosives). The pur- causes acumulative-2 penalty on the attack roll. For exam-
chase DC given in Table 4 6 reflects the typical cost of the ple, aknife has a range increment of 10 feet. An attack made
necesmy components. See the Craft (chemical) skill, page from a distance of 10 feet would be at a -2 penalty. An
54. for details on making improvised explosives. attack from 15 feet would be made at -2, since it's more
than one whole range increment away.
Acid. ffiild Size: Size categories for weapons and other objects are
You can throw a flask of acid as a grenadelike weapon. A defined differently from the size categories for creatures (a
flask is made of ceramic, metal. or glass (depending on the Medium-size weapon, for example, is not the same size as a
substance it has to hold), with a tight stopper, and holds Medium-size creature or other object}. The relationship
about 1pint of liquid. This entry represents any mild caustic between a weapon's size and that of its wielder defines
substance. Acid may be purchased in many places, including whether it can be used one handed, if it requires two hands.
hardware stores. and if it's a light weapon.
A Medium-size or smaller weapon can be used one-
ffiolofou CocRtail handed or two handed. A Large weapon requires two hands.
A Molotov cocktail is a flask containing a flammable liquid A Small or smaller weapon is considered a light weapon.
(such as gasoline, pure alcohol, or very high proof liquor},
·---- plugged with a rag. A Molotov cocktail is easily made by
It can be used one-handed and. as a light weapon. is easier
to use in your off hand (see Table 5-3, page 138).
hand (Craft (chemical] check DC 10 or Intelligence check Weight: This column gives the weapon's weight.
DC 15). To use it. the rag must first be lit, requiring a move Purchase DC: This is the purchase DC for a Wealth check
action (and a lighter or other source of flame}. The cocktail to acquire the weapon.
detonates in I rounds or on impact with a solid object, Restriction: The restriction rating for the weapon. if any.
whichever comes first A target that takes a direct hit is (None of the weapons on Table 4-7 have restriction ratings.)
dealt an additional ld6 points of fire damage in the follow-
ing round and risks catching on fire (see page 213).
Simple ffielee Weapons
Generally inexpensive and llght 1n weight. simple weapons
ffiELEE WEAPOOS get the job done nevertheless.
Melee weapons are used in close combat, and they are gen-
erally among the simplest types of weapons. The feat that Brass KnucRles
provides proficiency with these weapons varies from These pieces of molded metal fit over the outside of
weapon to weapon; some are considered simple weapons your fingers and allow you to deal lethal damage with
(covered by the Simple Weapons Proficiency feat); others an unarmed strike instead of nonlethal damage. A strike
are archaic (Archaic Weapons Proflciency) or exotic (Exotic with brass knuckles is otherwise considered an unarmed
Melee Weapon Proficiency). attack.
A character's Strength modifier is always added to a When used by a character with the Brawl feat, brass
melee weapon's attack roll and damage roll. knuckles increase the base damage dealt by an unarmed
oJn MODER~J
strike by+l and turn the damage into lethal damage. for this weapon. since both vary depending on the pistol
The cost and weight given are for a single item. used (see Table 4-4).
!: 4 ~ ' ~··~
Damage Range Purchase
Wea on Dama e Critical T Increment Size Wrti ht DC Restriction
10 ft.
Exotic Melee Weapons (each requires a specific Exotic Melee Weapon Proficiency feat)
Chain 1 ld6/1d6 20 Bludgeoning - Ldrge
Cham saw 3d6 10 Sla)hing Large
Kama ld6 20 Slashing ~mall
Katana 2d6 19-20 Sla5hing Large ~---
Kukri ld4 18-70 Sla~hir.g Small
Nunchaku 1d6 20 Blud~ing Small._ __
Three-section ~taff 1 ldlO/ldlO lO ~g.eooing large
I See the desn ipt1on of this weapon for special •u es.
d20MODERN
Bayonet (fiHed) The chain can be used either as a double weapon or as a
The statistics given describe a bayonet fixed at the end of a reach weapon You can fight with 1t as if fighting with two
longarm with an appropriate mount. With the bayonet weapons. incurring all the normal attack penalties as if using
fixed, the longarm becomes a double weapon-dublike at a one· handed weapon and a light weapon. In this case, you
one end and spearlike at the other. You can fight with it as can only strike at an adjacent opponent.
if fighting with two weapons, but If you do, you incur all the If you use the chain as a reach weapon, you can strike
normal attack penalties assoclaled with fighting with two opponents up to 10 feet away, In addition, unlike other
weapons, as If using a one handed weapon and a light weapons with reach (such as a spear). you can use it against
weapon (see Attacking with Two Weapons, page BB}. an adjacent foe, In this case, you can only use one end of
the chain effectively: you can't use it as a double weapon.
Hatchet Because achain can wrap around an enemy's leg or other
This light axe is a chopping tool that deals slashing damage limb. you can make a trip attack with it (see page 152) by
when employed as a weapon. succeeding at a rnelee touch attack. If you are tripped
during your own trip attempt. you can drop the chain to
Longsword avoid being tripped.
This classic, straight blade is the weapon of knighthood and When using a chain, you get a +2 equipment bonus on
valor. your opposed attack roll when attempting to disarm an
opponent (including the roll to avoid being disarmed if you
machete fail to disarm your opponent)
This long-bladed tool looks much like a short, lightweight You can select the Weapon Finesse feat (page 89) to
sword. apply your Dexterity modtner Instead of your Strength
modifier to attack rolls with a chain.
Rapier
The rapier is a l1ghtwe1ght sword with a thin bldde. You can Chain Saw
select the Weapon finesse recll (p11ge 89) to apply your Dex· Military and police units use powered saws to cut through
terlty modifier instead of your Strength mo<.11ner to attack fences and open doors rapidly. They are sometimes pressed
rolls with a rapier. into service as weapons, often by people who watch too
many movies.
Spear
This prhnllive device Is a reach weapon. You can strike
Kama
opponents 10 feel away with it. bul you can't use it against Akarna is a wooden shaft with a scyth<' blatle extending at
an adjacent foe. a right angle out from the shaft. Kama arc traditional wcap·
ons in various styles of karate.
Straight Ra2or
Favored by old-school organized crime "mechanics." this Katana
item can still be found in some barbershops and shaving kits. The katana is the traditional Japanese samurai sword. When
used with the Exotic Mclee Weapon Proficiency fear. it can
Sword Cane be used with one hand. For a wielder w1thou1 the feat. the
This is a lightweight. concealed sword that hides its blade in katana must be used with two hands, and the standard -4
nonproficiency penalty applies.
----- the shaft of a walking stick or umbrella. Becau~ of this spe·
c1al construction. a sword cane Is always considered to be
Ku~ri
concealed: it is noticed only with a Spot check (DC 18}. (The
walking stick or umbrella 1s not concealed. only the blade This heavy, curved dagger has Its sharp edge on the inside of
within.) the curve.
nunchaku
EHoticffielee UJeapons A popular martial arts weapon, the nunrhaku is made of
Most exotic weapons are either atypical In form (such as a two wooden shafts connected by a short length of rope or
chain) or improved variationsof other melee weapons(such chain.
as a katana, which deals more damage than a longsword).
Because each exotic weapon Isunique In how it is manipu- Three-Section Staff
lated and employed, a separate Exotic Melee Weapon Pro- Originally a farm implement for l hre~h lng grain, this weapon
ficiency feat is required for each one in order to avoid the is composed of three sectiom of wood of equal lengths,
4 nonproficient penalty. joined at the ends by chain, leather, or rope. The three-sec·
tion staff requires two hands to use.
Chain The three· section staff is adouble weapon You can fight
Also called the manriki-gusarl, this is a simple chain with with it as if fighting with two weapons. but if you do, you
weighted ends. It can be whirled quickly, striking with hard incur all the normal attack penalties associated with fight-
blows from the weights. One end can also be swung to ing with two weapons. as if using aone-handed weapon and
entangle an opponent. a light weapon (see Attacking with Two Weapons. page 138).
rl nMODERN
IIDPBOUISED WEAPons ABIDOA
Any portable object can be used as a weapon in a pinch. In Body armor comes in a variety of shapes a~d sizes. provid-
most cases, an object can be wielded either as a melee ing varying degrees of coverage and varying heaviness of
weapon or a ranged weapon. A chair. for example. can be materials.
swung or thrown with equal aplomb. Three feats cover proficiency in the use of armor: Armor
You take a -4 penalty on your attack roll when wielding Proficiency (light), Armor Proficiency (medium). and Armor
or throwing an improvised weapon. An improvised weapon Proficiency (heavy).
is not considered simple, archaic. or exotic. so weapon pro-
ficiency feats cannot offset the - 4 penalty.
Armor Table
Armor is described by a number of statistics. as shown on
Table4-9.
Diminutive Ashtray, CD disk case, Type: Armor comes m four types: archaic. impromptu,
crystal paperweight concealable. and tactical.
Tiny Fist-sized rock. mug. screwdriver, 1d2 Archaic armor is old-fashioned armor. such as medieval
sohball. flashlight. wrench chainmail and plate mail.
Small Bottle. drlll, fire extinguisher, Impromptu armor includes items that provide protection
ld3
flower pot. helmet, even though they weren't designed for that purpose, such as
leather biker's jackets and football pads.
metal hubcap, vase
Medium-size Bar stool. brick. briefcase. Concealable armor is modern body armor designed to fit
ld4
bowling ball, garbage can lid. underneath regular clothing. It can be worn for extended
hockey stick. nail gun periods of time without fatiguing the wearer..
Large Empty garbage can. guitar. 1d6 Tactical armor is modern body armor that fits over cloth-
computer monitor, office chair, ing and can't be easily concealed. Its weight and bulk make
tire iron it impractical to wear all the time. and it's genera.Uy .only
Huge 10-foot ladder. mailbox, donned when a specific dangerous confrontation 1s likely.
ld8
oil barrel. park bench sawhorse Because it's worn over clothing in tactical situations. tactical
Gargantuan Desk. dumpster. file cabinet. armor often has pockets, clips, and velcro attachment
2d6
large sofa, soda machine points for carrying weapons. grenades. ammunition, flash-
Colossal Junked vehicle. stoplight, lights. first aid kits. and other items.
2d8
Equipment Bonus: The protective value of the armor.
telephone pole
Thisbonus adds to the wearer's Defense.
Nonproficient Bonus: The maximum amount of the
You can effectively wield or throw an object of your size
armor's equipment bonus that can be applied to the
category or smaller using one hand. You can effectively
wield or throw an object one size category larger than your- wearer's Defense If the wearer Is using armor with which he
isn't proficient (doesn't have the appropriate feat).
self using two hands. For example, a Medium-size character
Maximum Dex Bonus: This number is the maximum
can effectively wield or throw a Medium-size or smaller
object with one hand and a Large object with two han~s. but Dexterity bonus to Defense that this type of armor ~I.lows.
cannot effectively wield or throw a Huge or larger object Heavier armor limits your mobility, reducing your ability to
An improvised thrown weapon has a range increment of avoid attacks. For example. a light-duty vest permits amax- _ _ __
10 feet. Increase the range increment for creatures of large imum Dexterity bonus of +3. A character with a Dexterity
size or larger as follows: Large 15 feet. Huge 30 feet, Gargan- score of 18 normally has a +4 Dexterity bonus to his
tuan 60 feet, Colossal 120 feet. Defense but if he's wearing a light-duty vest, his Dexterity
bonus drops to +3.
Damage: Improvised weapons deal lethal damage based
on their size, although the GM may adjust the damage of an Even if your Dexterity bonus drops to +O because .of
object that is especially light or heavy for its size. The armor, you are not considered to have lost your Dexterity
wielder's Strength mod If1er applies only to damage from bonus. For example. you aren't considered flat-footed (see
page 140) if you're wearing a forced entry unit. even though
Tiny or larger improvised weapons. do not a?p.ly ~he
your current Dexterity bonus is +O
wielders Strength modifier to damage from D1mmut1ve
Armor Penalty: The heavier or bulkier the armor. the
objects. Table 4 8: Improvised Weapon Damage .by ~ize
gives the damage for improvised weapons of varying size. more it affects certain skills. This penalty applies to checks
Improvised weapons threaten a critical hit on a natural roll involving the following skills: Balance. Climb. Escape Artist.
of 20. Improvised weapons of Fine size deal no damage. Hide, Jump, Move Silently. and Tumble.
Unlike real weapons. improvised weapons are not Speed (30 h.): Medium and heavy armor slows. y~u
designed to absorb damage. They tend to shatter, bend. down. The number in this column is your speed while 1n
crumple, or fall apart after a few blows. An Improvised armor. assuming your base speed is 30 feet (the normal
speed for most human beings).
weapon has a 50% chance of breaking each lime it deals
Weight: This column gives the armor's weight.
damage or. In the case of thrown Objects. strikes a >Urface
Purchase DC: This is the purchase DC for a Wealth check
(such as a wall) or an ob1ect larger than Itself.
to acquire the armor. This number reflects the base price
~: , • ~:l'.JI!
Equipment Nonprof. Maximum Armor Speed Purchase
Armor T e Bonus Bonus Dex Bonus Penalt 30 ft. Wei ht DC Restriction
light Armor
Leather jacket lmprompn1 +1 .~
•8 30 4lb 10
Leather armor Archaic •2 •1 •6 30 15 lb. 12
Light undercover shirt Concealable +2 +1 +7 lO lib 13 Uc {+1)
Pull-up pouch Vt>St Concealable +2 •1 +6 30 2lb. 13 Lici•l)
Undercover vest Concealable +3 •l •S 30 311>. 14 Lie •I}
Medium Armor
Concealable vest +4 •2 •4 -3 2S 4 lb. 15 Uc(+l}
Chainma1I sturt •S •2 +2 -5 20 401b. 18
Ught·duty vest •S "'2 +3 -4 25 8 lb. 16 Lie (•!)
Tactical vest •6 -2 •2 -5 25 10 lb. 17 Lie (•I)
Heavy Armor
Special response vest Tactical +] +3 +l -6 20 IS lb. 18 Lie [+1)
Plate mail
Forced entry unit
Archaic +8 +3 •l -6 20 so lb. 23
Tartical +9 +3 ..{) -8 20 20 lb. 19 Lie(•!)
and doesn't include any modifier for purchasing the armor it's also more easily noticed. It's best used when the
on the black market. armor should remain unseen but the wearer doesn't
Restriction: The restriction rating for the armor. if any, and expect to face much scrutiny, granting a +2 bonus on
the appropriate black market purchase DC modifier. Remem- Spot checks to notice the armor (see Spotting Con-
ber to apply this modifier to the purchase DC when making a cealed Armor. page 95).
Wealth check to acquire the armor on the black market.
medium Armor
Light Armor Most medium armor (except for the archaic chainmail
For the character who doesn't want to be bogged down by shirt) is not terribly heavy, but nonetheless provides a sig-
more cumbersome armor types, a leather garment or some nificant amount of protection-at the expense of some
sort of concealable armor 1s just the ticket. speed.
GENERAL
EQUIPMENT
This section covers the wide variety of general gear avail-
able to adventurers of all sorts
Many of the objects in this section are battery-
operated. Any device that uses batteries comes
with them. As a general rule. ignore battery life-
assume that heroes (and their antagonists)
are smart enough to recharge or replace
their batteries between adventures. and
that the batteries last as long as needed
during adventures. If battery life is Impor-
tant in your game, roll ld20 every time a
battery-operated item is used. On a result of l. the bat-
teries are dead and the object Is useless. New baneries
have a purchase DC of 2 and can be changed as a move
action.
Equipment Tables
Equipment is described by a number of statistics. as shown
on Table 4 10.
Size: The size category of a piece of equipment helps to BB
determine how easy that object is to conceal (see Con-
cealed Weapons and Objects. page 94). and rt also indicates
whether using the object requires one hand or two. In gen-
eral, a character needs only one hand to use any object that
is of his size category or smaller
Weight: This column gives the item's weight
Purchase DC: This is the purchase DC for a Wealth check
to acquire the item. This number reflects the base price and
doesn't include any modifier for purchasing the item on the
black market.
Restriction: The restriction rating for the object. if any.
and the appropriate black market purchase DC modifier.
Remember to apply this modifier to the purchase DC
when making a Wealth check to acquire the item on the Armor and heavy weapons improve
black market. tvary hero's confidence
r1 20MODERN
Buying Used Equipment durable fabric, it holds 10 pounds worth of equipment and
For some objects, a character can try to go the cheap- comes with a shoulder strap.
er route and buy used. Used car lots. used book stores,
secondhand and refurbished electronic equipment
Day Pack
shops, pawn shops-all these establishments and more This is a small backpack, the sort often used by students to
offer deals on previously owned goods. In general. only carry their books around, or by outdoor enthusiasts on
objects with a purchase DC of 16 or higher provide a short hikes. It holds 8 pounds of gear and fits comfortably
break if you can find them used. Objects with a pur- over one or both shoulders.
chase DC of 15 or lower don't receive a price break if
you find them in used condition. Whether you can find Handbag
an object to purchase used instead of new is entirely In the United States, only women commonly carry handbais
up to the Gamemaster. Except for purchasing a used or purses. In some Latin countries, however, men also ~re
car. finding other objects through a used market takes quently carry small totes. Either way. handbags provide
time and a bit of luck. another way to carry 2 pounds of equipment. The purchase
Shopping for a used object takes twice as long as DC shown is for a basic bag: high-fashion purses can increase
shopping for the same object new. In addition. a~er the DC by as much as 5.
spending the time shopping. the GM can determm~
that the exact obiect you were searching for isn"t Range PacR
available. You might find a similar object, or you might This lightweight black bag has a spacious inner compart-
not find anything like 1t at any of the used outlets ment capable of holding roughly 8 pounds of gear and can
you've checked out. hold an additional 4 pounds in six zippered external com-
Buying used doesn't negate the penalties and fees partments. The larger version holds 12 pounds of equi~ment
associated with buying restricted objects or objects in the internal compartment and another 6 pounds m the
that require a license. zippered external pouches. Arange pack easily holds_ several
If you do find a used object. and it had a purchase pistols and a submachine gun. and the larger version can
DC of 16 or higher when new. its purchase DC decreas- hold disassembled rifles.
es by l. For example. if you decide to buy a used Chevy
Corvette. the purchase DC decreases from 30 to 29. Patrol 8011
Used objects are harder to repair if something Originally developed for use by police officers, this portable
breaks or is damaged. Whenever a used object requires file cabinet has found favor with traveling salespeople and
a Repair check. Increase the Repair check DC by 5. other road warriors. This hard-sided briefcase takes up the
Remember that buying something used is different passenger seat of an automobile and provides. :asy access
from buying something on the black market. While a to files, storage for a laptop computer. and a writing surface.
hot object might be used, it is sold as though it was It holds S pounds worth of equipment and has an average
new. adding the appropriate purchase DC modifier lock (Disable Device DC 25: break DC 15).
and time (see Table 4-1) for purchasing the item
through illegal venues. Livingin LuHury
The purchase DCs given in this chapter are for average-
quality items. It's possible to purchase similar items with
Bags and Bmms . _ luxury features, generally by increasing the purchase DC
._....____ With the wide variety of equipment available to modern
adventurers. it's often critical to have something to store by 1. Although such items are more expensive. they offer
the equipment in or carry It around in. no additional features or game benefits-except the sat-
isfaction of knowing that you've bought the very best
Aluminum Travel Case
When something has to arrive undamaged. this is how to Clothing .
ship it. A travel case 1s a reinforced metal box with foam Generally. you don't have to outfit your character mnormal,
inserts. Wing-style clamps keep it from opening accidentally. everyday clothing. The items described here represent spe-
cial clothing types. or unusual outfits that you might need
Briefcase to purchase (see the sidebar below).
Once the sure sign of a business professional. a briefcase
still gives an impression of authority and responsibility, They Clothing Outfit
can carry up to Spounds worth of gear. Abriefcase can be An outfit of clothing represents everything you need to
locked. but its cheap lock is not very secure (Disable Device dress a part pants or skirt, shirt, undergarments, appropriate
DC 20: break DC 10). shoes or boots, socks or stockings, and any necessary belt or
suspenders. The clothes a character wears does not count
Contractor'sPield Bag against the weight limit for encumbranc.e. .
Acombination tool bag and notebook computer case, this Business: Abusiness outfit generally includes a 1acket or
has pockets for tools. pens. notepads. and cell phones. ft blazer. and it tends to look sharp and well groomed without
even has a clear plastic flap for maps or plans. Made of being overly formal.
d20MODERN
ME11 GENHM9*1Hbm.!i@W$!ii
Bags and Boxes
O· Ob"ect
E.lectnca tool kit
Sin Wei ht Porch1se DC Rei.triction
-
phone line can't be used for another purpose. tial enemies is acrucial part of the modern adventurers job.
Broadband: Cable modems and DSL services bring
high·speed Internet access into the homes of millions. A Blac~ BoH
broadband modem gives a character on-demand. high- Early hackers called themselves phone phreaks, and they
speed access to data, allowing Computer Use and
Research checks involving the Internet to be made in half
the normal time.
spent as much time defrauding the phone company as the-/
did planting computer viruses and raiding private data-
bases. They invented this device. easily concealed in the
1l
Cellular: Acellular modem allows acharacter to connect palm of one hand, that emits digital tones that convince the
her notebook computer to the Internet anywhere she can phone system to make a long-distance connection free of
use her cell phone. However, access speed is slow, and any charge. They also let auser "bounce" acall through multiple
Computer Use or Research check involving the Internet switches. making the call harder to trace (the DC of any
takes half again the normal time (multiply by 1.5). Computer Use check to trace the call is Increased by S).
Caller ID Oefeater check (DC 15). It broadcasts all conversations on the line
When a phone line contains a caller ID defeater, phones over a radio frequency that can be picked up by any profes-
attempting to connect with that line show up as "anony- sional walkie-talkie. Detecting a lme tap by using a tap
mous" or "unavailable" on a caller ID unit. Such a call can detector requires aComputer Use check (DC 25}.
still be traced as normal, however. Receiver Tap: This item can be easily slipped into a
telephone handset as a Repair check (DC S). ll broadcasts
Cellular Interceptor all conversations over a radio frequency that can be
About the size of asmall briefcase, acellular interceptor can picked up by any professional walkie-talkie. Detecting a
detect and monitor a cell phone conversation within a 5- receiver tap by using a tap detector requires a Computer
mile area by listening in on the cellular services own trans- Use check (DC 15).
mitters. Intercepting the calls of a particular cell phone
requires a Computer Use check (DC 35); if you know the Telephone Line Tracer
phone number of the phone 1n question. the DC drops to 10. Essentially a highly specialized computer, a line tracer
Obviously. the phone must be in use for you to intercept the hooked to a phone line can trace phone calls made to
call. A cellular Interceptor cannot be used to intercept reg- that line, even If there's a caller ID defeater hooked up at
ular (ground line) phone connections. the other end. All it takes is time, which is why clever
criminals on television and m the movies hang up after a
Lineman's Buttset short time.
This device resembles an oversized telephone handset witli Operating a line tracer is a full-round action requiring a
a numeric keypad on the back and wire leads hanging from Computer Use check (DC 10). Success gains one digit of the
the bottom. It functions as a portable, reusable telephone target phone number. starting with the first number of the
line tap. With a Repair check (DC 10). a user can connect to area code.
a phone wire and hear any conversation that crosses it. A
lineman's buttset 1s a common tool for telephone repair ProFessional Equipment
personnel. This category covers a wide variety of specialized equip-
ment used by professionals in adventure-related fields.
metal Detector
This handheld device provides a+10 equipment bonus on all Bolt Cutter
Search checks involving metal ob1ects. An exceptionally heavy wire cutter, a bolt cutter can snip
through padlocks or chain-link fences. Using a bolt cutter
night Uision Goggles requires aStrength check (DC 10).
Night vision goggles use passive light gathering to improve
vision in near·dark conditions. They grant the user the ability Caltrops
to see in darkness, also called darkvision (see page 226)-but Caltrops are four-pronged Iron spikes designed so that one
because of the restricted field of view and lack of depth per- prong is pointing up when the caltrop rests on a surface.
ception these goggles provide, they impose a -4 penalty on You scatter caltrops on the ground to injure opponents,
all Spot and Search checks made by someone wearing them. or at least slow them down. One bag of twenty-five cal-
Night vision goggles must have at least a little light to trops covers a single 5-foot square. Each time a creature
operate. A cloudy night provides sufficient ambient light, moves through a square containing caltrops at any rate
but a pitch-black cave or a sealed room doesn't. For situa-
·---- tions of total darkness. the goggles come with an infrared
greater than half speed, or each round a creature spends
fighting in such an area, the caltrops make a touch attack
llluminator that, when switched on, operates like a flash- roll (base attack bonus +O). A caltrop deals l point of
light whose light is visible only to the wearer (or anyone damage on a successful hit, and the injury reduces foot
else wearing night vision goggles). speed to half normal (a successful Treat Injury check. DC15,
or one day's rest removes this penalty). A charging or run-
Tap Detector ning creature must immediately stop if it steps on acaltrop.
Plug this into your telephone line between the phone and See the avoid hazard stunt (page 158) for the effect of cal-
the outlet. and it helps detect if your line is tapped. To trops on vehicles.
detect a tap, make a Computer Use check (the DC varies
according to the type of telephone tap used; see below}. Car Opening Kit
With a success. the tap detector indicates that a tap is pres- This set of odd-shaped Oat metal bars can be slipped into
ent. It does not indicate tbe type or location of the tap the window seam of acar door to trip the lock. The DC of a
however. Also, it can't be used to detect a lineman's buttset. Disable Device check to accomplish this varies with tbe
quality of the lock; see the skill description, page 57.
Telephone Tap
These devices allow you to listen to conversations over a Chemical Kit
particular phone line. A portable laboratory for use with the Craft (chemical) skill,
Line Tap: This tap can be attached to a phone line at any achemical kit includes the tools and components necessary
point between a phone and the nearest junction box (usu- for mixing and analy1lng adds, bases. explosives, toxic gases.
ally on the street nearby). Installing it requires a Repair and other chemical compounds.
d20MODERN
Oemolitions Kit the forger. Typically. a forger has 1to 4 ranks in the Forgery
skill. with a+l ability modifier. When you purchase a fake ID,
This kit contains everything needed to use the Demolitions
the GM secretly makes aForgery check for the forger. which
skill to set detonators, wire explosive devices. and disarm
serves as the DC for the opposed check when someone
explosive devices. Detonators (see page 120) must be pur-
inspects the fake ID. The purchase DC of a fake ID is 10 +the
chased separately.
forger's ranks in the Forgery skill.
Disguise Kit . . . First Rid Kit
This kit contains everything needed to use the D1sgu1se skill,
Available at most drugstores and camping supply stores, this
including makeup, brushes. mirrors, wigs. and other accou-
kit contains enough supplies (and simple instructions for
trements. It doesn't contain clothing or uniforms, however.
their use) to treat an injury before transporting the injured
Ouct Tape person to a medical professional. A first aid kit can be used
to help a dazed, unconscious, or stunned character by
The usefulness of duct tape is limited only by a character's
imagination. Duct tape can support up to 200 pounds indef- making a Treat Injury check (DC 15). A first ~id ki! ca~ ~e used
only once. Skill checks made without a first aid kit incur a
initely, or up to 300 pounds for ld6 rounds. Characters
- 4 penalty.
bound with duct tape must make aStrength or Escape Artist
check (DC 20) to free themselves.
A roll provides 70 feet of tape, 2 inches wide.
Porgery Kit .
This kit contains everything needed to use the Forgery skill
Electrical Tool Kit to prepare forged items. Depending on the it~ to be
forged, you might need legal documents or other items not
This collection of hand tools and small parts typically
included in the kit.
includes a variety of pliers. drivers, cutting devices, fasten-
ers. power tools. and leads and wires. .
Basic: This small kit allows a character to make Repair
Handcuffs
Handcuffs are restraints designed to lock two limbs-nor-
checks to electrical or electronic devices without penalty.
mally the wrists-of a prisoner together. They fit any
Deluxe: This kit consists of a number of specialized diag-
Medium-size or Small human or other creature that has an
nostic and repair tools as well as thousands of spare parts.
appropriate body structure.
It grants a +2 equipment bonus on Repair checks for electri-
Steel: These heavy-duty cuffs have hardness 10, 10 hit
cal or electronic devices and allows a character to make
points. a break DC of 30, and require a Disable Device.check
Craft (electronic) checks without penalty.
(DC 25) or Escape Artist check (DC 35) to remove without
the key.
Evidence Kits Zip-Tie: These are single-use disposable handcuffs, muc~
Law enforcement agencies around the world use generally
like heavy-duty cable ties. They have hardness 0, 4 hit
the same toots to gather evidence. Having an evidence kit
points, and a break DC of 25. They can only be re~oved by
does not grant access to a law enforcement agency's crime
cutting them off (Disable Device and Escape Artist checks
lab; it merely assists in the proper gathering and storing of
automatically fail).
evidence for use by such a lab. Without an evidence kit, you
receive a -4 penalty to use the collect evidence option of
the Investigate skill. .
Instrument. Keyboard
A portable keyboard. necessary in order to use the Perform
Basic: A basic evidence kit includes clean containers.
(keyboard instrument) skill. ---·
labels. gloves, tweezers, swabs, and other items to ga~er
bits of physical evidence and prevent them from becoming
contaminated.
Deluxe· A deluxe kit includes all the materials in a basic
Instrument. Percussion
A set of drums, necessary in order to use the Perform (per-
cussion instrument) skill.
m
kit. plus supplies for analyzing nar~otic substance: at th.e
scene and for gathering more esoteric forms of physical evi-
Instrument. Stringed 0
dence such as casts and molds of footprints or vehicle
tracks as well as chemical residues and organic fluids. It also
contains the necessary dusts, sprays, brushes, adhesives, and
cards to gather fingerprints. It grants a • 2 equipment bonus
An electric guitar. necessary 1n order to use the Perform
(stringed instrument) skill.
Instrument. Ulind
c:
on Investigate checks under appropriate circumstances
(whenever the GM rules that the equipment in the kit can
Aflute, necessary in order to use the Perform (wind Instru-
ment) skill.
be of use in the current situation).
Using a deluxe kit to analyze a possible na~cotic sub-
stance or basic chemical requires a Craft (chemical) check
Lochpich Set .
A lockpick set includes picks and tension bars for opening
(DC 15). In this case, the t2 equipment bonus does not apply.
locks operated by standard keys. A lockpick set allows .a
character to make Disable Device checks to open mechani-
fahe IO cal locks (deadbolts, keyed entry locks, and so forth) with-
Purchasing a falsified driver's license from a black market
out penalty.
source can produce mixed results. depending on the skill of
d2oMODERN
LocR Release Gun safely over it. When the user activates it (via a control
This small, p1stolllke device automatically disables cheap device attached to the end of the strip by a 10-foot-long
and average mechanical locks operated by standard keys (no cord), the spikes extend.
Disable Device check necessary). E.ach time a creature moves through a square containing
an activated spike strip at any rate greater than half speed.
mechanical Tool Kit or each round a creature spends fighting in such an area.
This collection of hand tools and small parts typically the spike strip makes a touch attack roll (base attack bonus
includes a variety of pliers, drivers. cutting devices, fasten- +O). The strip deals 2 points of damage on a successful hit.
ers, and even power tools. and the injury reduces foot SP<?ed to half normal (a suc-
Basic: This kit. which fits in a portable toolbox, allows a
cessful Treat Injury check, DC 15, or one day's rest removes
character to make Repair checks for mechanical devices this penalty). Wheeled vehicles passing over the strip are
without penalty. automatically hit-although vehicles equipped with punc·
Deluxe: This kit fills a good sized shop cabinet. It
ture-resistant tires (see Taking out the Tires, page 163) are
includes a broad variety of specialized hand tools and a not affected.
selection of high quality power tools. It grants a +2 equip-
ment bonus on Repair checks for mechanical devices and Suruival Gear
allows a character to make Craft !mechanical) or Craft Survival gear helps characters keep themselves allve in the
!structural) checks without penalty. great outdoors.
medical Kit
About the size of a large tackle box. this is the sort of kit The Right Tool For theJob
commonly earned by mll1tary medics and civilian EMTs. It Some objects contain the tools necessary to use cer-
conra1ns a wide variety of medical supplies and equip tain skills optimally. WHhout the use of these items.
mcnt Amedical ktl can be used to treat a dazed, uncon- often referred to as ktls, skill cherks made with these
scious, or stunned character, to provide long-term care. to skills are at a 4 penalty. Skills and the kits they are
restore hit points, to treat a diseased or poisoned charac associated with arr listed below See the descriptions in
ter, or to stabilize a dymg character (see the Treat Injury this chapter for additional details. Note that kits should
skill, page 74). Skill checks made without a medical kit be restocked periodically (purchase DC 5 less than the
Incur a 4 penalty. original purchase DC
Note that some skill\. by 1heir nature, require apiece
multipurpose Tool of equipment to utilite. One good example is the Per
This dev1Cc conta1m several different screwdrivers, a knife form (keyboard instrument) skill, which you can't use
blade or two. can opener, bottle opener, file. short niler, withou1 r'l kPyboa1<i.
scissors, twerms, and wlrC' cutters. The whole thing
unfokh 11110 r'l lltl11dy prtlr or plit'rs. A r1111llip11q>o\e tool can Skill Associated Item
lessen the pendlly for making Repair, Crc1ft (mechanical). Clunb Cli1nblng gear
Craft (elec 1ronlt ). or Craft (struuurc1l) checks without Craft (chemical) Chemical kit
appropriate tools lo I instead of the normal - 4. The tool Craft (electronic) Electrical tool kit
is useful fo1 certain task\. as determined by the GM. but may Craft (mechanical) Mechanical tool kit
not be useful in all situations.
------- Craft (pharmaceutical)
Craft (strurturai}
Pharmacist kit
Mechanical tool kit
Pharmacist Kit Demolitions Demolitions kit
A portable pharmacy for use with the Craft (pharmaceuti- Disable Device Car opening kit
cal) skill. a pharmacist kit includes everything needed to ------ - ,~
Electrical tool kit -~~
Housing Entertainment
Anumber of types of homes are mentioned on Table 4- 12.
Purchase DCs are given for several entertainment options.
The purchase DC covers the down payment, not the total
They represent the purchase of a single ticket. Apair of tick-
cost of the home. (A character buying a home does not have
ets can be purchased together; doing so increases the pur-
to worry about mortgage payments; they simply replace the
chase DC by 2.
hero's rent, which is already accounted for in the Wealth
system: see page 38.)
The small house and condo are one- or two-bedroom meals
homes. probably with curbside parking. The large condo and Several typical meal costs are provided. The cost of pick-
medium house are three-bedroom homes with garage or ing up the tab for additional diners adds •2 per person to
the purchase DC. So, for example, taking a date to an
upscale restaurant has a purchase DC of 9; taking three
business clients to a fan cy restaurant has a purchase DC
Small condo 28 of 15.
large condo 30
Small hou~e 30
Medium house 32
Transportation
Airfare tickets are for a single passenger round trip. One-way
Large house 34
tickets are available, but only reduce the purchase DC by 2.
Mansion 36 Car rentals and lodging rates are per day.
Entertainment Purchase DC
Movie ticket
Theater ticket
3
7
SERVICES
Sporting event ticket 7 The broad spectrum of services available to characters is
only represented 1n overview here. Services are identified
Meals Purchase DC on Table 4-13.
Fast food 2
Family restaurant 4
Upscale restaurant 7
Auto Repair
Having a car repaired can be expensive; how expensive
Fancy restaurant 9
depends on the amount of damage the vehicle has suf-
Transportation fered. The purchase DCs for damage repair assume the
Purchase DC
vehicle has not actually been disabled; if it has, increase
Airfare
the purchase DC by +3. Repair generally takes 1 day for
Domestic coach 14
every 10 hit points of damage dealt, and results in the
Domestic, first class 17
vehicle being returned to full hit points. See page 163 for
International. coach 18
more about vehicle damage.
International, first class 21
Car rental
Economy car 6 Bail Bonds
Mid-size or truck 8 Characters jailed for crimes can seek bail. Bail is a monetary
Luxury 10 guarantee that the suspect will show up for his trial. The bail
amount is set by a judge or magistrate, sometimes lmmedj-
lodging Purchase DC ately following arrest (for minor crimes) and sometimes
Budget motel 7 days later (for serious crimes). If bail is granted, a character
Average hotel 9 can arrange for a bail bond-a loan that covers bail. The pur-
Upscale hotel 11 chase DCs on Table 4-12 represent the fees associated with
d20MOOERN
the loan; the bond Itself 1s paid back to the bond agency ment for hit point damage from wounds or injuries on a
when the hero shows up for his rrial If he fails to show up. given day.
the agency loses the bail loan, and may send bounty hunters Surgery.· The purchase DC represents the cost of a single
or other thugs after the character. surgical procedure. .
Bail amounts vary dramatically. depending on the seri- Poison/Disease: The purchase DC represents one appli-
ousness of the crime. the suspect's crimrnal history. his role cation of treatment for a poison or disease.
in society. his family life, and other factors the judge
believes indicate that the character will or will not flee (or
commit other cnmes) before his tnal. An upstanding citizen
with a good JOb and a family who has never before been Vehicles are described by a number of statistics, as shown
charged with a crime gets minimal bail: a career criminal on Table 4-13. For more information on vehicle attributes
with nothing to lose gets maximum bail or may not be and how to operate vehicles. see Vehicle Movement and
granted bail at all. The purchase DCs shown assume the sus- Combat. page 155.
pect is viewed positively by the court. If not. increase the Crew: The standard number of crew. In most cases, only
purchase DC by as much as 5. Whatever the base purchase one person is needed to drive the vehicle; other crew mem-
DC. a successful Diplomacy check (DC 15) by the suspect bers serve as gunners or copilots.
reduces the purchase DC by 2. Passengers: The number of passengers (in addition to the
Property Crime: The crime involved only the destruc·
crew) the vehicle is designed to carry. Vehicles that carry
tion of property; no one was attacked or seriously hun: as passengers can use that space to carry additional cargo when
part of the crime. passengers aren't present. Each unused passenger slot allows
Assault Crime· The crime involved an attack intended to
the vehicle to carry an additional 100 pounds of cargo.
capture, kill. or seriously in1ure the victim Cargo Capacity: The amount of cargo the vehicle is
Death Crime: Someone died as a result of the airne.
designed to carry. Many vehicles can. in a pinch, carry extra
passengers instead of cargo. but doing so 1s usually a cramped.
uncomfortable. and often unsafe experience for those pas-
sengers. As a rule of thumb. one additional passenger can be
Auto repair carried for each 250 pounds of unused cargo capacity.
l to 10 hp damage 15 Initiative: The modifier added to the driver's or pilot's
ll to 20 hp damage 18 initiative check when operating the vehicle.
21 to 30 hp damage 21 Maneuver: The modifier added to any Drive or Pilot
30+ hp damage 24 checks attempted with the vehicle.
Towing 8 Top Speed:The maximum number of squares the vehicle
Bail bonds can cover 1111 round at character scale (with the number of
Property rnme _ _~1~ 3 --------~ squares at chase scale in parentheses). This is the fastest the
Assault crime --~1.::..6 _ _ _ _ _ _ _ __
vehicle can move. For more on character scale and chase
Death c~ri~m~e_ _ _.!:,!
22::,...__ _ _ _ _ _ __
scale. see page 155.
Bribery Defense: The vehicle's Defense.
Bouncer 6 Hardness: The vehicle's hardness. Subtract this number
Bureaucrat 10 from any damage dealt to the vehicle.
Informant 7 Hit Points: The vehicle's full normal hit points.
Police officer _ _1:. : 0:___ _ _ _ _.,.--,-__,,,,-~ Size: Vehicle size categories are defined differently from
Legal service=s'-----~--1~0_ + l~cis KooMed~ (dvlCS) tank!.
the size categories for weapons and other objects (a
Medical serv~i,~c,e~s-----~~-----=-- Medium-size vehicle for example, 1s not the same size as a
Long term c_ar~e__ 10 + doctor's Treat lnJurv ranks Medium-size weapon or other ob1ect)
Restore hit RQ1nts 12 + doctor's Treat I~')'. raniC.S Purchase DC:This is the purchase DC for a Wealth check
Surgery 15 + doctors Treat Injury ranks to acquire the vehicle. This number reflects the base price
Treat po1son/d1sease 10 • doctor's Treat Injury ranks and doesn't include any modifier for purchasing the vehicle
on the black market.
medical Services Restriction: The restnction rating for the vehicle. if
A character's medical insurance 1s built into her Wealth any. and the appropriate black market purchase DC modi-
bonus; the purchase DCs on Table 4- 12 represent the fier. Remember to apply this modifier to the purchase DC
ancilldry expenm not covered. or only partly covered. by when makrng a Wealth check to acquire the vehicle on the
insurance. Medical services must be paid for in full regard- black market.
less of whethe1 they are successful. See the Treat Injury
skill. page 74, for more information on the medical services Civilian Aircrart
described below All aircraft. from one·seaters to jumbo iets. are controlled
Long-Term Care. The purchase DC represents treatment
z
by the use of the Pilot skill. A few examples are provided
for regaining hit points or ability score points more quickly here from the variety of a1rgoing vehicles that might be
than normal on a given day available to characters
Restore Hit Pomts: The purchase DC represents treat-
d20MODERN
Bell Jet Ranger Chevrolet Cavalier
This is perhaps the most common civilian helicopter world- A two-door family coupe. the Cavalier is two squares wide
wide: 1t has also been adopted by many military forces as a and four squares long.
light utility helicopter. The Jet Ranger is two squares wide
and seven squares long. It provides three-quarters cover for Chevrolet Corvette
crew and passengers. The Corvette Is a two-door sports car equipped with a 5.7-
1iter. 350·horsepower VS engine. The Corvette is two
Bell model 212 squares wide and three squares long.
This is the twin engine. civilian version of the ubiquitous
Huey helicopter. As a civilian aircraft, ii is a sturdy, reliable Dodge neon
helicopter used for pmenger and cargo work all over the The Neon is an Inexpensive four door family sedan. It is two
world. Military versions are still in use In many countries. squares wide and three squares long.
The Bell 212 is three squares wide and seven squares long. It
provides three-quarters cover for crew and passengers (one- rord Crown Uictoria
quarter cover for passengers if the cargo doors are open). The Crown Victoria is a large four-door famity sedan
equipped with a 4.6 liter. 220·horsepower VS engine. Large
Cessna 172 Shyhawh and durable, 11 is a favorite of polle(' forces (police cruisers
This common single·englne propeller plane is relatlvely are commonly Crown Victorias). The Crown Victoria is two
inexpensive. A Cessna in Is ~even squares wide (including squares wide and four squares long.
wings; fuselage Is one square wide) and six squares long. It
provides three quarters cover for crew and passengers. Jaguar HJ Sedan
The X) is a four·door luxury sedan. It is two squares wide
Leadef model 45 and four squares long.
This is a sleek business 1et Introduced in the late 90s Two
turbofans. set on the fuselage above and behind the wings. Lamborghini Diablo
provide the power. The interior Includes luxury accommo- The Diablo is a top·of the hne exotic sports car-a two-
dations and a lavatory. A Learjet is ten squares wide (includ- door coupe equipped with a standard 6.0·llter, 550-horse-
ing wings; fuselage 1s two squares wide) and twelve squares power Vl2 engine. The Diablo Is two squares wide and three
long. It provides three quarters cover for crew and nine- squares long.
tenths cover for passengers.
ffiercedes ESB RmG
The E-Class is a four·door luxury sedan equipped with a
Civilian Cars powerful 5.5-liter, 349-horscpowcr VB engine. It is two
Most new civilian cars Include such standard features as air
squares wide and four squares long.
conditioning, air bags. antilock brakes, cruise control, keyless
entry, ilnd ,111 AM/FM wlio with CD player. Luxury vehicles
often also include extras such as heated side mirrors, power
Uolhswagen Jetta
The Jetta is a four·door station wagon. It Is two squares
seats, leather upholstery, and sunroof5. In general, these
wide and three squares long.
luxury amenities can be added to a nonluxury car with an
increase of 1to the vehicle's purcha5e DC.
Unless otherwise noted. civilian cars provide three-quar- Civilian ffiotorcycles
ters cover for their occupants (although passengers who Unlike getting into a car. mounting a motorcycle is a free
lean out of windows or sunroofs. perhaps to fire weapons, action. Motorcycles tend to perform better than automo-
may be reduced to one-half or even one-quarter cover). biles. but they provide no cover to their occupants.
Civilian Motorcycles
Ducat• 998R (racing bike) 0 Olb. 1--0 ..3 370 (37) 10 l8 M 27 t~ 1+n
Harley Davidson FLSTF l 0 lb. -1 •l 275 (27} 9 22 L 26 Lie •I)
(street bike)
Yamaha YmOF (dirt bike) 0 lb. •O •2 165 06) 0 18 M n Uc (+I)
Civilian Trucks
A1Vi G~neralHummer (SUV) 3 1,000 lb. -2 -2 14Q(M) 8 s 38 H 34 Lie HJ
Chevrolet Suburban {SUV) 8 500 lb. 2 -2 175 (17) 8 5 38 H 30 Lie (+1)
Dodge Caravan (mimvan) 4 325 lb. -2 -2 J25(19) 8 5 34 H 28 Lie (+I)
Ford Escape XLT (SUV) 4 3001b. -2 -2 200 l20J 8 s 32 H 29 Lie (•1)
Ford F150 XL (plrkup} 2 1.700 lb. -2 -2 17lll7J 8 s 36 H 28 Lie (+lJ
Toyota Tacoma Xtrac.ab (pickup) 3 1.600lb. -2 -2 18SV8J 8 5 34 H 27 Lie (+1)
llter, 320-horsepower V8 engine. It is two squares wide and and the limousine) are usually custom built, so the model
four squares long. name isn't specified as it is with most other vehicles in this
section. The description and stats reflect a typical model.
DodgeCaravan
The Caravan Is a minivan with two conventional dooo up Armored True~
front, sliding doors on the side. and a rear hatch-style door. Used to transport money between businesses and financial
It is two squares wide and four squares long. institutions. armored trucks are designed to deter would-be
thieves. The truck has three doors and firing ports that
fordBscape HLT allow the crew to use their firearms without leaving the
The Escape is a four-door SUV with a 3.0-liter, 201-hors~ vehicle. The armored truck is two squares wide and four
power V6 engine. It is two squares wide and three squares squares long. It provides nine-tenths cover for its occupants.
long. It is equipped with puncture-resistant tires (see Taking out
the Tires. page 163).
rord P-150HL
This two-door pickup truck has a 4.2-liter. 202-horsepower HondaTRH400PW
V6 engine. The F-150 is two squares wide and four squares This all-terrain vehicle is something like a four-wheeled
long. motorcycle. It is one square wide and two squares long. It
provides no cover for its riders.
Toyota Tacoma Htracab
The Tacoma Is a two-door pickup with a back seat in its Limousine
extended cab. It is two squares wide and four squares long. Alimousine is a big. comfortable car. The statistics given are
for a moderate-sized vehicle. rather than a stretch limo or a
conventional car with a professional driver. Limousines fea-
Civilian Water Uehicles ture virtually every available luxury feature, often including
Piloting a water vehicle is covered by the Drive skill.
televisions and small refrigerators. A partition divides the
front seat from the rest of the vehicle. Alimousine is two
Bayliner 1802Capri squares wide and five squares long. It provides three-quar-
This is a large runabout-a powerboat with an outboard
ters cover for its occupants.
engine and an open cockpit with a tiny cabin (about the size
of the interior of an economy car) forward. It comes with a
trailer; loading or unloading it requires a paved boat ramp
mouing TrucR
This is a large cargo truck used to move furniture or deliver
and 10 minutes of work. The Capri provides one-half cover
freight Trucks of this sort this are often available as rentals.
to occupants in the cockpit or stem, full cover to occupants
- - -- - in the cabin, and no cover to those forward of the cockpit. Amoving truck is two squares wide and five squares long. It
provides three-quarters cover for occupants in the cab and
The Capri is two squares wide and four squares long.
full cover for any in the back.
fairline Targa 30
This cabin cruiser is a motor yacht with two internal diesel nABI ffiodel 40LPW
engines. It comes equipped with fou r berths and a fully This is a typical city bus. It has a door at the front and a
second door about halfway down the right-hand side. This
equipped galley. It provides one-half cover to occupants in
the cockpit or stern. full cover to occupants below deck, vehicle is two squares wide and eight squares long. It pro-
vides three-quarters cover for crew and passengers.
and no cover to those forward of the cockpit. The Targa is
three squares wide and six squares long.
ffiilitaryUehicles
Sea-DooHP Several military vehicles are covered here. In addition, a
This is a two-seat jet ski that propels itself with a powerful number of the civilian vehicles covered above, such as the
jet of water. The Sea-Doo XP is one square wide and two AM General Hummer and the Bell Model 212 helicopter, are
squares long, and provides no cover for its riders. commonly seen in military service.
--
--
Eavesdropping from inside a converted minivan
The modern world is a dangerous place,
and opportunities for battle abound for
those not hampered by fear or good
sense. Whether it's combating ter-
rorists before they launch a
deadly plot, assaulting a drug
lords hidden den, or confronting
a cabal of evil cultists preparing
to sacrifice innocent abductees,
combat is inevitable in modern action-
adventure stories.
This chapter details the combat rules,
starting with the basics before moving
on to some of the more unusual situa-
tions heroes may face or combat strate-
gies they can employ.
COffiBAT SEOUEnCE
Combat is played out in rounds, and in each
round everybody acts in turn in a regular cycle.
Generally, combat runs in the following way.
l. Each combatant starts the battle flat-footed; that is. a
character starts out not yet in a combat stance. Once a combatant
acts, she or he is no longer flat-footed.
2. The GM determines which characters are aware of their opponents at the
start of the battle. If some but not all of the combatants are aware of their
Using melee and ranged attacks, opponents, a surprise round happens before regular rounds begin. The combat-
Roxanne and Adam wade into the action
ants who are aware of the opponents can act in the surprise round, so they roll
for initiative. In initiative order (highest lo lowest), com- ~: '411 :
batants who started the battle aware of their opponents Size
each take one move or attack action. Combatants who Size (Example) Modifier
were unaware don't get to act in the surprise round. If no Colossal (blue whale [90 ft. long]) -8
one or everyone starts the bat tie aware. there is no sur- Gargantuan {gray whale [40 ft. longD _ _ __ -4
prise round. Huge telephant) -2
3. Combatants who have not yet rolled initiative do so. large (lion) -1
All combatants are now ready to begin their first regular Medium-size (human) +0
round. Small (German shepherd) _ _ _ _ _ __ •l
4. Combatants act In Initiative order. Tiny (housecat) +2
5. When everyone has had a turn. the combatant with th~ Diminutive (rat) "'4
highest initiative acts again, and steps 4 and S repeat until Fine (horsefly) -t-8
combat ends.
DeHterity modifier
Dexterity measures coordination and steadiness. so your Dex-
COIDBAT STRTISTICS terity modifier applies when you attack with a ranged weapon.
Several fundamental stat1st1cs determine how well you do
in combat. This section summarizes these statistics, and the Range Penalty
following sections detail how to use them. The range penalty for a ranged weapon depends on what
weapon you're using and how far away the target is. All
Attach Roll ranged weapons and thrown weapons have a range incre-
An attack roll represents your attempts to strike your ment, such as 30 feet for a Glock 17 pistol or 10 feet for a
opponent on your turn 1n a round. When you make an thrown knife (see Table 4- 4 and Table 4-7).Any attack from
attack roll. you roll ld20 and add your attack bonus. If your a distance of less than one range increment is not penalized
result equals or beats the ta1get's Defense, you hit and deal for range. so a bullet from a Barrett Light Fifty sniper rifle
damage. Lots of modifiers affect the attack roll. such as a +1 (range increment 120 feet) can strike at enemies up to 119
bonus if you have the Weapon Focus feat with the weapon feet away with no penalty However, each full range incre-
you're using or a bonus for having a high Strength or Dex- ment causes a cumulative - 2 penalty on the attack roll. A
terity score. sniper firing a Barren at a target 500 feet away tak~ a -8
A natural 1 (the d20 comes up 1) on the attack roll is range penalty (because 500 feet is at least four range incre-
always a miss. Anatural 20 (the d20 comes up 2?) is al~ays ments but not five increments). Athrown weapon, such as a
a hit. Anatural 20 is also always a threat-a possible critical javelin. has a maximum range of five range increments.
hit (see Critical Hits, page 130). Ranged weapons that fire projectiles, such as pistols and
If you are not proficient in the weapon you're attacking crossbows, can shoot up to ten increments.
with (you don't have the appropriate Weapon Proficiency
feat), you take a -4 penalty on the attack roll. Damage
When you hit with a weapon. you deal damage according to
Attac~ Bonus the type of weapon (see Table 4-4, Table 4-6, Table 4-7,
Your attack bonus with a melee weapon is: and Table 4-13). Effects that modify weapon damage also
apply to unarmed strikes and the natural physical attack
Base attack bonus + Strength modifier + size modifier forms of creatures.
Damage is deducted from the target's current hit points.
With a ranged weapon, your attack bonus is: If the opponent's hit points are reduced to 0 or less, he's in
bad shape (see Injury and Death, page 139).
Base attack bonus + Dexterity modifier + range
penalty + size modifier minimum Weapon Damage
If penalties to damage bring the damage result below l. a hit
Strengfhmodifier still deals 1point of damage.
Strength helps you swing a weapon harder and faster, so
your Strength modifier applies to melee attack rolls. Strength Bonus
When you hit with a melee weapon or thrown weapon, add
Size modifier your Strength modifier to the damage.
Creature size categories are defined differently from the Off-Hand Weapon: When you deal damage with a weap-
size categories for weapons and other objects. Since this on in your off hand. add only half of your Strength bonus.
size modifier applies to Defense against a melee weapon Wielding a Weapon Two-Handed: When you deal
attack or a ranged weapon attack, two creatures of the damage with a weapon that you are wielding two-ha~ded,
same size strike each other normally, regardless of what add 1 / 2times your Strength bonus. However, you don t get
size they actually are. Creature sizes are compatible with this higher Strength bonus when using a light weapon two-
vehicle sizes. handed; in such a case, only your normal Strength bonus
applies to the damage roll.
ct20MOOERN
Melee Attack Roll: ld20 + base attack bonus +
COMBAT BASICS Strength modifler + size modifier
Ranged Attack Roll: ld20 +base attack bonus+ Dex-
Here's a quick summary of combat and how rt works.
terity modifier i range penalty + size modifier
Refer to the rest of the chapter for more details.
Damage
Rounds If you score a hit, roll damage and deduct it from the
Combat is divided into rounds. In every round. each com- target's current hit points. Add your Strength modifier to
batant g~ts to do something. A round represents 6 sec- damage from melee and thrown weapons. If you're using
onds in the game world. a melee weapon in your off hand. add half your Strength
modifier (if it's a bonus). If you're wielding a melee
lnitiatiue weapon with both hands, add 1 / , times your Strength
modifier to the damage (if it's a bonus).
Before the first round. each player makes an initiative
Most weapons deal lethal damage. Lethal damage
check for his or her character. The GM makes inttiative
reduces hit points.
checks for the opponents. An initiative check is a Dex-
Some weapons and unarmed strikes deat nonlethal
terity check (1d20 +Dexterity modifier). Characters act in
damage. Nonlethal damage doesn't affect hit points.
order from highest initiative result to lowest, with the
Instead, if a single attack deals nonlethal damage that
check applying to all rounds of the combat).
equals or exceeds the target's current Constitution score,
Acharacter is flat-footed until she takes her first action.
the target must make a Fortitude save (DC 15). On a suc-
cessful save. the target is dazed for 1 round. On a failed
Actions save. the target Is knocked unconscious for ld4+1rounds.
The four types of actions are attack actions. move
actions. full-round actions, and free actions. Derense
Every round. on your turn, you may take an attack action A character's Defense is the result you need to get on
and a move action (in either order), two move actions. or your attack roll to hit that character in combat.
one full-round action. You may also perform one or more Defense: 10 +Dexterity modifier + class bonus+ equip-
free actions along with any of these combinations. ment bonus +size modifier
Attack Action: An attack action allows you to make
one attack or do some similar action. Not all attack H it Points
actions involve making attacks (some skill checks count as Hit points represent how much damage a character can
attack actions. for example). take before falling unconscious or dying.
Move- Action: A move action allows you to move or ii
perform some similar action (such as stand up. if you've Attack Options Ii
I~
been knocked prone). Not all move actions involve move- When attacking, you have several options. II
ment (drawing a weapon. for example, is a move action). Attack: You can make a single attack.
If none of your actions in a round involve literal move- Charge: You can charge an opponent, but doing so is a
ment from one location to another, you can take a free full-round action (it replaces both your attack action and
5-foot step. your move action). When making acharge, you move in a
Full-Round Action: Some activities take more time straight line for up to twice your speed and then make
than a single attack or move action. If you take a full- one attack with a +2 bonus on the attack roll. You take a
round action. it replaces both your move and your attack -2 penalty to your Defense until your turn the following
action for the round. round.
Free Action: Some activities. such as saying a few Full Attack: Some characters can strike more than
words don't lake up even a fraction of an action. You can once each combat round. but doing so is a full-round
take these actions in addition to your other actions. The action.
GM may limit the number of free actions acharacter can
undertake 111 a single round.
Saving Throws I
When you are subject to an unusual attack, you generally
Attac~s get a saving throw to negate or reduce its effect. To suc-
You may attempt a melee, ranged or unarmed attack as ceed at a saving throw. you need a result equal to or
your attack action. Making a ranged attack provokes higher than the given DC.
attacks of opportunity from enemies that threaten you Fortitude Saving Throw: 1d20 + base Fort save bonus
(see below). + Con~titution modifier
Reflex Saving Throw: ld20 + base Ref save bonus +
Attack Roll Dexterity modifier
To score a hit that deals damage on your attack roll. your Will Saving Throw: ld20 + base Will save bonus +
result must equal or exceed the target's Defense. Wisdom modifier
u
continued on nexr page
-~-
ened square. however. enemies get attacks of op-
portunity when you leave that square.
movement
Each character has a speed measured in feet {humans
normally have a speed of 30 feet). You can move that dis·
Oeath, Oying, and Healing
tance as a move action. You can take a move action Your hit points represent how much damage you can take
before or after taking an attack action. before being disabled. knocked unconscious. or killed.
You can use your attack action as an extra move action.
allowing you to move your speed again. Or you can run
I or more Hit Points
all-out. which takes your entire turn but lets you move No matter how many hit points you have lost, so long as
four times your speed. they have not dropped to 0 or lower, you remain fully
functional.
multiplyingDamage and you have scored a threat of a critical hit. To find out
Sometimes you multiply damage by some factor. such as if it is actually a critical hit, you immediately make
when you score a critical hit. Roll the damage (with all mod- another attack roll with all the same modifiers as the
ifiers) multiple times and total the results. attack roll that scored the threat. If the second roll also
For example. Russell Whitfield gets a +3 bonus on dam· results in a hit against the target's Defen~e. your attack is
age when using a longsword. The critical multiplier of a a critical hit. {The second roll just needs to hit to confirm
longsword 1s x2. so 1f he scored a critical hit. he would roll a critical hit you don't need to roll a second 20.) If the
second roll is a miss. then your attack just deals the - - - -·
ld8+3 points of damage two times (the same as rolling
2d8+6). damage of a regular hit.
Bonus damage represented as extra dice, such as from A critical hit multiplies your damage Unless otherwise
firing a double tap shot (see the Double Tap feat, page 82). specified. the multiplier is x2. (It is possible for some weap-
is an exception. Do not multiply bonus damage dice when ons to have higher multipliers. doing more damage on a crit-
you score a critical hit. ical hit.} Some weapons have expanded threat ranges, for
For example, if Adam Swift scores a critical hit when instance the crossbow (19 20) and the rapier (18-20).
making a double tap attack with his pistol. he rolls 2d6 making a critical hit more likely. However, even with these
points of damage two times (the same as rolling 4d6} and weapons. only a 20 Is an automatic hit. The Critical column
then adds the extra ld6 for the double tap. on Table 4-4 and Table 4-7 indicates the threat range for
each weapon on the tables.
Critical Hits Bonus damage represented as extra dice, such as from
When you make an attack roll and get a natural 20 (the firing a double tap shot (see the Double Tap feat. page 82).
is not multiplied when you score a critical hit.
d20 shows 20), you hit regardless of your target's Defense.
d2oMOD
Oefense Some magical effects offer enhancement bonuses to armor
Your Defense represents how hard it 1s for opponents to (making ir more effective) or deflection bonuses that ward
land a solid, damaging blow on you. Its the attack roll result off attacks.
that an opponent needs to achieve to hit you. The average.
unarmored civilian has a Defense of 10. Your Defense is Touch Attac~s
equal to: Some attacks disregard armor. For example, armor doesn't
affect your chance of success when splashing acid on some-
10 • Dexterity modifier + class bonus+ equipment one or trying to trip him In these cases, the attacker makes
bonus +site modifier a touch attack roll (either a ranged touch attack roll or a
melee touch attack roll}. The attacker makes her attack roll
DeHterity modifier as normal, but your Defense does not include any equip-
If your Dexterity 1s high. you are particularly adept at dodg- ment bonus or armor bonus. All other modifiers, such as
ing blows or gunfire. If your Dexterity 1s low. you are partic- your class bonus, Dexterity modifier, and size modifier,
ularly inepl at 1t That's why you apply your Dexterity apply normally.
modifier to your Defense
Sometimes you can't use your Dexterity bonus. If you Hit Points
can't react to a blow. you can't use your Dexterity bonus to Your hit points tell you how much punishment you can take
Defense For example. you lose your Dexterity bonus if before dropping. Your hit points are based on your class and
you're hanging onto the face of a crumbling cliff. or if you·re level. and your Constitution modifier applies.
caught flat-footed at the beginning of a combat. When your hit point total drops to O. you're disabled.
When it drops to -1. you're dying. When it drops to -10,
Class Bonus you"re dead (see Injury and Death, page 139).
Your class and level grant you an innate bonus to Defense.
This bonus measures your combat savvy and applies in all
situations. even when you're flat-footed or when you would Speed
lose your Dexterity bonus for some other reason. Your speed tells you how far you can move m a move
action. Humans normally move 30 feet. but some creatures
Equipment Bonus move faster or slower Rats. for example, have a speed of
If you wear armor. it provides abonus to your Defense. This just 15, while wolves have a speed of SO. Wearing armor can
bonus represents the armor's ability to protect you from slow you down.
blows. You normally move as a move action, leaving an attack
Armor provides a minimum bonus to anyone who wears action to attack. You can. however, use your attack action as
it, but a character who is proficient in the use of a mtain a second move action. This could let you move again, for a
type of armor receives a larger bonus to Defense. total movement of up to double your normal speed.
Sometimes you can't use your equipment bonus to Another option ls to run all out (a full-round action). This
Defense. If an attack will damage you just by touching you. lets you move up to four times your normal speed, but you
you can't add your equipment bonus (see Touch Attacks. can only run all out in a straight line. and doing so affects
below}. your Defense (see Run. page 138).
0
dzoMOOERN
Saving Throw Types Joining aBattle ..
The three different kinds of saving throws are these: If characters enter a battle after it has begun, they roll 1n1-
Fortitude: These saves measure your ability to stand up tiative at that time and act whenever their turn comes up in
to massive physical punishment or attacks against your the existing order.
vitality and health such as poison and paralysis. Apply your
Constitution modifier to your Fortitude saving throws.
Reflex: These saves test your ability to dodge massive
Surprise
When a combat starts, if you were not aware of your ene-
attacks such as explosions or car wrecks. (Often. when
mies and they were aware of you, you're surprised. Likewise.
damage Is Inevitable, you get to make a Reflex save to take
you can surprise your enemies if you know about them
only half damage.) Apply your Dexterity modifier to your
Reflex saving throws. before they're aware of you.
Will: These saves reflect your resistance to mental influ-
ence and domination as well as to many magical effects.
Oetermining Awareness
Apply your Wisdom modifier to your Will saving throws. Sometimes all the combatants on a side are aware of the
enemies, sometimes none are, and sometimes only some of
them are. Sometimes a few combatants on each side are
IOITIATIUE aware and the other combatants on each side are unaware.
The GM determines who is aware of whom at the start of
Every round, each combatant gets to do something. The
combatants' initiative checks, from highest to lowest. deter- a battle. She may call for Listen checks. Spot checks, or
mine the order in which they act. from first to last As other checks to see how aware the heroes are of the enemy.
Some example situations:
Moondog Greenberg says, "Hitting first 1s good. Hittin~ hard
is better. But hitting last-that's all that really counts. • The heroes come to a door at the back of an old ware-
house. The GM knows that the thugs on the other side
Initiative Chechs of the door have been using security cameras to watch
the party approach. Elliot listens at the door. hears
At the start of a battle. each combatant makes ~single ini-
muttered discussion, and tells the rest of the party
tiative check. An intt1at1ve check is a Dexterity check. Each
character applies his Dexterity modifier to the roll, and about It. Moondog breaks the door open. Both sides
anyone with the Improved Initiative feat gets an additional are aware; neither is surprised. The heroes and thugs
+4 bonus on the check. The GM finds out what order char- make initiative checks, and the battle begins.
acters are acting in, counting down from highest result to
lowest, and each character acts in turn. On all following
rounds, the characters act in the same order (unless a char-
acter takes an action that results in her initiative changing;
see Special Initiative Actions, page 147). Usually, the GM
writes the names of the characters down in Initiative order
so that on subsequent rounds he can move quickly from one
character to the next. If two or more combatants have the
same initiative check result. the combatants who are tied go
in order of total initiative modifier (including Dexterity
modifier and Improved Initiative bonus, if applicable). If
there 1s still a tie, roll a die.
Flat-footed: At the start of abattle, before you have had
achance to act (specifically, before your first turn in the ini-
tiative order), you are flat-footed. You can't use your Dex-
terity bonus to Defense while flat-footed
Opponent Initiative
Typically. the GM makes a single
initiative check for the oppo-
nents. That way, each player gets a
turn In each round and the GM
also gets one turn. At the GM's option,
however, he can make separate initia-
tive checks for different groups of
opponents or even for Individual vil-
lains. For Instance. the GM may make
one initiative check for a crime
lord and another check for all seven
of her henchmen. SOOK
1 Regdrdless of the acuon. 1f you move out of a threatened square. you usually provoke an attack of opportunity. This column indicates whethff the
action itself, not moving, p1ovokes an attack of opportunity.
l lf the obiect 1s being held, earned, or worn by a creature, yes. If not. no.
l lf you have a base attack bonus of •1 or higher. you can combine this action with a regular move. If you have the Two·Weapon Fighting feat. you
can draw two light 01 one handed weapons m the time 't would normally take you to draw one.
4 These attack forms substitute for a melee attack. not an action. As melee attacks. they can be used once in an attack or charge action. one or more
ti~ in a full attack action. or E'Veo as an attack of opj)Oftumty.
5 The description of a feat defines Its effect
per round must use the full attack action (see Full-Round
Pree Action Actions. below) morder to make more than one attack.
Free actions consume a very small amount of time and
Fighting Defensively: You can choose to fight defen-
effort, and over the span of the round. their impact is so
sively while making a melee attack. If you do so. you take a
minor that they are considered free. You can perform one or
-4 penalty on your attack in a round to gain a +2 dodge
more free actions while taking another action normally.
bonus to Defense in the s.lme round.
However. the GM puts reasonable limits on what you can
really do for free For inmnce dropping an object. dropping
to a prone position. speaking a sentence or two. and ceasing
UnarmedAttacRs
Striking for damage with punches. kicks. and head butts is
to concentrate on a magic spell (if magic is available in your
much like attacking with a melee weapon, except that an
campaign) are all free actions.
unarmed attack deals nonlethal damage. Unarmed strikes
count as light melee weapons (for purposes of two-weapon
Attac~ Actions attack penalties and so on). The following exceptions to
Most common attack actions are described below. More spe- normal melee rules apply to unarmed attacks.
cialized attack actions are mentioned in Table 5-2: Actions in Attacks of Opportunity: Making an unarmed attack
Combat, and covered 1n Specral Attacks. page 148. against an armed opponent provokes an attack of opportunity
from the character you attack (see page 138). The attack of
ffielee RttacRs opportunity comes before your attack. An unarmed attack
With a normal melee weapon. you can strike any enemy within does not provoke attacks of opportunity from other foes, nor
5 feet. (Enemies within Sfeet are considered adjacent to you.} does it provoke an attack of opportunity from an unarmed foe.
Acharacter capable of making more than one melee attack "Armed" Unarmed Attacks: Sometimes a character or
a creature not provoke an attack of opportunity when
Speeding up Combat attacking an armed foe. but you provoke an attack of
You can use a couple of tricks to make combat run
opportunity from that creature if you make an unarmed
faster.
attack against it. The Combat Martial Arts feat makes a char-
Attack and Damage: Roll your attack die and
acter"s unarmed attacks count as armed.
damage die (or dice) at the same time. If you miss.
Unarmed Strike Damage: An unarmed strike from a
you can ignore the damage. but if you hit, your
Medium-size character deals ld3 points (plus your Strength
friends don't have to wait for you to make a second
modifier. as normal) of nonlethal damage (see page 141).
roll for damage.
You can specify that your unarmed strike will deal lethal
Multiple Attacks: Use dice of different colors so
damage before you make your attack roll, but you take a-4
you can make your attack rolls all at once instead of
penalty on your attack roll because you have to strike apar-
one at a time. Designate which attack is which color
ticularly vulnerable spot to deal lethal damage.
before you roll.
Roll Ahead of Time: Once you know whom you
are attacking and how, make your attack rolls before it
Ranged Rttachs
With a ranged weapon, you can shoot or throw at any target
is your turn so you have the results ready when your
that is within the ranged weapon's maximum range and in
turn comes around. (Get your GM's okay before you
line of sight. A target is in line of sight lf there are no solid
roll ahead of time. Some GMs like to watch the play-
obstructions between you and the target. The maximum
ers' attack rolls.)
range for a thrown weapon Is five range increments. For
Dice as Counters: Use dice to keep track of how
weapons that fire projectiles. it is ten range increments.
many rounds a short-duration effect has been active.
Acharacter capable of making more than one ranged artack
Each round. turn the die to the next number until the
per round must use the full attack action (see Full-Round
effect ends.
Actions. below) in order to make more than one attack.
Prep Initiative: Have your GM roll the characters'
Shooting or Throwing into a Melee: If you shoot or
and creatures' 1nit1at1ve checks ahead of time and pre-
throw a ranged weapon at a target that is engaged in melee
pare the order of battle That way when a battle
with an ally, you take a -4 penalty on your attack roll be-
starts. you can skip the initiative checks and get right
cause you have to aim carefully to avoid hitting your ally.
to the action.
Two characters are engaged in melee if they are enemies
Miniatures: Use miniatures to show the relative
and they are adjacent to one another. (An unconscious or
positions of the combatants. It's a lot faster to place a
otherwise immobilized character is not considered engaged
miniature where you want your character to be than
unless he is actually being attacked.)
to explain (and remember) where your character is rel·
If your target is so big that part of It is 10 feet or farther
ative to everyone else.
from the nearest ally, you can avoid the - 4 penalty even if
it's engaged in melee with an ally. '
creature attacks unarmed but the attack still counts as Because of the weapon's unwieldy shape and size, an
armed. A creature with claws, fangs, and similar natural attacker using a longarm takes a - 4 penalty on attacks
physical weapons, for example. counts as armed. Being against adjacent opponents. (It's not easy to bring a rifle to
armed counts for both offense and defense-not only does bear on someone who is only 5 feet away from you.)
difference? Partly because the Tough hero is better at A 10th-level Tough hero who has taken 50 points of
rolling with the punches, protecting vital areas. and dodg- d~mage may be about as physically hurt as a 10th-levelSmart
ing just enough that a blow that would be fatal only hero who has taken 30 points of damage, a ls.t-level Tough
wounds him. Partly because he's tough as nails. He can take hero who has taken 5 points of damage. or a 1st-level Smart
damage that would drop a horse and still battle on with hero who has taken 3points of damage. Any given amount of
deadly effect. damage means different things to different people.
d2oMODERN
Damaging Helpless Defenders Disabled(0 Hit Points)
Even if you have lots of hit points. agunshot to the head is When your current hit points drop to exactly O. you're dis-
agunshot to the head. When acharacter can't avoid damage abled. You're not unconscious. but you're close to it. You
or deflect blows somehow- when he'sreally helpless-he's can only take a single move or attack action each turn (but
in trouble (see Helpless Defenders, page 146). not both. nor can yoo take full-round actions). You can take
nonstrenuous move actions without further injuring your-
Wects of Hit Point Damage self, but if you attack or perform any other action the GM
Damage gives you ~cars and gets blood on your jeans, but it deems as strenuous, you take 1point of damage after the
doesn't slow you down until your current hit points reach 0 completing the act. Unless your activity increased your hit
or lower points, you are now at -1 hit points. and you're dying.
At 0 hit points. you're rlisabled. Healing that raises you above 0 hit points makes you
At from -1 to - 9 hit points, you're dying. fully functional again. just as If you'd never been reduced
Al -10 or lower, you're dead. to 0 or lower.
You can also become disabled when recovering from
dying. In this case, it's a step up along the road to recovery.
massiveOamage and you can have fewer than 0 hit points (see Stable Char-
Any time you take damage from a single hit that exceeds
acters and Recovery, below).
your massive damage threshold. that damage is considered
massive damage. Your mm1ve damage threshold is equal to
your current Constitution score: 11 can be increased by Dying (- 1to - 9Hit Points)
taking the Improved Damage Threshold feat (page 84). When your current hit points drop below 0. you're dying. A
When you take massive damage that doesn't reduce your dying character has acurrent hit point total between -I and
hit points to 0 or lower, you must make a Fortitude save - 9 inclusive.
(DC IS). If you fail the save, your hit point total Is immedi A dying character immediately falls unconscious and can
ately reduced to - 1. If the save succef'ds. yoo suffer no ill take no actions
effect beyond the loss of hit points. A dying character loses 1hit point every round. This con-
Creatures immune to critical hits are also immune to the tinues until the character dies or becomes stable naturally
effects of massive damage or with help (see below).
For example, Alexandra Gordon has 19 hit points and a
Constitution score of 12. She takes a critical hit from a rifle Dead (- 10 hit points or lower)
shot. which deal\ 16 point\ of damage. I ter hit point total is When your character's current hit points drop to -10 or
reduced to 3. so she would normally remain on her feet. But lower, he's dead. Acharacter can also die if his Constitution
the damage she took in a ~1ngle hit is greater than her Con·
is reduced to 0. '"'
stitution score, so she has to make a fortitude save (DC 15).
She rolls an 11. Her hit points immediately drop to-1.
~ l • I !
Degree of Cover Bonus to Reflex
Cover (Example) Defense Saves
One quarter •2 +l
(standing behind a 3 rt. high wall) _ _~---~
~~~w ·• ~
(fighting from around a corner 01 a tr~. standing at an
open window. behind acreature of samf> si1e}
Three-quarters .-7 •3
(peering around a corner or a big tree) _ _ _
Nine tenths • 10 +4 1
(standing at an arrow slit; behind a door that's slightly
ajar)
Total
(on the other slde of a solid wall)
1Half damage If \ave I~ f~1led: no damage If successful
Concealment
Bes i de~ cover. another way to avoid attacks is to make 1t
hard for opponents to know where you are. Concealment
include~ all circumstances in which nothing physically
blocks a blow or shot. but something interferes with an
attacker's accuracy.
Oe9ree or Concealment
Concealment is subjectively measured as to how well
concealed the defender is. Examples of what might qual-
ify as concealment of various degrees are given in Table
5-7: Concealment. Concealment always depends on the
point of view of the attacker. Total darkness, for example.
is meaningless to a creature with darkvision. Moderate
darkness doesn't hamper a creature with low-light vision.
and near total darkness is only one-half concealment for
such a creature.
Despite cover, a skilled
gunslinger bullseyes his targets
d2oMODERN
Concealment ffiiss Chance ence. get adjacent to him, and treat him as helpless. If the
Concealment gives the subject of a successful attack a target is in combat or some other tense situation, and
chance that the attacker missed because of the conceal- therefore in a state of acute awareness and readiness, or if
ment. If the attacker hits. the defender must make a miss the target can use his Dexterity bonus to Defense, then that
chanc~ percentile roll to avoid being struck. (Actually. it target can't be considered unaware. Further. any reasonable
doesn t matter who makes the roll or whether it's rolled precaution taken by a target, Including stationing body-
before or after the attack roll. To save time, you can first guards. placing his back to a wall. or being able to make
ma~e the roll that's most likely to result in a miss, so that Spot checks, also precludes catching that target unaware
you re less likely to have to make two rolls, or you can just and helpless.
make both rolls at the same time.) When multiple conceal-
ment conditions apply to a defender (behind dense foliage Regular Attac~
or in near total darkness. for example), use the one that Ahelpless defender has an effecllve Defense of 5 +his size
would produce the highest miss chance. Do not add the modifier. If you're attacking with a ranged weapon and are
miss chances together. not adjacent to the target, you can use a full-round action
to make the attack. and gain a +5 bonus on the attack roll. If
,: ·~ ' ~ ~ you're attacking with a melee weapon, or with a ranged
weapon from an adjacent square, you can use a full-round
Miss
Concealment (EKample) Chance action to deliver a coup de grace.
One-quarter ll'Bht fog; light foliage) 10%
One-half (shadows· dense fog at sft.) 20% Coup de Grace
Three-quarl<>r~ (den~e foliage) _ __ 30% As a full-round action. you can use a melee weapon to
Nine-tenths (nl·ar total d.1rkness) 40~
deliver a coup de grace to a helpless foe You can also use a
Total (attacker blind: total darkness· 50% and ranged weapon. provided you are adjacent to the targe1
smoke grenade; denst> fog at JO ft.) must guess You automatically hit and score a critical hit. If the defender
target's location survives !he damage. hr \till must make a Fortitude save (DC
10 1 damage dealt) or die.
Delivering a coup de grace provokes attacks of opportu·
Helpless Defenders nity from threatening foes because it involves focused con·
Ahelplr~s foe-one who is bound, sleeping. unconscious, centration and m<'lhodical action.
or otherwi~c at your mercy-is an easy target. You can You can't deliver a coup de grace against a creature that
sometimes approach a target who is unaware of your pres- is immune to critical hits. such as a zombie.
... . . .. .... .
.·.. ' ~ : . .. .
. ..
-.
Qeviation
Deviat ion
( 6 Ft. to 10 Ft.)
d20MOOEr
If you use a full-round action to make an attack against an
inanimate. immobile object. you get an automatic hit with a
melee weapon, or a +S bonus on your attack roll with a Colossal (Jetliner) -3
ranged weapon Gargantuan (army tank) l
An object being held, carried. or worn has a Defense Huge (typical car) 3
equal to the above figure + 5 + the opponent's Dexterity Large (big door} 4
modifier+ the opponent's class bonus to Defense. Striking a Medium-size (dirt bike) s
held, carried. or worn object provokes an attack of oppor- Small (chair) 6
tunity from the character who holds it Tinl {laptop computer) _ _ _ _ __ 7
Hardness: Each object has hardness-a number that Diminutive (paperback book) -~ .
9
represents how well it resists damage. Whenever an Fine (pencil) 13
object takes damage. subtract its hardness from the
damage. Only damage in excess of Its hardness is
TABLE 5-9:
deducted from the object's hit points (see Table 5-9; Sub-
stance Hardness and Hit Points and Table HO: Object
Hardness and Hit Points).
Hit Points: An object's hit point total depends on what it
Paper 0 2/inch or Lhickness
Rope 0 2/inch of thickn1;ss
ismade of or how big it is (see Table 5-9 and Table 5-10). (If
Plastic, soft 0 3/inch or Lhickness
you have the Sunder feat, you don't Incur an attack of
Glass 1 l/inch of thickness
opportunity for making the att€mpt.)
Ceramic 1 2/inch of thickness
Energy Attacks: Acid and sonic attacks deal normal
Ice 0 3/inch of thickness
damage to most objects. Electricity and fire attacks deal
Plastic, hard 2 S/inch of thickness
half damage to most objects; divide the damage by 2 before
Wood 5 10/inch of thtekness
applying the hardness Cold attacks deal one-quarter
Aluminum 6 10/inch of thickness
damage to most obiects; divide the damage by 4 before
Concrete 8 15/inch of thickness
applying the hardness.
Steel 10 30/inch of thickness
Ineffective Weapons: The GM may determine that cer-
tain weapons iust can't deal damage effectively to certain
objects For example. you may have a hard time chopping TABLE 5- 10:
down a door by throwing shunken at it or cutting a rope
with a club.
Immunities: Objects are immune to nonlethal damage Lock
and to critical hits. Cheap 0 l 10
Saving Throws: Unattended objects never make saving Average 3 5 15
throws They are considered to have failed their saving High quality 5 10 20
throws. so they always are affected by (for instance) the High secunty 10 120 35
blast of a C4 charge exploding. An object attended by a Ultrahigh security 20 150 40
character (ibeing grasped, touched. or worn) receives a Manufactured objects 1
saving throw just as if the character herself were making the Fine 0 1 10
saving throw. Diminutive 0 1 10
Tiny l 2 10
BreaRing Objects Small 3 3 12
When you try to break something with sudden force rather Medium-size 5 5 15
than by dealing damage, use a Strength check to see Large 5 10 1S
whether you succeed. The DC depends more on the con- Huge 8 10 20
struction of the object than on the material. For instance, a Gargantuan 8 20 30
- ' - - - - steel door with a weak lock can be forced open much more Colossal 10 30 so
easily than it can be hacked down. Firearm. Medium-size 5 7 17
If an object has lost half or more of its hit points, the DC Rope 0 2 23
to break it decreases by 2. Simple wooden door 5 10 13
Strong wooden door 5 20 23
Repairing Objects Steel door 10 120 35
Repairing damage to an object takes a full hour of work and Cinderblock wall 8 90 35
appropriate tools. (Without the tools, you take a -4 penalty Chain 10 5 26
on your Repair check.) At the end of the hour. make aRepair Handcuffs 10 10 30
check (DC 20). Success restores 2d6 hit points. If damage Metal bars 10 15 30
remains. you may continue to make repairs for as many 1 Figures for manufactured object~ are minimum values. The GM may
hours as it takes to restore all the object's hit points. adjust these upward to account for ob1ecb with more strength and
durability.
d20MODERN
Bull Rush
You can attempt a bull rush as an attack action made
during your move action, or as part of a charge (In gen-
eral. you can't make an attack action during a move
action; this is an exception.) In either case. you don't get a
5-foot step before. during. or after the bull rush attempt.
When you bull rush, you attempt to push an opponent
straight back instead of at tacking him (just as an angry bull
might behave against an obiect or an adversary). You can
only bull rush an opponent who is one size category larger
than you. the same size. or smaller.
Bull RushResults
If you beat the target') Strength c.hec.k. you push him back 5
feet. You can push the target back an additional 5 feet for
every 5points by which you exceed the target's check result.
provided you move with him. You can't. however, exceed your
normal movement for that action. (The target provokes
attacks of opportunity if he is moved. So do you. if you move
with him. !he two of you do not provoke attacks of oppor-
tunity from edch other as a result of this movement.)
If you fail to beat the target's Strength check, you move
5 feet straight back to where you were before you
moved into his square. If that square is occupied. you
fall prone in the square.
Overrun
You can attempt an overrun as an attack action
made during your move action. or as part of acharge.
{In general. you cannot make an attack action during
a move action; this is an exception.) In either case.
you don't get a 5-foot step before, during, or after the
overrun attempt. With an overrun, you attempt to
plow past or over your opponent (and move through
his area) as you move. You can only overrun an oppo-
nent who is one size category larger than you, the same
size, or smaller. You can make only one overrun attempt
per action.
First, you must move at least 10 feet in a straight
line into the target's square (provoking attacks of
opportunity normally).
Then the target chooses either to avoid you or to
block you. If he avoids you, you keep moving. (You
can always move through a square occupied by
someone who lets you by.) If he blocks you. make a
trip attack against him (see Trip, below). If you suc-
ceed in tripping your opponent. you can continue
your movement as normal.
t120MOOERN
If you fail and are tripped in turn, you fall prone in the If you fail the disarm attempt. the target may immedi-
target's square. If you fail but are not tripped. you have to ately react and attempt to disarm you with the same sort of
move 5 feet back the way you came. ending your movement opposed melee attack roll. His attempt .doe.s n~t provoke an
there. If that square is occupied, you fall prone in the square. attack of opportunity from you. If he fails his disarm, you do
not get a free disarm attempt against him.
Trip . . Ranged Weapons
You can try to trip an opponent. or otherwise knock him
down, as an unarmed melee attack. You can only trip an To disarm an opponent wielding a ranged weapon. you
make a melee attack or unarmed attack to strike the
opponent who is one size category larger than you, the
same size, or smaller. weapon in your opponent's hand (see Attack an Object
page 149). If the weapon is held in two hands, it gets a +2
ffia~ing a Trip Attacn bonus to its Defense. If your attack succeeds, the ranged
weapon falls to the ground or winds up in your hands (if
Make an unarmed melee touch attack against your target.
Doing this incurs an attack of opportunity from your target you made the attack unarmed). This kind of disarm
attempt provokes an attack of opportunity. but if you
as normal for unarmed attacks.
If your attack succeeds, make a Strength check oppo~ed
fail, the target does not get to make a disarm attempt
against you.
by the target's Dexterity check or Strength check (using
whichever ability score has the higher modifier). If you and
the target are different S1Zes, the large_r combar_ant_ gets a
Grabbing Objects
You can also use disarm to snatch away an object worn by a
bonus on the Strength check of +4 per difference msize cat-
egory. The target gets a +4 stability bonus on his check if he target (such as a necklace or a pair of goggles). Doing this
works the same as a disarm attempt (see above). except for
has more than two legs or is otherwise exceptionally stable.
If you win, you trip the target. If you lose, the target may the following.
Attack of Opportunity: If the target's attack of oppor-
immediately react and make a Strength check opposed by
your Dexterity check or Strength check to try to trip you. tunity inflicts any damage, your attempt to grab the object
automatically fails.
Being Tripped (Prone) . Modifiers: If the object Is well secured or otherwise dif-
ficult to grab from the target (such as a ring worn on a
A tripped character is prone (see Table 5-4: Defense Modi-
fiers). Standing up from a prone position is a move action. finger), the target gets a +4 bonus. On the other hand, if the
object is poorly secured or otherwise easy to snatch or cut
Tripping with aWeapon away (such as a purse casually slung over a shoulder). the
Some weapons, such as the chain and the whip, can be used attacker gets a +4 bonus. .
to make trip attacks. You don't incur an attack of opportu- Failed Attempts: Failing an attempt to grab an ob1ect
doesn't allow the target to attempt to disarm you.
nity when doing so. If you are tripped during your own trip
attempt, you can drop the weapon to avoid being tripped.
Grapple .
Disarm Grappling means wrestling and struggling hand-to-h~d. Its
As a melee attack, you may attempt to disarm your oppo- tricky to perform, but sometimes you want to pin. fo~s
nent. If you do so with a weapon, you knock the opponent's instead of kill Ing them, and sometimes you have no choice in
the matter. For a creature, grappling can mean trapping you in
weapon out of his hands and to the ground. If you a~e.mpt
the disarm while unarmed (a more dangerous propos1t1on}, a toothy maw or holding you down so it can chew you up.
you end up with the weapon in your hand. There are three stages to grappling: grabbing, holding. and
pinning.
If you're attempting to disarm the wielder of a melee
weapon, follow the steps outlined here. Disarming the
wielder of a ranged weapon 1s slightly different; see below.
Grabbing
- ' - - - - Step One: You provoke an attack of opportunity from Normally, a grab is just the first step to starting a grapple.
If you grab another character but fail to go on to hold him.
the target you are trying to disarm.
Step Two: You and the target make opposed attack rolls you don't actually start a grapple. However. sometimes all
you want to do is grab the target (you might want to grab
with your respective weapons. If the weapons are different
sizes, the combatant with the larger weapon gets a bonus a horse as it starts to flee, to swing yourself upon its back,
on the attack roll of +4 per difference in size category. If the for example).
target is using a weapon in two hands. he gets an additional
+4 bonus. Also, if the combatants are different sizes, the Holding . .
larger combatant gets a bonus on the attack roll of +4 per Once you've established a hold, you re involved 1n a grapple.
difference in size category. From a hold, you can attempt a number of actions, including
damaging your opponent or pinning him. You can't get a hold
Step Three: If you beat the target's attack roll, the target
on any creature more than two size categories larger than your-
is disarmed. If you attempted the disarm action unarmed,
you now have the weapon. If you were armed, the target's self. (However, such a creature can get a hold on you-so w~ile
weapon Is on the ground at the target's feet. you can't initiate a grapple with a creature more than two size
categories larger than you. you can still end up in one.)
Pinning
Getting your opponent in a pin 1s often the ultimate
goal of agrapple. A pinned character is held immobile.
Grapple Chec~s
When you're involved in a grapple, you'll need to make
opposed grapple checks against an opponent-often
repeatedly. A grapple check Is something like a melee
attack roll. Your attack bonus on a grapple check is:
Grapple modifier
Acreature's size works in its favor when grappling, if
that creature is Large or larger in size. Conversely, acreature of
Small or smaller size is at a disadvantage because of its size
when grappling. Instead of using a creature's size modifier on
agrapple check (as you would do for amelee or ranged attack
roll), use the appropriate grapple modifier from Table S-11.
Starting a Grapple
To start a grapple, you first need to grab and hold your
target. Attempting to start a grapple 1s the equivalent of
making a melee attack. If you get multiple attacks in a
round. you can attempt to start a grapple multiple times
(at success ively lower base attack bonuses). Follow
these steps.
1. Attack of Opportunity: You provoke an attack of
opportunity from the target you are trying to grapple. If
the attack of opportunity deals you damage. you fail to
start the grapple. If the attack of opportunity misses or
otherwise fails to deal damage. proceed to step 2.
2. Grab: You make amelee touch attack to grab the
target. If you fail to hit the target. you fail to start the
grapple. If you succeed, proceed to step 3.
3. Hold: Make an opposed grapple check. (This is
a free action.) If you succeed, you have started the
grapple, and you deal damage to the target as if
with an unarmed strike.
If you lose. you fail to start the grapple. You auto-
matically lose an attempt to hold if the target is two or
more size categories larger than you are (but you can
still make an attempr to grab such a target, 1f that's all
you want to do).
4. Maintain the Grapple: To maintain the grapple for
later rounds, you must move into the target's square.
locked In a grapplf
If You're Pinned
When an opponent has pinned you, you are held
immobile (but not helpless) for 1 round. (You can't
attempt any other action.) On your turn, you can
attempt to escape from the pin. If you succeed, you're
still grappling.
Joining aGrapple
If your target Is already grappling someone else, you
can use an attack to start agrapple. as above, except
that the target doesn't get an attack of opportunity
against you, and your grab automatically succeeds.
You still have to make a successful opposed grapple
check and move In to be part of the grapple.
If multiple enemies are already involved in the
grapple. you pick one against whom to make the
opposed grapple check.
A weapon built into a vehicle can by mounted to fire in vehicle, using the vehicle's initiative modifier. This is partic-
one of four directions-forward, aft (rear), right, or left-or ularly appropriate when characters are in separate vehicle5,
be built into a partial or full turret. A partial turret lets a since it allows everyone aboard the same vehicle to act
weapon fire into three adjacent fire arcs (such as forward, more or less simultaneously.
left, and right), while a full turret lets it fire in any direction.
For vehicles with weapons, a weapon's arc of fire is given in
the vehicle's description.
Uehicle Speed
Vehicle speed is expressed in five categories: stationary,
alley speed, street speed, highway speed. and all-out. Each
Getting Started of these speed categories represents a range of possible
Most vehicles can be entered with a a move action and movement (see Table 5-13: Vehicle Speeds and Modifiers}.
started with a second move action. From that moment Each round, a vehicle moves according to its current speed
they are ready to roll. An exception is noted in a vehicle's category.
description when it applies (for example, see the BMP-2,
page 126). Declaring Speed
At the beginning of his action, a driver must declare his
Initiative speed category for the round. The driver can choose to go
There are two options for determining initiative in vehicle one category faster or slower than the vehicle's speed in the
combat. First. you can use individual initiative just as in previous round For example, if the vehicle moved at street
normal combat, where each character rolls separately. This speed in the previous round, the driver can slow to alley
is probably the best method if most or all characters are speed or accelerate to highway speed. A stationary vehicle
- - - - - aboard the same vehicle, but it can result in a lot of delayed can change to alley speed in either forward or reverse. Most
or readied actions as passengers wait for drivers to perform vehicles cannot go faster than alley speed in reverse.
maneuvers. An alternative is to roll initiative for each Stationary: The vehicle is motionless.
!! • •I !~1~11 :
Speed Character Scale Chase Scale Defense Check/ Roll
Category Movement 1 Turn Number 2 Movement 1 Turn Number 2 Modifier Modifier
Stationary 1 0 0 ~o
Alley Speed: This speed is used for safely maneuvering a As shown on Table 5-13' Vehicle Speeds and Modifiers.
vehicle in tight spaces. such as alleys and parking garages. It when a vehicle travels at street speed or faster, it gains a
tops out at about the speed a typical person can run. bonus to Defense. However. that speed brings along with it
Street Speed: The vehicle is traveling at a moderate a penalty on all skill checks and attack rolls made by char-
speed. up to about 35 miles per hour. acters aboard the vehicle-including Drive checksto control
Highway Speed: The vehicle is moving at a typical high- the vehicle and attacks made from it.
way speed, from about 35 to 80 miles per hour.
All-Out: The vehicle is traveling extremely fast. more
than 80 miles per hour. Driving aUehicle
Driving a vehicle is a move action, taken by the vehicle's
mouing driver. During his move action. the driver moves the vehicle
On his action, the driver moves the vehicle a number of a number of squares that falls within its speed category.
squares that falls within the vehrcle's speed category. For The driver can attempt maneuvers to change the vehicle's
example. if the vehicle is moving at street speed. the course or speed. These maneuvers can be attempted at any
driver can move it as few as 21 squares or as many as 50 (at point along the vehicle's route. The driver can choose to
character scale), or as few as 3 or as many as 5 (at chase use his attack action to attempt additional maneuvers.
scale). The two kinds of vehicle movement are simple maneu-
vers and stunts
Unlike characters, a vehicle cannot double move. run. or
otherwise extend its movement (except by changing to a Simple Maneuvers: A simple maneuver. such as a 45-
higher speed category}. degree tur11. is easy to perform. Each is a free action and
Every vehicle has a top speed. included in its statistics on can be taken as many times as the driver likes while he
Table 4-14 Avehicle cannot move more squares than its top moves the vehicle However. simple maneuvers do cost
movement-so a vehicle that makes a lot of simple _ _ __;.._
speed. This means that some vehicles cannot move at all-
out speed. or even highway speed. maneuvers will not get as far as one going in a straight
Count squares for vehicles 1ust as you do for characters. line. Simple maneuvers do not require the driver to make
skill checks.
Vehicles can move diagonally; remember that when moving
Stunts: Stunts are difficult and sometimes daring maneu-
diagonally, every second square costs two squares' worth of
movement. Unlike with moving characters. a vehicle's facing vers that enable a driver to change his vehicle's speed or
is important: unless it changes direction. a vehicle always heading more radically than a simple maneuver allows. A
moves in the direction of its facing (or rn the opposite direc- stunt 1s a move action. It can be taken as part of a move
tion, if it's moving in reverse). action to control the vehicle, and a second stunt can be
attempted mlieu of the driver's attack action. Stunts always
The Effects of Speed require Drive checks.
A fast-moving vehicle is harder to hit than a stationary
one-but it's also harder to control. and to attack from.
d20MODERN
Avoid Huard: Vehicle combat rarely occurs on a per-
Simple maneuvers fectly flat. featureless plain. Rocks. trees. buildings, people.
During a vehicle's movement. the driver can perform any vehicles, wreckage, and other obstacles can get in the way.
one of the following maneuvers. They are illustrated in the When a vehicle tries to move through asquare occupied by
diagram below a hazard. the driver must succeed on a Drive check to avoid
45-Degree Turn: Any vehicle can make a simple 45-
the hazard and continue movmg.
degree turn as part of its movement. The vehicle must move Structures (such as build1n~. embankments, or other objects
forward at least a number of squares equal to its turn that fill an entire square) simply cannot be avoided. Also, if a
~umber (shown on Table 5-13: Vehicle Speeds and Modi- driver cannot make acheck (if he has used all his actions for the
fiers) before 1t can turn. Making a 45-degree turn costs l rou~d in performing other stunts), he automatically fails to
square of movement. avoid the hazard. In such cases, acollision occur>.
Ram: At character scale, a driver does not have to per· The DC to avoid a hazard varies with the nature of the
fo~m a .mane~ver to ram another vehicle-he only needs to hazard.
drive his vehicle Into the other vehicle's square, and a colli· On a failed check, the vehicle hib the obstacle. For cal·
slon occurs (see Collisions and Ramming, page 160). trops. this means the caltrops make an attack against the
/It chase ~cal<', however, more than one vehicle can vehicle (sec Caltrops, page 116}. An oil ~lick fo1ces t·he drive
occupy the snrne square and not collide-so ramming to make a Drive check (DC 1~) to retain control of the
another vehicle requires a simple maneuver. The driver vehicle (see L~sing Control, page 160). Failing to avoid an
moves his vehicle into the other vehicle's square and states ob1ecl results tn a collision with the object (see Collisions
that he is attempting to ram. Resolve the ram as a collision.
and Ramming, page 160).
except that the driver of the target vehicle can make a
Renex save (DC 15) to reduce the damage to both vehicles Hazard DC
by half. Caltrop~ 15
Sideslip: A driver nught wish to move to the side with·
out changing the veh1c.le\ facing. for instance to change
Oil 'lick s
ObjeC_ t _ __
lanes. This simple maneuver, called a s1desllp, allows a Small (t 1re, light debris) 5
vehicle to avoid obstacle\ or weave in and out of traffic Medium·size (crate)
---~-
10
without changing facing. Asidesllp moves a vehicle 1square Large (pile of wrrckage) 15
forward and 1square to the right or left. and costs 3squares Cannot be avoided
Structure
of movement
Bootleg Turn: By mdking abootleg turn,adriver can rad·
Stunts ically change dirr< 11011 without turning In a loop. I lowevE>r,
Stunts are maneuvers that require aDrive check to perform in so doing, the veltic lti romes to astop.
>utcessfully. Unsuccessful stunts often re5ult in the vehicle Before a vehicle cdn make a bootleg turn, it must move
ending up someplace other than where the driver in a straigh1 line at lea~l a number of squares equal to its
intcndrd. When this happens, the vehicle collides with any t~m number {see Table 5- 13). To make a bootleg tum,
ob]ect5 In its path Remember that the check/roll modifier simply change the vehicle's facing to the desired direction.
from Table 5-B: Vehicle Speeds and Modifiers affects all The vehicle end~ Its rnoverncnt in that location. at station·
Drive checks made by the driver and attack rolls made by
ary speed.
all occupants of the vehicle
d2oMODERN
The DC for a bootleg tum depends on the change in On a failed check. rhe vehicle fails to clear the gap. and
facing. instead falls into it (or collides with the far side) Deter-
On a failed check. instead of facing the desired direc- mine damage as for a collision (see Collisions and Ram-
tion. the vehicle only changes facing by 45 degrees. Make ming. page 160}.
a Drive check to retain control against a DC equal to the
DC for the bootleg turn attempted (see Losing Control. Gap Width DC
page 160}. 1-3 ft. (ditch} 15
4~8 ft. (culvert) 20
Facing Change DC 8-15 ft. (creek. small ravine) 25
45 degrees 16-25 ft (narrow road. small pond) 35
90 degrees 10 26-40 ft. (wide road, small river} 45
135 degrees 15
180 degrees 20 Vehicle Speed Category DC Modifier
------
Alley speed +10
Dash: With a dash stunt. a driver can increase the Street speed +S
vehicle's speed by one category (This increase is in addi- Highway speed +O
tion to any speed change made at the beginning of his All-out -5
action: if he increased speed at that time. he can acceler-
ate a total of two categories in the same round.) The Ashallow gap 0to 3feet deep) is equivalent to a Medium-
vehicle's total movement for the round cannot exceed the size ob1ect: the vehicle may be able to avoid taking collision
maximum number of squares for its new speed category. damage from the failed 1ump by treating the far side as a
(The squares it has already mov~ before attempting the hazard and then continue moving (see Avoid Hazard, above).
dash count against this total.) A moderately deep gap (4 to 10 feet deep) 1s equivalent
The DC for a dash ts 15. to a Huge objecr. The vehicle can only drive out of the gap
On a failed check. the vehicle does not change speed if the walls are not too steep
categories. Adeeper gap 01 feet or deeper) 1s equivalent to a Colos-
Hard Brake: With a hard brake stunt. a driver can reduce sal object. The vehicle can only drive out of the gap if the
the vehicle's speed by up to two categories. (This is in addi- walls are not too steep.
tion to any speed change made at the beginning of his If the gap is filled with water (such as in a creek or pond).
action; If he reduced speed at that time, he can drop a total the vehicle takes only half damage from the collision with
of three categories in the same round.) The vehicle's move- the ground. However. if the water is too deep or the bottom
ment for the round ends as soon as it has moved the mini- is too soft (GM's discretion), the vehicle might not be able
mum number of squares for its new speed category. (If it to move
has already moved that far before attempting the hard Sideswipe: During a vehicles movement, a driver can
brake. it ends its movement immediately.) attempt to sideswipe a vehicle or other target. either to
The DC for a hard brake is 15 deal damage without fully ramming it or to cause another
On a failed check, the vehicle does not change spe~ driver to lose control of his vehicle.
categories. Make a Drive check (DC 15) to retain control At character scale, a vehicle must be side by side with its
(see Losing Control. page 160). target (that is, occupying the square or squares directly to
Hard Turn: Ahard turn allows a vehicle to make a tum its side) and moving in the same direction. Attempting a
in a short distance without losing speed. sideswipe costs 1square of movement.
A hard turn functions like a 4S-degree tum simple At chase scale. the vehicle must be m the same square as
maneuver, except that the vehicle only needs to move for- its target and moving in the same direction. There is no
ward a number of souares equal to half its turn number movement cost
(round~ down). If the stunt is successful. both vehicles take damage as if
The DC for a hard tum is 15. they had collided (see Collisions and Ramming, page 160),
On a failed check, the vehicle continues to move for- except that the collision multiplier is /,, and the driver of - - - - ·
ward a number of squares equal to its turn number the target vehicle can make a Reflex save (DC 15) to reduce
before turning, just as with a simple 45-degree turn. Make the damage to both vehicles by half of that result. The
a Drive check (DC 15) to retain control (see Losing Control. driver of the sideswiped vehicle must succeed at a Drive
page 160). check (DC 15) at the beginning of his next action or lose con-
Jump: Adriver can attempt to jump her vehicle across trol of the vehicle.
a gap in her path, such as a ditch or a culvert. The DC for a sideswipe is 15. It's modified by the relative
To make a jump, the vehicle must move in a straight lme size and speed of the target.
a number of squares equal to its turn number (see Table
5-13). If the vehicle doesn't have enough movement left to Target Condition DC Modifier
------
clear the gap, it must complete the jump at the start of its Each size catego~ larger -5
next turn. Eisc:h '>ize category smaller •5
The DC for a jump depends on the width of the gap. Each speed category of difference -2
modified by the vehicle's speed category.
d20MODERN
For example. say you are driving a Huge truck at highway For example, a Large car going highway speed runsInto a
speed. and you wish to sideswipe a Large car that's going Huge truck going alley speed. The highest speed is the cars
alley speed. The target is one size category smaller. and your highway speed; the smallest size is the Large car. Therefore,
speed is two speed categories different. You have a total the damage is 8d8.
modifier of +l (+5 for size. - 4 for speed). Once you have the base damage. determine the collision's
On a failed check, both vehicles take damage as though damage multiplier based on how the colliding vehicle struck
the sideswipe attempt was a success. However. the other the other vehicle or object. (For vehicles moving In reverse,
driver does not need to make a check to retain control. consider the back end to be the vehicle's "front" for deter·
mining the collision multiplier.) Consult Table 5-15: Collision
Direction for a multiplier.
Driver Options Once the damage has been determined, apply it to both
In simple language, here's what you, as a vehicle driver.
vehicles (or objects, or, for that matter, creatures) involved
can do in a single round:
in the collision. Both vehicles reduce their speed by two
Choose Your Speed: You may increase or decrease
speed categories. If the colliding vehicle moved the mini-
your vehicle's speed category by one (or keep it the
mum number of squares for its new speed category before
same).
the collision, it ends its movement immediately. If not, it
Optional Attack Action: If you want, you can use
pushes t he other vehicle or object aside, if possible, and
your attack action before you move the vehicle. If you
continues until it has moved the minimum number of
do so, however. you will be limited to a single stunt
squares for its new speed category.
during movement.
Movement: Move the vehicle any number of
squares within the vehicles speed category. Along
the way, perform any number of simple maneuvers
A stationary object
(llm1ted only by their movement cost). You may also
A moving vehicle. strikinghe.ill-on or
attempt a single stunt as part of the movement (or
two, if you didn't take your attack action before
45 degrees from head-on x2
Amoving vehicle. striking perpendicular xl
moving).
A moving vehicle, st riking from the rear or
Optional Attack Action: If you did not take an
artack action before moving, and you performed one
45 degrees from the rear x '/1
or fewer stunts, you have an attack action !eh.
Avehicle being sideswiped (see page 159) x 1~
1
m
The advanced classes that follow are suitable for any
modem setting. Chapter Nine Campaign Models features a
Requirements
To qualify to become a Soldier. a character must fulfill the
selection of advanced classes created specifically for the
following criteria,
campaigns outlined therein. Whether or not those ad-
Base Attack Bonus: +3.
vanced classes are available in your campaign is up to the
Gamemaster Skill: Knowledge (tactics) 3ranks.
The Gamemaster may add advanced classes specifically
Feat: Personal Firearms Proficiency.
suited to his or her campaign. Conversely, the GM can
decide that certain advanced classes aren't available in the Class Information
campaign. Check with your GM before selecting an The following Information pertains to the Soldier advanced
advanced class. class.
SOLDIER
The Soldier 1s a trained warrior. as good with a gun as he is
You add +1 to all attack rolls you make using the selected
weapon.
WeaponSpeciali2ation
c
with a kn1fe or some other melee weapon. Some soldiers
come out of formal military programs or law enforcement
academies. Others acquire their skills on the field of battle.
At 2nd level. a Soldier gains weapon specialization with a
specific melee or ranged weapon that he also has applied
the Weapon Focus feat or class feature to. You get a +2
n
The Soldier might be adedicated idealist or aprofit-seeking bonus on damage rolls with the chosen weapon.
mercenary, a hired gun or a highly skilled adventurer. In all
cases, the Soldier learns how to defeat his enemies. to com- Bonus Peats
plete his missions, and ultimately. to survive. At 3rd, 6th, and 9th level, the Soldier gets a bonus feat. The
Select this advanced class if you want your character to bonus feat must be selected from the following list, and
be a well-rounded combat expert. It combines both melee the Soldier must meet all the prerequisites of the feat to
and ranged weapon expertise, preparing the Soldier for select it.
whatever situation comes his way. Advanced Firearms Proficiency, Archaic Weapons Profi-
The fastest path Into this advanced class is from the ciency, Armor Proficiency (light), Armor Proficiency
Strong hero basic class, though other paths are possible. (medium), Armor Proficiency (heavy), Brawl. Burst Fire,
Cleave, Combat Reflexes, Exotic Fireanns Proficiency, Exotic
! : • • I I ~
Class Base Attack Fort Ref Will Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus
1st +0 +1 +J -0 Weapon Focus +1 +O
2nd +1 +2 +2 +0 Weapon spec1alizat1on +1 +0
3rd +2 +2 +2 +l Bonus feat +2 +O
4th +3 +2 +2 +] Tactical aid +2 +Q
5th +3 +3 +3 Tl Improved critical +3 +1
6th +4 •3 +3 +2 Bonus feat +3 +l
7th +S +4 +4 +2 Improved reaction +4 +1
8th +6 +4 +4 +2 Greater weapon specialization +4 +1
9th +6 +4 +4 +3 Bonus feat +S +2
10th +7 +S +S +3 Critical strike +S +2
Class Features
The following features pertain to the Martial
Artist advanced class.
liuin9 Weapon
A Martial Artist Is a highly trained
unarmed fighter who receives
considerable advantages in un-
armed combat The Martial Artist
attacks with either fist interchange·
ably. or even with elbows. knees. and
feet. This means that the Martial Artist
may even make unarmed strikes when her hands
are full. and there Is no such thmg as an off-hand attack
for a Mamal Artist striking unarmed.
The Martial Art 1st also deals more damage with
her unarmed strikes. At 1st level. she deals ld6
points of damage with an unarmed strike. At
4th level. damage increases to 1d8. At 8th level. . - _ .
It Increases to ldlO.
Plying Kich
Starting at 2nd level. a Martial Artist can use a charge (see
page 137) to deliver adevastating flying kick to an opponent.
At the end of this charge, she adds her class level as abonus
to the damagP she deal\ with an undfrned strike.
Bonus Peats
At 3rd, 6th. and 9th level. thE' Martial Arti~t gets a bonus
feat. The bonus feat must be selecred from the following
list. and the Marllal Artist must mc<'t all the prerequisites of
the feat to scl<'ct it.
Acrobatic, Advanced Combat Martial Arts. Archaic Weap-
ons Proficiency, Combat Reflexes, Combat Throw. Elusive
Target. Exotic Melee Weapon Proficiency Improved Combat
Throw. Unbalance Opponent.
GUOSLIOGEB
The Gunslinger knows everything there is to know about
handguns of all types. Whereas the Martial Artist develops
her body into a perfect weapon. the Gunslinger trains his
mind and body to work in concert with his handguns. His
pistols become an extension of him. The Gunslinger can be
a mercenary or a modern-day knight, defending the weak
and the innocent with a pair of blazing pistols instead of a
sword and shield.
Select this advanced class if you want your character to
excel with handguns or other ranged weapons.
The fastest path into this advanced class is from the
Fast hero basic class, though other paths are possible.
Requirements
To qualify to become a Gunslinger, a character must fulfill
the following criteria.
Base Attack Bonus: +2.
Skills: Sleight of Hand 6 ranks. Tumble 6 ranks.
Feat: Personal Firearms Proficiency.
Class Information
Adam Swift, The following information pertains to the Gunslinger
Gunslinger advanced class.
Hit Die
The Gunslinger gains ldlO hit points per
level. The character's Constitution modifier
applies.
d20MOOERN
Refion Points Oefensiue Position
The Gunslinger gains anumber of action points equal to 6 + Starting at 4th level, a Gunslinger gains the ability to use
one-half his character level. rounded down, every time he
attains a new level in this class.
cover to maximum advantage.
The Gunslinger gains an additional +2 cover bonus to
\
Defense and an additional +2 cover bonus on Reflex saves
Class S~ills whenever he has one·quarter, one-half. three-quarters. or
The Gunslinger's class skills are as follows. nine-tenths cover.
Bluff (Cha), Demolitions {Int), Drive (Dex), Escape Artist
(Dex), Gamble (Wis), Intimidate (Cha). Knowledge (current ~ightning Shot
events, popular culture, streetwise) (Int), Move Silently Starting at 5th level. a Gunslinger can make a flurry of
(Dex). Profession (Wis). Read/Write Language (none), Ride ranged attacks with a personal firearm at the expense of
(Dex}, Sleight of Hand (Dex), Speak Language (none), Spot accuracy. With a lightning shot, the Gunslinger may make
(Wis). Survival {Wis). Tumble (Dex). one extra ranged attack with a personal firearm in a round
at his highest base attack bonus. This attack and each
Skill Points at Each Level: 5+ Int modifier. other attack made In the round take a -2 penalty. Using
lightning shot is a full·round action. The Gunslinger can't
take more than a 5-foot step and use lightning shot in the
Class Peatures same round.
The following features pertain to the Gunslinger advanced
cl~.
Sharp-Shooting
At 7th level. aGunslinger gains the ability to score hits that
Close Combat Shnl others would miss due to the target's cover.
Al 1st lrvcl, a Gunslinger gains the ability to make a ranged
1r the Gunslinger uses a p<>r\onal firearm to attack a
attack with a Mrdium size or smaller firearm while in a
target. the cover bonus to the target's Defense for one-quar-
threatened area without provoking an attack of opportunity.
ter, one-half, three quarters. or nine tenths cover is reduced
by 2.
Weapon focus
At )nd level. a Gunslinger gains the Weapon Focus class fea-
ture, providing the> br.ncfit of th<' fc>at with the same name.
Greater Weapon rocus
At 8th level, aGun\linger receives a +1 competence bonus
The Gtm\lingC'r must choos<' a specific personal firearm.
on attack rolls made with the fire11rm selected for the
such as a Walther PPK or ,in M4 carbine.
Weapon Focus ability at 2nd level. Thi\ bonus stacks with
You add ;.J to all dttack rolls you make using the selected
the earlier bonus.
personal firearm.
;_ : t I ~ t.: :
Class Base Attack Fort Ref Will Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus
1st +O +0 +1 +1 Close combat shot +1 +O
2nd +I +O +2 +2 Weapon focus +I +O
3rd ;.2 •1 +2 ;.2 Bonus feat +2 •1
4th +3 +l ..2 <t-1 Defensive position •2 +l
5th +3 +l +3 +3 Lightning shot +3 +1
6th +4 +2 4) +3 Bonus feat +3 ..2
7th +) +2 +4 +4 Sharp-shooting +4 +2
8th +6 +2 +4 +4 Greater weapon focus +4 +2
9th ;.6 +3 +4 +4 Bonus feat +S +3
10th +7 •3 +S +5 Bullseye ..5 +3
An Infiltrator can be acat burglar or aspy, or she
just may have all the skills necessary to accom-
plish missions for whatever agency pays her salary.
Select this advanced class if you want your
character to excel at roguish activity and
stealthy endeavors.
The fastest path into this advanced class is
from the Fast hero basic class, though other
paths arc possible.
Requirements
To qualify to become an Infiltrator, a character
must fulfill the following criteria.
Base Attack Bonus: +2.
Skills: Hide 6 ranks, Move Silently 6 ranks.
Class Information
The following Information pertains to the
lnfiltrator advanced class.
Hit Oie
••• • •ill.. The Infiltrator gains ld8 hit points per level. The
character's Constitution modifier applies.
Action Points
The Infiltrator gains a number of action points
equal to 6 • one-half her character level,
rounded down, every time she attains a new
level in this class.
Class Shills
The Infiltrator's class skills are as follows.
n Balance (Dex), Climb (Str), Disguise (Cha), Dis-
able Device (Int). Escape Artist (Dex), Hide
Yoriko Obato, (Dex), Investigate (Int), Jump (Str), Knowledge
Infiltrator (art, business, current events, popular culture, streetwise)
(Int), Listen (Wis), Move Silently (Dex), Profession (Wis),
Read/Write Language (none), Search (Int), Sleight of Hand
IOflLIBHTOB (Dex), Speak Language (none), Tumble (Dex).
The Infiltrator can break into places others wouldn't dream
of, find what she's looking for, and get back out again while Skill Points at Each Level: 7 + Int modifier.
eluding or evading anyone who would try to stop her. The
Infiltrator is a master of stealth, breaking and entering. and Class Peatures
second-story work. She has connections to the underworld. The following features pertain to the Infiltrator advanced
or at least knows her way around the seedier parts of town. class.
~:
Class
... ~
Base Attack
~~
Fort
•:
Ref Will Defense Reputation
level Bonus Save Save Save Special Bonus Bonus
1st +O •O +2 +0 Sweep +1 +l
2nd •l +O +3 +O Improvised implements +2 +1
--~--
3rd •l ,____ •l +3 +1 Bonus feat +2 +l
4th +2 +1 +4 +l Improved evasion +3 +2
5th +2 +1 +4 +l Skill mastery +4 +2
6th +3 •2 +5 ~2 Bonus feat +4 +2
7th +3 +2 +5 +2 Improvised weapon damage +S +3
8th +4 +2 +6 +2 Improved sweep +6 +3
9th •4 +3 +6 +3 Bonus feat +6 +3
10th +S ~--------
+3 +7 +3 Without a trace i} +4
~-----
d20MODERN
Sweep Improvised Weapon Damage
An Infiltrator knows how to size up an area and get the lay of At 7th level. an Infiltrator's attacks with improvised weapons
the land in a single sweep of her eyes that often isn't percep- deal more damage. She treats an improvised weapon as one
tible to those around her. This sweep provides a -4 circum- size category larger than it 1s for the purpose of determining
stance boous on Spot checks and covers an area out to 30 the damage rt deals.
feet away from the Infiltrator (but not behmd her~ The Infil-
trator can use this bonus at the start of an encounter to look Improved Sweep
for obvious enemies. alarms and surveillance devices, traps. At 8th level, an Infiltrator's ability to get the lay of the
escape routes. and any expensive objects that can easily be land improves. Now she not only spots potential perils
concealed and carried away if she so chooses. with a successful check. she can determine the relative
Anything not concealed can be sported in a sweep with strength of these dangers. A successful check relates the
a successful check (DC 10). The DC for concealed or less danger's strength compared to the Infiltrator: stronger
obvious threats is equal to their Hide check result. (higher level or Hit Dice). on par (same level or HD). or
weaker (lower level or HD).
Improvised Implements
The Infiltrator becomes an expert at using improvised weap- Without aTrace
ons and tools. Sometimes. a mission calls for the Infiltrator At 10th level. an Infiltrator becomes so good at what she
to enter a situation without a weapon. In such cases. she can does that she leaves almost no trace behind when she uses
turn ordinary objects into lethal weapons. Achair. a vase. a any of the following skills: Balance, Climb, Disable Device,
heavy book. a broken bottle. a full can of beer-these and Escape Artist, Hide. Move Silently, and Sleight of Hand.
other ordinary objects can become weapons in the Infiltra- Those using Investigate. Listen, Search. or Spot to detect the
tor's hands. Infiltrators act1v1ty take a - 4 penalty.
At 2nd level an Infiltrator no longer takes a -4 penalcy
when wielding an improvised weapon (see page l!W~ Also.
the Infiltrator is able to make do without proper equipment OABEDEUIL
in certain circumstances: She no longer takes a -4 penalty The fearless Daredevil risks life and limb to perform death- - - - - -
when using the Climb and Disable Device skills without the defying acts. When you need a stunt person, an extreme
proper tools. sports enthusiast. or someone with the know·how to stage
a dangerous-looking spectacle or to succeed at a stunt that
Bonus feats no one else in their nght mind would even attempt, then
At 3rd, 6th, and 9th level. the Infiltrator gets a bonus feat. call on the Daredevil The Daredevil can perform physical
The bonus feat must be selected from the following list. and stunts and vehicle stunts. understands the magic of movie-
the Infiltrator must meet all the prerequisites of the feat to making, and 1s tough enough to take on a dangerous stunt.
select it succeed at the stunt-and survive.
Acrobatic, Alertness. Armor Proficiency (light), Ath- Select this advanced class 1f you want your character to
letic. Attentive. Brawl. Cautious, Defensive Martial Arts, excel at risk-taking and understand how to push the limits
Dodge. Elusive Target. Meticulous, Mobility. Nimble. of possibility.
Renown. Run, Stealthy. The fastest path into this advanced class is from the
Tough hero basic class. though other paths are possible.
Improved Evasion
If an Infiltrator of 4th level or higher is exposed to any
effect that normally allows a character to attempt a Reflex
Requirements
To qualify to become a Daredevil, a character must fulfill
saving throw for half damage (such as getting caught in a
the following criteria
grenade blast). the Infiltrator suffers no damage if she makes
Base Attack Bonus: +2.
a successful saving throw and only half damage on a failed
Skills: Concentration 6 ranks. Drive 6 ranks.
save. Improved evasion can only be used when wearing light
Feat: Endurance
armor or no armor.
For an Infiltrator who does not have evasion (see oage 22
in the Fast hero class description), improved evasion counts Class Information
as evasion for the purpose of meeting the prerequisites on The following information pertains to the Daredevil
the Fast hero's defensive talent tree. advanced class
fearless
;. Daredevil gains a +4 morale
bonus on Will save~ to resist fear
effects and on level checks to
oppose Intimidate checks.
• Bonus feats
At 3rd, 6th, and 9th level, the
Daredevil gets a bonus feat.
The bonus feat must be
selected fromthe following
list. and the Daredevil must
meet all the prerequisites
of the feat to select it.
Acrobatic, Armor Profi-
ciency (light), Armor Profi-
ciency {medium), Athletic, Brawl.
Cautious. Dodge. Force Stop. Im-
proved Brawl. Improved Damage Threshold.
Improved Knockout Punch, Knockout Punch.
Mobility, Nimble. Spring Attack. Streetfighting,
'Surface Vehicle Operation, Toughness, Vehicle
Dodge. Vehicle Experl.
lst •O +2 +O +O Fearless +] +O
2nd +l +3 +O +O Nip-up +2 +O
3rd +1 +3 +l +l Bonus feat +2 +l
4th +l +4 +1 -rl Action boost +3 +1
5th +2 t4 +l +l Adrenaline rush (one ability score) +4 +I
6th •3 +S +2 +2 Bonus feat +4 +2
7th +3 +S +2 +2 Delay damage +5 +2
8th +4 +6 +2 +2 Adrenaline rush (two ability scores} +6 +2
9th +4 +6 +3 +3 Bonus feat t6 +3
10th +5 •7 +3 +3 Damage threshold ~1 +3
d oMODERN
ActionBoost
This ability, gained at 4th level, allows a Daredevil to spend
2action points in a round You can spend 1action point, see
the result of the roll, and then decide to spend a second Morris "Moondog"
point, as long as you do so before the Gamemaster reveals Greenberg,
the result of your action. Bodyguard
Adrenaline Rush
At 5th level, a Daredevil can temporarily increase one of her
physical ability scores (Strength, Dexterity, or Constitution).
She spends 1action point and gets to increase the selected
ability score by ld4+1 points The increase lasts for a number
of rounds equal to her class level. At the end of the duration,
the Daredevil is fatigued lsee page 140) for ld4• l rounds.
At 8th level, a Daredevil can temporarily increase two of
her physical ability scores. At the end of the duration, the
Daredevil is fatigued for 1d6+2 rounds.
Delay Damage
Once per day, a Daredevil of 7th level or higher can delay
the damage dealt by a single attack or effect for a number
of rounds equal to her class level.
Damage Threshold
AlOth·level Daredevil increases her massive damage thresh
old (see page 141) by 3 points. lhis increase stacks with the
increase provided by the Improved Damage Threshold feat.
For example, a Daredevil with a current Constitution score
of 15 makes a Fortitude save against massive damage only
when ~he takes 18 or more points of damage from a single
attack. With the Improved Damage lhreshold feat a\ well.
her massive damage threshold would be 21 instead of 15.
BODYGUARD
The Bodyguard makes sccurlly his specialty. He knows
how to keep ~omeone ~afc tlnd how to provide personal
protec.tion to the utmost degree. The Bodyguard can be
more than a security specialist, however. He might be
part private detective. part hired muscle. He might serve
as a driver or other personal aide, in addition to being
ready at all limes to offer protection to the client he
watches out for. The Bodyguard has the ability to avoid
trouble. and when trouble can't be avoided, he can pro-
tect a client through a variety of other means.
Select this advanced class if you want your character
to excel at security and safekeeping, both from a tactical
perspective and through the use of whatever level of U
force is required.
The fastest path into this advanced class is
from the Tough hero basic class. though other
paths are possible.
Requirements
To qualify to become a Bodyguard, a character must
fulfill the following criteria.
Base Attack Bonus: +2.
Skills: Concentrate 6 ranks. Intimidate 6 ranks.
Feat: Personal Firearms Proficiency.
1120MODERN
Class Information designate a single opponent during his act ion and receive
a +1 competence bonus on attacks against that oppo-
The following Information pertains to the Bodyguard
advanced class. nent. The Bodyguard can select a new opponent on any
action.
Hit Die At 8th level, the competence bonus increases to +2.
The Bodyguard gains 1d12 hit points per level. The charac- Bonus feats
ter's Constitution modifier applies.
At 3rd. 6th, and 9th level, the Bodyguard gets a bonus feat.
Action Points The bonus feat must be selected from the following list. and
the Bodyguard must meet all the prerequisites of the feat to
The Bodyguard gains a number of action points equal to 6 +
select it.
one-half his character level. rounded down. every time he
Advanced Firearms Proficiency. Armor Proficiency Oight),
attains a new level in this clas.s.
Armor Proficiency (medium), Attentive. Combat Expertise,
Class S~ills Combat Reflexes. Double Tap, Improved Brawl. Improved
Feint. Improved Knockout Punch, Knockout Punch, Precise
The Bodyguard's class skills are as follows.
Concentrate (Con), Disguise (Cha), Drive (Dex), Forgery Shot, Quick Draw, Quick Reload, Streetfighting. Vehicle
(Int), Gather Information (Cha), Intimidate (Cha), Knowledge Expert
(behavioral sciences, civics, current events. streetwise) (Int).
Listen (Wis), Profession (Wis), Read/Write Language (none),
Sudden Action
Search (Int), Sense Motive (Wis), Speak Language (none), Once per day, a Bodyguard of 4th level or higher can focus
his effort to burst into sudden action when the situation
Spot (Wis).
calls for it. He can change his place in the initiative order,
Skill Points at Each Level: 3 +Int modifier. moving higher In the count by a number less than or equal
to his class level, as he sees fit. He can declare the use of
this ability at the start of any round. before anyone else
·---- Class Peatures takes an action.
The following features pertain to the Bodyguard advanced
class lmproued Charge
When trouble occurs. a Bodyguard of 5th level or higher
Harm's Way can make a charge (see page 137) without having to move in
A Bodyguard may elect to place himself in the path of a straight line. All other charge rules apply. but the Body-
danger to protect asingle ally. Once per round, if the Body- guard can alter his direction when making a charge to avoid
guard is adjacent ro an ally who is targeted by a direct obstacles.
melet' or ranged attack (but not an area effect). t he Body-
guard ta115ubject himself to the attack in the ally's stead. If Defensiue Stri~e
the attack hib the Bodyguard, he takes damage normally. If At 7th level, a Bodyguard develops the ability to turn a
it misses, It also misses the ally. strong defense into a powerful offense. If an opponent
The Bodyguard must declare his intention to place him- makes a melee attack against the Bodyguard and misses
self In harm's way before the attack roll is made. He selects while he is using the total defense option, t he Bodyguard
his ally either prior to combat (in the case of protecting a can attack that opponent on his next turn (as an attack
specific clienr) or immediately after he makes his initiative action) with a +4 bonus on his attack roll. The Bodyguard
check. The Bodyguard can't change his ally for the duration gains no bonus against an opponent who doesn't attack him
of the combat. or against an opponent who makes a successful attack.
~! • • I :II ~:·
Class Base Attack Fort Ref Will Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus
lst +O +1 +2 +0 Harm's way +1 +O
2nd +1 +2 +3 +O Combat sense •l l +O
3rd +2 +2 +3 +1 Bonus feat +2 +1
4th ..3 +2 +4 +l Sudden action +2
Sth +3 +J +4 +l Improved charge +3
6th +4 +3 +5 +2 Bonus feat +3
7th +S +4 +S +2 Defensive strike ~4 +2
8th +6 +4 +6 +2 Combat sense +2 t4 +2
9th +6 +4 +6 •3 Bonus Feat ~s +3
10th +7 .-s +7 +3 Blanket protection +5 +3
N
protection for up to six allies (not including himself}. He
spends 1action point and takes a full round action to i~e
orders and directions Doing this provides the Bodyguard·s
allies with a +1 insight bonus to Defense for 3 rounds.
fIELO SCIEOIISI
The Field Scientist spends most of her time
away from the laboratory, performing hands-
on research and working in the field as an
expert on either a single topic or a multitude
of topics. An adventurous archaeologist
who's comfortable raiding dank tombs and
dodging ancient traps fits into this advanced
class. So does a hazmat specialist. an ocean-
ographer willing to dive into the water and
swim with the sharks, a meteorologist who
chases tornadoes, a military mission special-
ist with a scientific background. a crimi-
nal psychologist who profiles cnme
scenes, and a zoologist eager to hunt
crocodiles and handle poisonous reptiles
Select this advanced class if you want
your character to excel at scientific
theory and knowledge, with the ability to
apply it m the field to solve problems and
discover the truth of any situation.
The fastest path into this advanced class 1s
from the Smart hero basic class. though other
paths are possible.
Roberta Cain,
Field Scientist
Requirements
To qualify to become a Field Soent1st. a char-
acter must fulfill the following criteria.
Skills: 6 ranks In either Cra~ {chem-
ical) or Craft (electronic). plus 6
ranks in Knowledge {earth and life
sciences), Knowledge (physical
sciences), or Knowledge (tech·
nology), plus 6 ranks in Research. ,
Class Information
The following informa-
tion pertains to the
Field Scientist
advanced class.
Hit Die
The Field Scientist gains 1d8 hit
points per level. The character's Constitu-
tion modifier applies.
Rction Points
The Field Scientist gains a number of action points equal to
6 + one-half her character level. rounded down. every time
she attains a new level in this class
Class SRills
The Field Scientist's class skills are as follows.
u MOD RN
Computer Use (Int), Craft (chemical, electronic, mechan-
ical, pharmaceutical). Decipher Script (Int), Demolitions (Int),
Bonus Peats
At 3rd, 6th, and 9th level, the Field Scientist gets a bonus
Disable Device (Int). Drive (Dex). Investigate (Int), Knowledge
feat. The bonus feat must be selected from the following
(behavioral sciences. earth and life sciences, physical sci-
list, and the Field Scientist must meet all the prerequisites
ences, technology) (Int), Navigate (Jnt), Pilot (Dex), Profes-
of the feat to select it.
sion (Wis), Read/Write Language (none), Research (Int),
Archaic Weapons Proficiency, Attentive, Cautious,
Search (Int}, Speak Language (none).
Combat Expertise, Educated, Gearhead, Personal Firearms
Proficiency, Point Blank Shot. Renown, Studious.
Skill Points at Each Level: 7 + Int modifier.
Shill mastery
Class Features At 4th level, a Field Scientist selects a number of skills from
The following features pertain to the Field Scientist her class list equal to 3 + her Intelligence modifier. Whe.n
advanced class. making a skill check using one of the,se skills, the Field Sci-
I
\ entist may take lO·even if stress and distractions would nor-
Smart Oe[ense mally prevent her from doing so. She becomes so
Using her orainfas well as her dexterity, a Field Scientist accomplished in the use of these skills that she can use
applies her Intelligence bonus and her Dexterity bonus to them reliably even under adverse conditions.
her Defense. Any situation that would deny the Field Scien-
t ist her Dexterity bonus tD Defense also denies the Intelli- ffiinor Breahthrough
gence bonus. Upon q.ttaining 5th level, a Field Scientist receives credit for
a minor scientific breakthrough that earns her the recogni-
Scienfific Improvisation tion of her peers. The Field Scientist chooses one of the fol-
At 2nd level, a Field Scientist gains the ability to improvise lowing Knowledge skills: behavioral sciences, earth and life
solutions using common objects and her scientific know- sciences, physical sciences, or technology. When dealing
- 1I- ---
how. Thls ability lets her create objects in a dramatic situa- with others with at least 1rank in the same Knowledge skill,
tion quickly and cheaply, but that have a limited duration. the Field Scientist gains a +2 bonus on Reputation checks.
By spehding l action point and combining common This minor breakthrough also provides the Field Scientist
objects with a Craft check that corresponds to the function with a +3 Wealth bonus increase.
desired, the Field Scientist can build atool or device to deal
with any sit~ation. The DC for the Craft check is equal to 5 Smart Survival
+ the purchase DC of the object that most closely matches A Field Scientist of 7th level or higher has an uncanny knack
the desired function. So, to improvise a single-use weapon for survival that combines resourcefulness, intelligence, and
that deals the same damage at the same range as a Desert a degree of luck. By spending l acrion point, the Field Scien-
Eagle, the DC for the Craft (mechanical) check is 23 (5 +18). tist plays it smart and reduces the damage dealt by a single
Only objects that can normally be used more than once attack or effect by 5 points.
can be improvised. For example, a Field Scientist can't use
scientific improvisation to build an explosive, si11ce that's Smart lUeapon
normally an object that's usable only once. The field is a dangerous place, .and a Field Scientist learns
Electronic devices, special tools, wea.pons, mechanical that protecting herself is as important as research _and
devices. and more can be built with scientific improvisation. study. At 8th level, the Field Seientist selects one weapon
It takes a full-round action to make an object with scientific that she is proficient in and can use with one hand. With the
improvisation. The object, when put into use, lasts for a selected weapon. the Field Scientist can use her Intelligence
number of rounds equal to the Field Scientist's class level, or modifier instead of her Strength or Dexterity modifier on
until the end of the current encounter, before it breaks attack rolls.
down. It can't be repaired.
! : • • I ~
Class Base Attack Fort Ref Will · Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus
lst +O +l +l +O Smart defense +O +O
·2Rd. +l +2 +-2 T.0.~ Seiep![fG rmprovts<(lUop. +l
3rd +l +2 +l Bo.nus feat +l +l
4th +2 +2 +1 ~ "%U m?-5fery +l •l
5th +2 +3 +3 +'I Minor breakthrough +2 +l
6th +3. "'3 *.3 " +2: '"'kon1,1sfeaf .+I +1
7th +3 +4 +4 +2 +2 +2
8th +4 ·;i,i( +3 +2
9th +4 +4 +4 +3 +3
10th +S +5· +5 +J': ·+},
major Breakthrough
At 10th level, a Field Scientist receives credit for adiscovery
in a particular field of study that earns her recognition
within the greater scientific community. Regardless of the
field of study. the Field Scientist gains a +2 bonus on Repu-
tation checks when dealing with individuals who have at
least 1rank in any of the following Knowledge skills: behav-
ioral sciences. earth and hfe sciences. physical sciences. or
technology. This bonus ~tacks with the bonus provided by
the minor breakthrough ability.
This major breakthrough also provides the Field Scientist
with a +3 Wealth bonus Increase.
IECHIE
The Techle combines natural genius with expert training to
become amaster of technology and technological devices.
Sometimes the Techle seems to bC' more comfortable
around machines than around people. but he knows how to
get those machines to perform
beyond their specifications. The
Techie might be a computer hard
ware expert dn engineer capable or
miraculous invent ions. or c1 top-notch
mechanic who can modify and ovC'rhaul
engines with the best of them to get that extra
ounce of power when It's needed most.
Select this advanced elm 1f you want your charac-
ter to be an expert with technological device), whether as
a specialist or a jack or all technologteal trc1des.
The fastest path into thi\ c1dvanced class is from the
Smart hero basic class, though other paths arc possible.
Requirements
fo qualify to become a rcch1e, a character must fulflll the
following criteria.
Skills: Computer Use 6 ranks, either Crart (electronic) 6
ranks or Craft (mechanical) 6 ranks, and Disable Device
6 ranks.
Class Information
The following information pertains to the
Techie advanced class.
Hit Die
The Techie gains ld6 hit points per level.
The character's Constitution modifier
applies.
Action Points
The Techie gains a number of action points
equal to 6 • one-half his character level.
rounded down, every time he attains a new
level in this class.
Class Shills
The Techie's class skills are as follows.
Computer Use (Int), Craft (electronic, mechanical) (Int), Brandon Cross,
Demolitions (Int), Disable Device (Int), Drive (Dex}. Knowl- Techie
r120MODERN
edge (behavioral sciences, earth and life sciences, physical the effect of the improvement lasts for a number of min-
sciences, popular culture, technology) (Int), Navigate (Int), utes equal to his Techie class level. beginning when the
Profession (Wis), Read/Write language (none), Repair (Int), object is first put into use. The Techie selects the single
Research (Int), Speak Language (none). Spot (Wis). improvement he wants to make prior to making the check.
After the duration of the effect ends. the machine reverts to
Skill Points at Each Level: 7+ Int modifier. its previous state and arepair chance percentile roll is made.
The result of this roll indicates whether the machine re-
quires repairs before it can be used again.
Class Peatures For example, Brandon, a 4th level Smart hero/5th-level
The following features pertain to the Techie advanced class.
Techie, wants to improve his pistol's damage by +l. He spends
1action point, then takes 1 hour to do the work. When the
Jury-Rig . . work is done, he makes aCraft (mechanical) check against DC
ATechie gains a+2 competence bonus on Repair skill checks
15, and the check succeeds. His pistol now has a+1 bonus on
made to attempt temporary or jury-rigged repairs. See the
damage rolls for 5 minutes beginning the next time he fires
Repair skill (page 70) for details on jury-rigging.
the weapon. When that time Is up, the pistol reverts to its
At 7th level. this competence bonus increases to +4.
previous state. Brandon now makes apercentile roll to see if
his pistol needs repairs. On a result of 26 or higher, the
EHtreme machine weapon works normally; on a result of 25 or lower, it is
If it has mechanical or electronic components, a Techie of
broken and can't be used again until it is repaired.
2nd level or higher can soup it up and amp it up to get max-
imum performance.
By spending 1 actton point and making either a Craft
Bonus reats
At 3rd, 6th, and 9th level. the Techie gets a bonus feat. The
(electronic) or Craft (mechanical) check (whiche~er isappro-
bonus feat must be selected from the following list, and
priate for the machine in q,uestion). the Tech1e can. tem-
the Techie must meet all the prerequisites of the feat to
porarily improve a machines performance-at the nsk of
select it.
causing the machine to need repairs later. The DC for ~he
Builder, Cautious, Combat Expertise, Educated, Gearhead,
- - - - - Craft check depends on the type of improvement being
Personal Firearms Proficiency, Point Blank Shot, Studious.
made, as shown on the table below.
Build Robot
w
Improvement Craft DC Repair Chance (d%)
ATechie of 4th level or higher can build remote-controlled
Ranged Weapons
robots that arc Tiny or Diminutive in size. These robots
+1 to damage 15 01-25
serve as the Techie's eyes. ears. or hands out to a predeter-
lfl +2 to damage
+3 to damage
+S ft to range increment
10
25
15
OHO
01-75
01-25
mined distance away from the character when the Techie
wants to use one of the following skills: Computer Use,
15
01-50
01-25
Demolitions, Disable Device, Listen, Repair, or Spot.
The Techie must have at least l rank in the skill that he
wants to program into the robot. The Techie can only con-
trol one robot at a time. and only one of his robots can be
+2 equipment bonus 20 Ol-50
active at any time.
+3 equipment bonus 25 OH'S
Follow these steps to build a robot.
Vehicles
Wealth Check: The purchase DC for the components
+l on initiative checks 20 01-25
needed to construct a robot is based on the robot's size.
+1to maneuver 25 Ol-50
+2 to maneuver 30 01-75 Si1.e Purchase DC
Diminutive 18
The Techie performs the extreme modifications in l hour. He
Tiny 15
can't take 10 or take 20 on this check. If the check succeeds.
m
long or tall and weighs up to 3 pounds. Statistics for these When successfully completed, a mastercraft object pr<r
robots can be found on page 256. vides a +I bonu~ to tts quality compared to an ordinary
Construct the Electronics: The next step is to build the object of the same type. All weapons and armor. and certain
internal electronics for the robot and install them in the other types of equipment. such as computers and electronic
frame. The DC is based on the size of the robot and modi- devices, can be constructed as mastercraft objects
fied by the number of compooents that need to be wired
c
At 8th level. the Techie can add the mastercraft ability to
together. For a Diminutive robot, the DC is 20. For a Tiny another Craft skill. or he can improve his ability in the skill
robot, the DC is 15. Add +l to the DC for each external com- he selected at Sth level. so that his mastercraft objects pro-
ponent and +2 for the remote link. Make the Craft (elec- vide a +2 bonus.
tronic) check. At 10th level, the Techie adds another +I bonus to his
It takes a Techie 12 hours to wire a Diminutive robot or 6 mastercraft ability. If he focuses his ability on one Craft skill.
hours to wire aTiny robot. his mastercraft objects now provide a +3bonus. If he already
For example, wiring the electronics for the Tiny robot has the ability for both Craft skills. he chooses which one to
described above requires acheck against DC 19 after 6 hours improve to a +2 bonus.
of work. The Craft DC for a ma~tercraft object ls the same as for a
Program the Robot: The Techie programs the robot as normal object of the same type, as described in the Craft
the final step. Decide how many ranks of the appropriate skill, with the following modification: For a t 1object, add +3
skill to program into the robot. up to the number of ranks to the Craft DC; for a +2 object, add +5 to the Craft DC; and
for a +3 object, add +10 to the Craft DC.
d20MODERN
flELD mEDIC
The Field Medic brings medical care to
the patient, wherever the patient hap-
pens to be. On the field of battle. at a
disaster area, or in the wilderness far
from the nearest hospital. the Field
Medic treats injuries and diseases, tends
wounds, and even performs compli-
cated surgery to save lives and ease suf-
fering. As a member of a team, the Field
Medic Is indispensable. He has the
talent and the skill to provide excellent
health care in even the most trying of
circumstances. With a medical kit, a surgery
0
kit. and a little time. the Field Medic can often
perform the Impossible-or he'll at least do
0 his best when no other help is nearby.
Select this advanced class if you want your
0 character to excel at medical skills and the
healing arts.
The fas test path Into this advanced class is
from the Dedicated hero basic class. though
0 other paths are possible.
0
Requirements
To qualify to become a Field Medic, a
0 character must fulfill the following
criteria.
Base Attack Bonus: +2.
Skills: Treat Injury 6 ranks, Spot 6 ranks.
0
Feat: Surgery.
Class Information
The following information pertains to the Field
Medic advanced class.
Hit Oie
The Field Medic gains ld8 hit points per level. The
character's Constitution modifier applies.
Action Points
The Field Medic gains a number of action points
equal to 6 + one-half his character level, rounded
down, every time he attains a new level in this
class.
Class S~ills
The Field Medic's class skills are as follows.
Computer Use (Int), Concentrate (Con), Craft (phar-
p
Elliot Klein, maceutical) (Int), Diplomacy (Cha). Drive (Dex), Knowl-
Field Medic edge (behavioral sciences, current events, earth and
life sciences, popular culture, technology) (Int},
Listen (Wis). Pilot (Dex), Profession (Wis),
Read/Write Language (none), Research (Int),
Speak Language (none). Spot (Wis), Treat
Injury (Wis).
n20MODERN
~: , • • I ~ I a
Skill Points at Each level: 5 + Int modifier. If the Field Medic fails the skill check or the patient fails
the save. the dead character can't be saved.
Class features medical miracle
The following features pertain to the Reid Medic advanced At lOrh level. a Field Medic can revive a character reduced
class. to -10 hit points or lower. If the Field Medic is able to
administer aid within 3 minutes of the character's death, he
medical Specialist can make a Treat Injury check. The DC for this check is 40,
The Field Medic receives a competence bonus on Treat and the Field MedlC can't take 10 or take 20. If the check
Injury checks. At 1st level. the bonus 1s +1. It increases to +1 succeeds. the dead character can make a Fortitude save {DC
at 5th level. and to +3 at 8th level.
20) to stabilize and be restored to 1d6 hit points. . .
If the Field Medic fails the skill check or the patient fails
EHpert Healer the Fortitude save. the dead character can't be restored.
At 2nd level and higher. the Field Medic's ability to
restore hit points with a medical kit or surgery kit and a
successful use of the Treat Injury skill improves. In addi-
tion to the normal hit point recovery rate (ld4 for a med-
IOUESTIGAIOR
The Investigator might be an intrepid reporter or a pho'.o-
ical kit. ld6 per patient's character level for surgery). the joumalist. She might be a private investigator, or a detective
Field Medic restores 1 hit point for every level he has in with a law enforcement agency. The Investigator uses
this advanced class. wisdom and deduction, as well as a lot of hard work. to get
to rhe solution of whatever mystery comes before he1. One
Bonus reats Investigator might prefer to expend brain power and intu-
At 3rd, 6th, and 9th level. the Field Medic gets a bonus feat. ition instead of muscle on the case at hand. while another
The bonus feat must be selected from the following list. won't mind wading into trouble or engaging in a firefight
and the Field Medic must meet all the prerequisites of the while solving a crime.
feat to select it. Select this advanced class if you want your character to
Annor Proficiency (light). Armor Profioency (medium). excel at investigation and deductive reasoning.
Cautious, Defensive Martial Arts. Dodge. Educated. Im- The fastest path into this advanced class is from the Ded-
proved Initiative Medical Expert. Personal Firearms Profi- icated hero basic class. though other paths are possible.
ciency. Surface Vehicle Operation. Vehicle Expert.
Class SRills
The Investigator's class skills are as follows.
Bluff (Cha), Computer Use (Int), Disable
Device (Dex), Drive (Dex). Forgery (Int),
Gather Information (Cha). Intimidate (Cha),
Investigate {Int), Knowledge (behavioral sci-
ences, civics, current events, streetwise) (Int},
Listen (Wis), Profession (Wis). Read/Write
Language (none), Research (Int), Search
(Int), Sense Motive (Wis), Speak Language
(none), Spot (Wl~).
Class Peatures
The following features pertain to the Investi-
gator advanced class
Profile
An Investigator knows how to create a profile
of acriminal. By making aGather Information
check {DC 15) when talking to witnesses of a
crime. the Investigator compiles a rough
mental picture of the suspect. This mental
picture provides a physical description,
including distinguishing markings and visible
mannerisms. Success makes the profile accu-
rate. at least concerning a particular suspect
as seen by witnesses. (For this Gather Infor-
mation check. no money changes hands.)
The Investigator can expand the profile
by making an Investigate check {DC 15)
involving the crime scene or other evi-
dence linked to the suspect. If successful. the
Investigator combines eyewitness accounts with forensic
evidence to develop a profrle of the suspect's method of
lily Parrish,
operation. This provides a +2 circumstance bonus on any
Investigator
skill checks made to uncover additional evidence or
~: 1 I • tl ! I~
Class Base Attack Fort Ref Will Defense Reputation
level Bonus Save Save Save Special Bonus Bonus
1st +0 +O +l +l Profile +I +l
2nd +1 +O +2 +2 Contact. low-level •1 +1
3rd •2 +1 +2 +l Bonus feat •2 +1
4th +3 +l +l +2 Nonlethal force •2 +2
5th •3 +1 +3 +3 Contact, mid-level •3 +2
6th +4 +2 +3 +3 Bonus feat +3 +2
7th +S +2 +4 +4 Discern lie +4 +3
8th +6 +2 +4 . +4 Contact high-level +4 +3
9th +6 +3 +4 +4 Bonus feat 15 +3
10th +7 +3 +5 +5 Sixth sense •S 4
d2oMODERN
otherwise locate and capture the suspect-the Investiga- facial expressions and interpreting body language. The
tor develops a sense of what the suspect is after and Investigator must be able to see and hear {but not neces-
where he or she might strike next. sarily understand) the individual under scrutiny.
With a successful Sense Motive check opposed by the
Contact subject's Bluff check result or against DC 10 (whichever is
An Investigator of 2nd level or higher cultivates associates greater), the Investigator can tell whether the subject is
and informants. Each time the Investigator gains a contact. deliberately and knowingly speaking a lie. This ability
the GM should develop a ~upporting character to represent doesn't reveal the truth, uncover unintentional inaccuracies.
the contact. The player can suggest the type of contact his or necessarily reveal omissions in information.
or her character wants to gain, but the contact must be an
ordinary character, not a heroic character. SiHth Sense
Contacts include informants, black marketeers. crime lab At 10th level. an Investigator becomes so attuned at solving
workers, reporters, street people. store clerks, taxi drivers, mysteries that she finds a way to put two and two together
and others who can provide limited aid and information and rarely misses a clue. Whenever the Investigator spends
pertaining to the Investigator's cases. l action point to improve the result of a skill check made
Acontact will not accompany an Investigator on missions using certain skills (see below), the Investigator gets to add
or risk his or her life. A contact can, however, provide infor- an additional ld6 to the result. So, If a 4th-level Dedicated
mation or render a service (make a specific skill check on hero/10th-level Investigator, for example, normally rolls 3d6
your behalf). when she spends 1action point when making the appropri-
At 2nd level. the Investigator gains a[ow-level contact, at ate skill check, she now rolls 4d6.
5th level a mid-level contact, and at 8th level a high-level The skills that sixth sense applies to are Gather Informa-
contact. tion. Investigate, Listen, Research, Search, and Spot.
The Investigator can't call on the same contact more
than once 1n a week. and when she does call on a contact.
compensation may be required for the assistance he or she PEBSODBLIIY
renders. In general, a professional associate won't be com-
pensated monetarily, but instead will consider that the
The Personality is in the public's eye by day, while working
for Department-7 (or the agency or organization of your ----:
Investigator owes him or her a favor. The GM character will choosing) by night. A movie star or television talk show
call on a favor in return when the opportunity arises. Con- host a high-profile community leader or politician, a world-
tacts with underworld or street connections usually famous novelist or self-help guru- all these and more fit
demand monetary compensation for the services they into the Personality advanced class. The Personality is rec-
render. and experts in the use of skills normally want to be ognizable, has some amount of fame and a following, and
paid for the services they provide. often has the reputation and wealth (or illusion thereof) to
For underworld or street contacts, this expense is repre- go along with the spotlight. A Personality might simply be
sented by a Wealth check against a purchase DC of lO for famous because of who she is. or she may have earned her
the low-level contact. 15 for the mid-level contact, or 20 for status by what she's done. She could be an entertainer. a
the high-level contact. For skilled experts, the purchase DC
Is 10 + the ranks the expert has in the appropriate skill. See
Chapter Eight: Friends and Foes for sample contacts.
Bonus Peats
celebrity, adilettante, apolitician, or the bored offspring of
one of these public personalities. The trick is that the Per-
sonality uses her fame to advance her other career-as an
agent or operative in Department-7 or some other covert
organization.
zn
At 3rd, 6th, and 9th level. the Investigator gets a bonus feat. Select this advanced class 1f you want your character
The bonus feat must be selected from the following list, and to make the most of her Charisma and Charisma-based
the Investigator must meet atl the prerequisites of the feat skills.
to select it. The fastest path into this advanced class 1s from the
Advanced Firearms Proficiency, Armor Proficiency Charismatic hero basic class. though other paths are
(light), Armor Proficiency (medium), Brawl, Defensive Mar- possible.
tial Arts, Dodge, Double Tap. Educated, Knockout Punch,
Personal Firearms Proficiency, Point Blank Shot.
Requirements
nonlethal force To qualify to become a Personality. a character must fulfill
the following criteria.
At 4th level, an Investigator becomes adept at using non-
lethal force to subdue an opponent. From this point on, she
Skills: Diplomacy 6 ranks, Perform (select one) 6 ranks.
Feat: Renown.
can deal nonlethal damage with a weapon that normally
deals lethal damage (if she so chooses) without taking the
normal -4 penalty on the attack rot!. Class Information
The following information pertains to the Personality
Discern Lie advanced class.
At 7th level, an Investigator develops the ability to gauge
whether another character is telling the truth by reading
0
Hit Die
The Personality gains ld6 hit points per level. The character's
Constitution modifier applies.
Rction Points
The Personality gains a number of action points equal to 6
+ one-hatf her character level. rounded down, every time
she attains a new level in this class.
Class Skills
The Personality's class skills are as follows.
Bluff (Cha), Craft (visual arts) (Int), Craft (writing) {Int),
Diplomacy (Cha). Knowledge (art, behavioral sciences,
business, civics, current events, popular culture) (Int),
Perform (act, dance, sing, stand-up) (Cha), Profession (Wis).
Read/Write Language (none), Speak Language (none).
Class Features
The following features pertain to the Personality
advanced class.
Unlimited Recess
APersonality. because of who she is and who knows
her. has a chance to gain access to places that other
people would be denied. When others would nor·
malty make a Diplomacy check or Bluff check to
smooth-talk or trick their way into a private party
or invitation-only event. the Personality adds a
bonus equal to her Personality level.
When a Personality buys a ticket to a show
or for transportation, she can make a Diplo·
macy check to get that ticket upgraded. So, a
ticket to a show becomes a backstage pass, a
ticket to a sporting event becomes a field pass,
a hotel room becomes a suite, or an economy
ticket for an airplane becomes a first-class ticket. DCs are
given below.
Upgrade Diplomacy DC
Seat at sporting event to field pass 10
Hotel room to suite 15
Concert or theater ticket to backstage pass 20
Economy transportation to ftr~t-class 25
Bonus Peats
At 3rd, 6th, and 9th level, the Personality gets a bonus feat.
The bonus feat must be selected from the following list, and
the Personality must meet all the prerequisites of the feat
to select it.
rJ2o~AODERN
~:
Class
.. ·~·~!
Base Attack Fort Ref Will Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus
1st +0 +1 +1 +O Unlimited access •O +2
2nd +l +2 +2 +O Bonus class skill +1 •2
3rd +1 +2 +2 •l Bonus feat +1 +2
4th +2 +2 +2 +l Royalty +1 t3
5th +2 ,3 •3 +l Winning smile +2 +3
6th +3 +3 +3 +2 Bonus feat +2 •3
7th +3 +4 +4 +2 Bonus class skill +? +4
8th +4 +4 +4 +2 Royalty .. 3 +4
9th +4 +4 +4 +3 Bonus feat +3 +4
10th +5 +5 +5 +3 Compelling performance +3 +5
Alertness. Animal Affinity. Combat Expertise. Confident. The target makes a Will saving throw. The DC is 10 + Per-
Creative, Deceptive. Defensive Martial Arts. Educated. sonality's class level t Personality's Charisma bonus. If the
Trustworthy. target succeeds at the saving throw, he or she 1s immune to
the compulsion of this perfomiance. If the target fails, he or
Royalty she reacts to the emotion as described below.
At 4th and 8th level. a Personality's act1v1ties in the public Despair: The target takes a -2 morale penalty on saving
eye generate extra income. This income provides a Wealth throws. attack rolls. ability checks. skill checks. and weapon
bonus increase of +4. damage rolls
Hope: The target gains a +2 morale bonus on saving
lllinning Smile throws. attack rolls, ability checks. skill checks, and weapon
At 5th level. a Personality develops such a force of personal damage rolls.
magnetism that she can convince a slngle target to regard Rage: The target gains a +2 morale bonus to Strength and - - - -
her as a trusted friend. (If the target Is currently being Constitution, a +1 morale bonus on Will saves. and a - 1
threatened or attacked by the Personality or her allies. this penalty to Defense. In a dramatic situation, the target is
ability won't work.) compelled to fight, regardless of the danger.
The targel makes a Will saving throw to avoid being per-
~ua ded by the Personallty's words and actions. The DC is 10
+Personality's class level +Personality's Charisma bonus. D&GOIIOIOB 0?:
1
This ability doesn't enable the Personality to control The Negotiator finds a way to mediate the most violent
the target. but the target perceives the Personality's disputes. haggle the best business deal. and reach a com-
words and actions in the most favorable way. The Person- promise with the most dangerous criminals. When a
)i
ality can try to give the target orders. but she must win an hostage situation takes center stage, the Negotiator is
opposed Charisma check to convince the target to per- there to offer calm guidance and direct things to a peace-
form any actions he wouldn't normally undertake. The ful conclusion. Got a jumper on a window ledge? Call the
target never obeys suicidal or obviously harmful orders, Negotiator. Need someone to close a big contract? Call the
and any act by rhe Personality or her allies that threatens Negotiator. And when the talking ends and the situation
the target breaks the mood and clears the target's head. remains volatile, the Negotiator knows how to mix it up
Otherwise. a target remains won over for 1 minute per and close the deal-in whatever manner 1s necessary.
Personality level. Select this advanced class if you want your character to
After the duration expires. the GM determines the reac- excel at bargaining. making deals. and talking his way into
tion and attitude of the target based on what the Personal- and out of trouble.
ity compelled the target to do. The fastest path into this advanced class 1s from the
Charismatic hero basic class, though other paths are
Compelling Performance possible.
Al 10th level. a Personality's force of personal magnetism
increases to the point that she can arouse a single emotion Requirements
of her choice-despair, hope, or rage- in a target. To use
To qualify to become a Negotiator. a character must fulfi ll
this ability, the Personality must spend l action point. The
emotion she arouses affects one target (a GM character) the following criteria.
Skills: Bluff 6 ranks. Diplomacy 6 ranks.
within 15 feet of the Personality (or within 15 feet of a tel-
Feat: Alertness.
evision. radio. or telephone that broadcasts her perform-
ance). The performance-which can be a speech, a
commentary, a recital. or other type of emotional per- Class Information
formance-requires a full-round action, and its effects on The following Information pertains to the Negotiator
the target last for ld4+1 rounds. advanced class.
d?oMODERN
The Negotiator gains ld8 hit points per level. The charac-
ter's Constitution modifier applies.
Class SRills
The Negotiator's class skills are as follows.
Bluff (Cha), Computer Use (Int), Diplomacy (Cha),
Drive (Dex), Gamble (Wis), Gather Information (Cha),
Intimidate (Cha), Investigate (Int), Knowledge (behav-
ioral sciences. business, civics, current events, popular cul-
ture, streetwise) (Int), Profession (Wis), Read/Write
language (none), Sense Motive (Wis), Speak language
(none}, Spot (Wis).
Skill Points at Each Level: 5 + Int modifier.
Class Peatures
All of the following are features of the Negotiator
advanced class.
Conceal motive
ANegotiator is a skillful liar. He gets to add a bonus
equal to his Negotiator level
whenever he opposes a Sense
Motive check.
React first
Starting at 2nd level. a Negotiator gains
the ability to react first when trying to make
a deal or mediate a settlement. The Negotia-
tor must make contact and speak to the partici·
pants prior to the start of combat. If he does this,
he gains a free readied action that allows him to
make either a move or attack action if either side in
the negotiation {other than the Negotiator) decides
to start hostilities. The Negotiator gets to act before
any initiative checks are made, in effect giving him
the benefit of surprise (see page 133).
Bonus feats
At 3rd. 6th. and 9th level. the Negotiator gets
a bonus feat. The bonus feat must be
selected from the following list, and the
Negotiator must meet all the prerequisites
of the feat to select It.
Advanced Firearms Proficiency. Armor Pro-
ficiency (light), Armor Proficiency (medium).
Attentive, Confident, Dead Aim, Deceptive, Edu-
cated, Far Shot, Iron Will, Personal Firearms Profi-
ciency, Trustworthy.
Tai~ Rown
A Negotiator of 4th level or higher can use a
calming tone and quick thinking to talk his way
out of trouble. Either prior to the start of hos-
d20MODERN
.:.: • • ~ I :. ·~
Class Base Attack Fort Ref Will Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus
1st •O +l +0 +2 Conceal motive +O +1
2nd +] •2 +O +3 React first +J +l
3rd +2 +2 +J t3 Bonus feat +l +1
4th +3 +2 •I +4 Talk down one opponent +l +2
5th +3 +3 t] +4 No sweat +2 +2
6th +4 •3 ·2 +S Bonus feat •2 +2
7th +5 +4 +2 •5 Talk down several opponents +2 +3
8th +6 ..4 +2 +6 Sow distrust +3 +3
9th +6 +4 +3 +6 Bonus feat +3 +3
10th •1 +5 +3 +7 Talk down all opponents +3 +4
tilities or during combat, the Negotiator can talk down a actions to worsen the target's attitude toward a designated
single opponent within 15 feet of his position or otherwise character. When the target's attitude drops to hostile, he
able to hear his voice (if the Negotiator is speaking through attacks the designated character.
a bullhorn. for instance). The target must be able to under- A successful Will save doesn't restore previous attitude
stand the Negotiator. That opponent immediately stops shifts, but it does render the target immune for 24 hours to
fighting and reverts to an indifferent attitude regarding the further attempts by the Negotiator to sow distrust.
Negotiator and the situation in general. Any ho.stile action The Negotiator can't use this talent on his allies.
by the Negotiator or by one of the Negotiator's allies
directed at the opponent allows the opponent to act as he
sees fit
To initiate this talent. the Negotiator must spend a full-
round action talking to his opponent. The opponent makes
a Will saving throw. The DC is equal to 10 + Negotiator's
class level • Negotiator's Charisma bonus. If the save fails,
the opponent stops fighting. If the save succeeds. the oppo-
nent continues as normal.
At 7th level. a Negotiator can talk down a number of
opponents equal to his Charisma bonus within 15 feet of his
position or within15 feet of a television, radio, or telephone
broadcasting his message.
At 10th level. the range extends to 30 feet and covers all
opponents who can hear and under\tand his voice.
no Sweat
Starting at 5th level, whenever a Negotiator 5pends 1action
point to improve the result of a die roll, he rolls an addi-
tional ld6. He can then select the highest die roll to add to
his d20 roll.
Sow Ois1rust
ANegotiator of 8th level or higher can turn one character
against another by sowing seeds of distrust. The Negotiator
must spend a full-round action and know the name of the
character he is attempting to persuade as well as the name
of the character toward whom the target's distrust will be
directed. The target must be able to hear and understand
the Negotiator.
The target makes a Will save. The DC is equal to 10 +
Negotiator's class level • Negotiator's Charisma bonus. If the
target fails the save. his attitude toward the other desig·
nated character worsens by one step: helpful turns to
friendly, friendly to indifferent. indifferent to unfriendly,
unfriendly to hostile (see the Diplomacy skill. page 56). The
target makes a Will save whenever the Negotiator uses this
talent against him. As long as the target continues to fail the
( o"'~ ' ""'• ••
Will save. the Negotiator can continue taking full-round Investigating a crime scene
Gamemastering involves wr itlng, planning, acting, refereeing,
arbitrating, and facilitating. When you're the Gamemaster, you're
the guiding force of the game. If the game is fun, it will be to
your credit. If it isn't, you'll need to make adjustments accord-
ingly. But don't worry running a d20 MoorRN game is reward-
ing and a lot of fun
Assault
An assault adventure revolves around an exciting combat
mission. Anest of terrorists must be taken out. or a ware-
house full of criminals must be assaulted. The adventure
often begins with the heroes examining the target and plan-
friend-in-need or relative-in-danger approach, or just
ffiiHing Topics assumed your heroes already have a reason to work
An adventure can easily have elements of more than one
together. Don't be afraid to change things around so the
topic. For example, a mystery can lead to an exploration adventure has more appeal to your players.
that leads to an assault that leads to a rescue. The key is not
to get lost in the big picture You should examine your
adventure concept. identify the topics you're using, and
lnifial Challenges
The opening hook should ~uggest one or more steps for the
then ensure that each one 1s fleshed out enough to satisfy heroes to take. This section is where you work out what
you and your players.
those steps are so you can be prepared for your players to
take them.
Content First, what are the obvious questions? Imagine that you're
The content of an adventure is where you work out the a player presented with the opening hook. What would you
details of all the broad decisions we have discussed so far. In want to know?
fact, once you have the content prepared you're pretty This section of the story usually involves establishing the
much ready to go. very basic facts of the situation, and there's where you get
We can divide an adventure into seven sections: the six key questions: Who? What? When? Where? How?
• The opening hook, Why? The heroes should start the game by seeking the
• Motivation to continue, answers to these questions.
• Initial challenges, Many adventures begin with some sort of a crime scene.
• Further developments, Perhaps someone was murdered, or something was stolen.
• Pointers toward climax, You need to plan the details of the scene so the players can
• The climax. ask you questions and hunt for clues Is the scene indoors or
• And the aftermath. outside? Is there furniture or other objects? If it's outside.
has heavy ram destroyed the footprmts of the culprit? A
The Opening Hook map or floor plan is important
The opening hook is the Initial situation that gets the heroes Other adventures don't start with an obvious physical
involved-the first thing the heroes notice at the start of location and Instead begin with a social one. Perhaps some-
the first scene of the adventure. one has vanished. The heroes need to figure out what the
The opening hook should be exciting and intriguing, like person did in the hours or days before vanishing and talk to
the opening sequence in many action movies. Give it people who saw her in that time. That means you need to
· - - - - plenty of flair and style so that your players are jazzed know the victim's recent schedule, come up with names for
about the game. the people. and decide what they say when interviewed.
It's especially important in these initial challenges that
motivation to Continue you nail down the details in your notes. Later in the adven-
Even with an opening hook. the heroes need a reason to get ture, as the story picks up speed, the players are not as
involved. For an adventure to have any credibility- that is, demanding of nit-picky information. At the beginning,
for it to feel like 1t could really be happening- the heroes they're hungry for clues. With an ample supply. you can
need a motive. offer important and irrelevant ones side by side and give the
The characters your players choose to create should help players the challenge of sorting them out.
define this. If some or all of them are private investigators,
police detectives. or special agents with Department-7, Further Oeuelopments
that's an easy motivation. Once the heroes overcome the initial challenges. they'll
How do the heroes get involved? The simplest solution follow the important clues into the main part of th~ adven-
is for someone who has a relationship with a hero to ask ture. This is the section where they really start to learn what's
for help, even if it's a character who never existed before going on. Two important elements occur in this section that
this adventure. rarely happen earlier: small victories and sudden dangers.
Unfortunately, this technique gets old really quickly. This Small Victories: When a mystery leads to more myster-
is a good starting device, but if you run more than a couple ies, players can get frustrated They need to accomplish
of adventures like this, your players will start to groan. something along the way to feel like they're making real
Whenever possible. design your adventure with your progress. In this section of the adventure. build in a couple
group in mind. Are they out for justice? Amissing child or a of small, achievable challenges that the players can resolve.
terrible crime against an innocent person can spur them for- If someone is lying, offer a way to discover the lie. If some-
ward. Are they fighting terrorists? A terrorist plot against thing is missing, perhaps It can be found-because the vil-
the nation may draw them in. lain has already used it to get something else. Letting them
The key here is simply to pay attention. When players nail down a few certainties will help them get their bearings
design characters, they're giving you cues about what type for the challenges ahead.
of game they want to play. As you create your adventure. Sudden Dangers: All work and no play is no fun. Players
think about ways to motivate them. If you use a published like danger because it's exciting. Your adventure should have
adventure, this 1s especially important because the designer some opportunities for danger during this section. The vil-
doesn't know your group. She might have used the default lain could send one of his weaker minions to attack the
d20MODERN
heroes. They may have to make a dangerous climb up a
mountain. Perhaps they must infiltrate a corporate head·
Aftermath
When the heroes finish the climax. they're going to want to
quarters while undercover. Build in some danger opportuni-
know whether there ls a reward for resolving the situation.
ties such as this so your players don't get bored.
Do the heroes need to make any kind of report to someone,
Pointers Toward ClimaH or deliver some bad news? Do they need to rest and train. or
is there another m1ss1on waiting for their intervention?
Success should be rewarded. When the heroes have scored
small victories and faced sudden dangers. give them clues
that lead them to the climax. These details should come in W hat ma~es an Adventure EHciting?
fragments. They might learn a date, but not a place. They Creating a memorable adventure requires more than just an
might know that an innocent person is to be killed, but not interesting plot or a grand finish. Remember that in most
who it ls. cases. the heroes won't be able to see the behind-the-
Still. you have to give them enough to move them for- scenes machinations of the villain or the clever plot twists
ward. Identify the key elements that you don't want them that occur. While you want your adventures to feel like they
to know. save those for the climax itself. and then let them could come from a movie, you can't always rely on the same
find everything else. techniques that the moviemakers use. Here are a few tricks
These pointers should both drive the heroes forward and to help you keep your adventures memorable ancl exciting.
increase the tension. You're handing them the keys to the
final door. Make them sharp and painful to hold. Intriguing Interactions
Too often, players and Gamemasters see an adventure as
ClimaH little more than a string of firefights separated by "talking."
The climax Is where all the questions are: The heroes learn This shortchanges one of the most compelling parts of a
what the goal Is. or who the villain Is, or the fate of a char· roleplaying game: playing a role. In addition to creating
acter who disappeared earlier. At the same time that they're interesting characters. the GM must treat these characters
breaking down the door and charging in, they might also as more than just cardboard props to be interacted with and
have their eyes wide open with surprise at what they're then discarded
learning. In general, run a GM character just as a player would run a
The climax 1s also where the main combat usually occurs. hero-take whatever actions the character would take.
Plan this part of the adventure carefully. There should be assuming the action is possible. That's why it's important to
more than one way for the heroes to resolve the situation. determine a GM character's general outlook and traits ahead
Always provide alternative solutions to reward clever play. of time. so you know how to play the character properly.
No one Is n ft In
the big city
When a GM character interacts with heroes. the GM each round or fall down, and then use a move action to
determines the character's attitude {hostile, unfriendly, stand back up.
indifferent. friendly, helpful). A hero might try to influence
thisattitude with a Oiplomacy check (or a Charisma check if Captiuating Descriptions
the hero doesn't have any ranks of Diplomacy). Refer to the The players take all their cues from you. If you describe
Diplomacy skill description, page 56, for the skill check DC. something incompletely or poorly, the players have no
The GM should choose the attitude of GM characters chance of understanding what's going on In the game world.
based on circumstances. Most GMcharacters are indifferent While this is important all the t ime that you're running a
or, at worst, unfriendly. However. it doesn't take a roll, just game, it's crucial that you do It well during combats.
the right words and deeds. to turn someone more hostile. Your descriptions of each action that occurs, the loca-
Note also that a poor roll can make a GM character less tions of important objects and partlclpants, and the general
favorably inclined toward t he hero. In general. a hero cannot environment are crucial to the players' abilities to make
repeat attempts to influence someone. intelligent decisions for their heroes. ·1hus. you need to be
A GM character can use Diplomacy to influence another clear about everything. Allow the players to ask questions
GM character. Heroes, however. can never influence the and answer them as concisely as you can. Refer to each
attitudes of other heroes- the players always decide those, character they meet distinctly. If you call each character
"that guy," the players will never know what you mean. If a
Worthy Adversaries creature attacks, describe its bite or claws so the players
While it's all well and good for the heroes to mow through understand what the beast is doing.
a few ranks of thugs during an adventure. this type of When a character or hero moves. add background details.
encounter grows tiresome quickly. Be sure to include com- When a GM character uses an object. describe the object.
petent adversaries for the heroes to encounter. whether as Use combat actions to give the players information. such as
common enemies. archvillains, or even occasional foils. "He barrels toward you, but you notice that he's limping."
Chapter Eight: friends and Foes has details on how to run Further, your descriptions control the flow and flair the
such characters, but you also must make sure that the encounter has for the entire group. If you speak quickly and
adversaries stack up well to the heroes. intently, It lends intensity to the action. If your words seem
An easy mistake ls making an adversary too powc1ful. frantic, they will make the scene $eern frantic and desperate.
believing that tl 1c· heroes will have lt ''too easy'' unless rheir Sometimes it's hard to avoid simple description5. r'You
opponent is really tough. Not every opponent has to be a miss. He hits. You take 12 points of darnngc.") And some-
superhuman, however. An Intelligently played enemy can times that's okay. Giving long verbal descriptions c:an get
·- - - - often seem more powerful t han he appears 011 pape1. tedious; the game effects are the Important thing. H ow~'ver,
In the sa1M vein, notl1ing Is more di5<1ppointing than a cli- tl1a1·'s l'he exception. nol the rule. Most of the time, add at
mactic battle wilh a villain who turns out to have a glass least a little flavor to your descriptions. ("He ducks and
Jaw, If you know that your villain will face the heroes in shoots you, dealing 7 points of damage.")
combat. make ~ure he can stand up to them (or has plenty
of assistance from underlings). Pacing
Often, an action advent'Ure story has elements ot suspense. It
£Heiting Combats has to be fast-paced. The consequences of failure should have
One reason that many fights in action movies are so excit an immediate impact on the heroes. though they don't have to
ing is that they tf'nd to take place in interesting locations. save the world in every adventure. Watch your players. If they're
From a pitched battlf' on the roof of a skyscraper to a death excited and animated. you're pacing is good. If they're dozing,
duel interrupted by a speeding subway train, these elements restless, talking about topics outside the game, or cracking
adtl twists lo traditional combat scenes. jokes, speed things up. If they're confused and Interrupting you
While any combat can he exciting, you should occasion- with a lot of questions. then you may be going too fast
ally have the heroe~ face opponents in anontraditional set- If things get ~low, have someone come through the door
ting. A short list of suggestions appears below. with a gun. Let the vllldin~ react to heroes' actions. Villains
Pits, Chasms, Catwalks, and Ledges: Heroes can at- have informants and high-tech surveillance equipment ju ~t
tempt to push opponents over the edge or attempt to leap like the heroe!I. Strong villains plan for interference and have
from ledge to ledge. the resources available lo respond. Poor villains blindly
Fog: Fog provides one-half concealment (see page 145) follow a course of action even after heroes start blowing
for everyone invblved. the cover off their operations.
Factory Machinery; Heroes must succeed at a Reflex If heroes separate (and wit h all t he communications
save (DC 13) each round or take appropriate hazard damage technology at their disposal, they probably will), switch
(see page 206). back and forth bety.ieen groups often, using cliffhangers to
Steam Vents: One randomly determined hero must suc- spice things up and keep each group waiting for more.
ceed at a Reflex save (DC 15) or take appropriate hazard Don't let players stall and slow down events, If a player
damage (see page 206). starts hedging, impose atime limit on decisions. Remember.
Swamp or Marsh: Speed is halved, and dropped items though, that players often need more time because they
might become lost lack the full range of sensory input their heroes would actu-
Ice: Characters must succeed at a Dexterity check (DC 10) ally have.
Take breaks. Aroller coaster needs ups and downs, as well Chapter Eight: Friends and Foes provides plenty of
as moments when riders catch their breath. So does your generic GM characters for impromptu games, and for times
adventure. when your heroes take the adventure In a direction you
didn't expect.
Scale
Saving the world gets boring when you do it every game Handouts and Props
session. Start small. If running a government agent-style Handouts and props reinforce tone and genre. Use photo-
game, have the agents start out by running secondary and copied pictures (or scan them and alter them with your pre-
support missions to the side of the rnain mission. As time ferred software) to create GM character portraits. If you
goes on, the missions should involve threats to larger areas, have access to a personal computer. create dummy letter-
international travel. and the heroes becoming more central heads and stationery for vital hardcopy clues. Create maps
to the missions. and blueprints to hand to players. If a clue is on a CD, video-
If running a mean streets-type game, start with threats to tape. or floppy disc, give the players a blank to hold and
the local neighborhood, perhaps as tightly focused as the look at.
block on which one or more of the heroes live. As time goes
on, scale up the threats and plots to the city, state. region, Separating Heroesfrom Their Toys
and soon. Heroes tend to accumulate resources, whether GM charac-
ters or equipment, that let them leap directly to the con-
Setting clusion. That can be dangerous if your climactic scene
Setting is a powerful tool for enforcing genre and tone. assumes the heroes have gained experience and levels
Always choose an interesting setting for scenes (see the before getting that far. Know what resources the heroes
sidebar on the following page). Borrow from movies or tel- have access to. Identify those resources that could bypass
evision. If you're stumped for an idea. use a commonplace. your adventure, if any. Before denying those resources to
everyday setting and twist a detail or two. For instance. if the heroes, consider your goal in doing so. If you want them
the action is set in a mall, place the scene late at night when to have enough experience to face the climactic encounter,
no one is there and the lights are off. consider the following options.
Don't forget the weather. While modern technology can Play the villains smart Smart villains try to stop the
overcome some of it. weather serves both as part of the set- heroes from interferlng in their plans. Keep your eyes open
ting and a way of setting tone. during play for points where the heroes alert the villains.
The villains can then change their plans. or attempt to dis-
tract or eliminate the heroes. Identify resources used by the - - - -
Gm Tips and Trichs villains. For instance, computer-savvy villain~ leave watch-
Use diversions. Threaten innot.ent bystanders, start a fire, set dog programs lurking in various databases. When heroes run
off explosives. or start a fake gun battle around a corner. Split a search through one of those databases. the program traces
the heroes up. Set the heroes up. Have a GM character arrange
the heroes and alerts the vlllaln.
a meeting in a hotel room. Before the heroes arrive. the GM
Make the villains aggressive. A few extra encounters
character murders someone in that room (the victim should be
with goons provide experience points and keep the heroes
significant to the plot, even lf It's just the GM character"s ex- progressing.
lover) and then calls the cops just before the heroes arrive.
Let the villains be prepared. If you provide the villain with
Create the illusion that your heroes live in a world outside
a contingency plan in case of discovery. heroes must start
the adventures Start adventures by reading a few choice
their investigation from scratch, again providing additional
headlines (make them up. cull them from real news sources,
encounters and experience points.
or use a combination). GM characters remember debts the Characters in action-adventure stories are intelligent
heroes owe them, and bring them up at later meetings. lucid. and resourceful. If you find your heroes rely on their
GM characters shouldn't lie without good reason. but contacts to do their thinking for them. or on their equip-
given that reason they should lie and lie convincingly. It's ment to make thought unnecessary. you can shake them up
important that heroes eventually learn the reason for the by separating the heroes from their resources.
lie. For instance, a villain might have a gun to a GM charac- Rob them. In this high-crime world. it makes sense for the
ter's head at the exact time the heroes talk to her. When the heroes to occasionally be victims themselves. Rather than
villains are all dealt with, she can call to make sure the
pitting GM character thieves against the heroe~ directly,
heroes are all right. apologize. and explain. have the street punks steal their car, especially if the heroes
If heroes are careless, villains take advantage of them. Be
leave it on the street when it's full of equipment. Alterna-
careful to differentiate, however, between heroes and play-
tively, rob their houses. As a reminder to be self-reliant and
ers. This is a great opportunity for the stereotypical villain- to depend on their brains rather than their guns. this can be
ous monologue explaining how brilliant the villain is and more effective if used against one hero rather than against
how easy the heroes were to capture. l:ffecllvely. the villain
all of them.
shows them their mistakes and the heroes can learn from
Frame them. If the heroes have a reputation for interfer-
that. You might also have a more experienced GM character
ing with villainous plots, the villains remove the heroes by
the heroes know and trust remind them of the dangers framing them for a crime. This tactic is particularly effective
around them. If heroes persist In reckless behavior, a villain for campaign masterminds. or for recurring villainous organ·
might ransack their homes or ambush them in their cars.
d20MODERN
izations with axes to gr·nd. This type of action requires The Egyptian wing rn the Museum of Natural History. An
direct, deliberate action by a resourceful and smart villain. abandoned mannequin factory. Acrowded shopping mall on
Even if the heroes are already considered crrminals. you can Christmas E.ve. A compelling location reinforces the mood
use the frame job to isolate them from friends and family, of an encounter by presenting characters with details and
cutting off sources of information, healing, or supply. You potential hazards. If you want to stage a memorable
decide how heinous the false accusation should be. Accus- encounter for your heroes. try to spend as much time flesh-
ing a hero of shoplifting damages his reputation. Planting ing out the location as you do the supporting characters in
evidence that he murdered his best (GM character) friend the scene. When describing a location, think about all the
creates additional drama. Don't do this during an adventure things the characters can see, hear. and smell. Call attention
unless the emphasis of the adventure involves clearing the to ob1ects or props that are unusual or out of place, as well
heroes' names. If they could use public sources for healing props and decor that could serve as improvised weapons in
and supplies before, they need disguises now. a pinch. Ask yourself: Are there any furnishings or curious
centerpieces? Is the location well lit or dark? Does it have
security cameras? Is there a sprinkler system installed? Is it
LOCATIOOS crowded with people? Are there places for characters to
Adam and Roberta steal a scroll of raise dead from a glass hide and take cover?
case in the Egyptian exhibit Suddenly. two mummies Situations that unfold within a location can have as much
emerge from nearby sarcophagi and attack. knocking aside impact as the location itself. Crowded locations require
priceless statuary to reach the heroes' throats. Adam pins heroes to be careful about harming innocent bystanders.
one under its own sarcophagus while Roberta blasts the Noisy machinery might make it impossible for the heroes to
other with a nearby fire extinguisher hear bad guys sneaking up on them. Doors with security
Lily and Moondog play the roles of drug dealers to expose locks that prevent the heroes' quick escape can add yet
a corrupt politiC1an Both sides met>t 1n an abandoned man- another challenge to an already difficult encounter.
nequin factory, but the villains know the heroes aren't what
they seem. A trap is sprung. and a gunfight ensues. The man-
nequins provide everyone with ample cover, while the dark- REWARDS Ano BEHAUIOB
ness and cobwebs provide concealment. Encounters. either individually or strung together. reward
Elliot and Alexandra chase the notorious Santa Claus certain types of behavior whether you, as the GM, are con-
Killer into a crowded shopping mall. Before their eyes. he scious of it or not. Encounters that can or must be won by
transforms into a feral wolf. As crowds of people flee for killing opponents reward aggression and fighting prowess. If
·---~ their lives. Elliot draws his stun gun while Alexandra looks you set up your encounters like this, expect the heroes to
for a store that sells silverware. learn to use tactics to find the best way to kill the enemy
quickly. By contrast, encounte(s that can be won by diplo-
macy encourage the heroes to talk to everyone and every-
EHample Encounter Settings thing they meet Encounters that reward subterfuge and
An old fairground I sneaking encourage stealth. Encounters that reward bold-
An urban rooftop (with antennas and clotheslines) 1 ness speed up the game, while those that reward caution
A tour boat I slow it down.
A rubble-strewn lot between tenement buildings Always be aware of the sorts of actions you're rewarding
A large city library your players for taking. Reward. in this case. doesn't just
A large stadium, during or after a major event mean experience points and treasure. More generally. it
A movie theater means anything that consistently leads to success. An
A tank furm, with fuel tanks. pipes. and catwalks adveriture should contain encounters that reward different
Under a major highwa)' types of behavior This not only adds variety. but it tends to
A park inhabited by junkies. gangs. or other criminals please all the players. Not everyone prefers the same kind
Abandoned commuter train station of encounter. and even those with a favorite enjoy a change
An idle construction site of pace. Remember. then, that you can offer many different
An aircraft graveyard types of encounters. including all of the following.
An antenna farm. with satellite dishes and ladders Combat: Combat encounters place heroes on the offen-
An unmanned. automated factory sive or defensive. Most of the time, heroes are on the offen-
An oil refinery sive. invading villains' lairs and investigating new locations.
An offshore drilling rig A defensive encounter, in which the heroes must keep an
1
A trendy shopping area created by ~urban renewal" area, an object or a person safe from the enemy, can be a
A farmer's market nice change of pace.
A dark. empty parking garage Negotiation: A negotiation encounter involves less gun-
A consumer electronics convention play and more wordplay. Convincing supporting characters
An international airport to do what the heroes want them to is challenging for both
A train or bus yard players and GM-quick thinking and good roleplaying are
Rat-infested. dripping subway tunnels the keys here. Not every encounter needs a brawl or gun-
Dark sewer tunnels, knee-deep 1n filth fight to be exciting.
II
r120MO
Environmental: Inclement weather. earthquakes. land- matic hero along, occasionally include roleplaying encoun-
slides. trafAc 1ams. radiation, and fires are just some of the ters and interaction scenes. The advice to remember is
environmental conditions that can challenge even mid- to "Give everyone a chance to shine." All abilities available to
high-level heroes. heroes were designed to make the characters better. but an
Problem-Solving: Mysteries, puzzles. riddles, or any- ability that a character never gets to use is a waste.
thing that requires the players to use logic and reason to try
to overcome the challenge counts as a problem-solving
encounter.
Bad Structure
Try to avoid these pitfalls.
Judgment Calls: "Do we help the prisoner here in the
Leading the Heroes by the Nose: A bad adventure is
basement, even though it might be a trap?" Rather than
marked by mandates restricting hero actions or is based on
depending on logic, these encounters usually involve incli-
events that occur no matter what the heroes do. for exam-
nation and gut instinct.
ple, a plot that hinges on the heroes finding a mysterious
Investigation: This is a long·lerm sort of encounter
heirloom, only to havc> It stolen by GM characters, is dan-
involving some negotiation and some problem solving. An
gerous- if the pl ayer~ Invent agood way to protect the heir-
Investigation may be called for to solve a my~tery or to
loom, they won't like having it stolen anyway just because
learn something new.
that's what you planned beforehand. The players end up
feeling powerless and frustrated. No matter what, ~ll adven·
STRUCTURE tures should depend upon player choices. Players should
always feel as I hough what they choose to do matters.
An adventure always runs its course from the beginning to
Heroes as Spectators: In this type of bad adventure, GM
an ending. Some adventures are completed in an hour
characters accomplish all the lmponant tasks. There might
Others take months of playing sessions. Length is up to you.
be an interesting story going on, but It's going on around the
although it's smart to plan ahead and know about how
heroes, and they havC' very little to do with 1t. As much as
many sessions an adventure will last (and make sure that the
you might enjoy playing one of your GMcharacters, resist
current group of players can commit to that length). Here
the urge lo have hirn or her accomplhh everything instead
are some guidelines that you should keep in mind for
of letting the heroes do the work
structuring good adventures and avoiding bad ones.
Deus ex Machina: Simila1 to the "heroes as spectators"
problem is the potentldl pitfall of the deu~ ex mac/1ina. a
Good Structure term used to describe the ending lo tl story in which the action
Good adventures arc fun. That's an easy generalization. but 1s resolved by the lntervrnticm of an outside agency rather
it's also true. Whatever you and your players find fun adds than by the characters' own dctions. Don't put the heroes in - - - - ·
to your game. An adventure that everyone enjoy5 likely 5ituations in whic.h they can only survive through the inter·
includes these fcatllres: vention or others. Sornet11ncs il's lnt<•resting to be rescued. but
Choices: Every good adventure has at least a few crux using lhis sort of "escape hcltch" quickly gets frustrating.
points where the players need to rn<ike Important decisions. Preempting the Heroes' Abilities: It\ good to know the
What they decide should have significant Impact on what heroes' capabilities. but you should11'l d('slgn arlventures
happens next. Thls can be as simple as the players deciding that continually countermand 01 foil what they ran do. Use
not to go down the corridor lo the left (where the gang of the heroes' abllltles to allow them to hc1ve more interesting
assassins waits for them) and instead going to the right encounters-don't arbitrarily rule that their powers sud
(toward the hidden vault). or as complex as the heroes denly don't work.
deciding not to help the newspaper editor against the drug
lord (so that she ends up being murdered to prevent an edi·
toridl and <.tory identifying the drug lord).
The Plow of Information
Much of the structure of an adventure depends on what the
o;mcult Choices. On the topic of choices with conse-
heroes know and when. If they know that there's a big
quence. the cho1ct-s should sometimes be difficult ones to
ambush waiting for them at the bottom of the mineshaft,
make Going after one villain instead of another. determin·
they will conserve lhe1r ~trength for that encounter. When
ing the lesser of two evils. and choosing one option over
they leclrn the identity of the traitor. they will probably act
another for the greater good all involve difficult choices.
on this information 1mmed1ately. If they learn too late that
Different Sorts of Encounters: Agood adventure should
their actions will cause the cavern complex to collapse. they
provide a number of different expedences-attack, defense.
won·t be able to keep it from happening.
problem-solving. roleplay1ng. and investigation. Make sure
Don't give away the whole plot in one go. but do give the
you vary the types of encounters the adventure provides.
players some new bit of knowledge every so often. For
Exciting Events: Like the pacing of astory, agood adven-
example, if the Umbra Cartel is the secret master behind the
ture should have rising and falling tension-and an exciting
dock-region riots, slowly reveal clues to that fact. Informa-
climax is always agood I hlng. Make sure to pace things well.
tion gained while fighting the Waterfront Gang leads the
Start slowly and have the action build. A climactic
heroes to the Sewer Rats street thieves, which In turn gar-
encounter always makes for a good ending.
ners them clues that take them to Anton Reese's drug ring.
Encounters that Make Use of Hero Abilities: If the
Only among Reese's men do the heroes encounter informa-
group's Smart hero is a computer wizard, incorporate Com-
tion that leads them to understand that the Umbra Cartel is
puter Use checks into the adventure. When there's aCharis·
involved. And thus the final encounter with those Umbra lars and is equal to or greater than that value. For example.
Cartel leaders 1s made all the more dramatic. an item that costs $19 has a purchase DC or 4. while an item
In some s1tuat1ons, the heroes know everything they that costs $21 has a purchase DC of S.
need to know before the adventure begins. That's okay.
Occasionally, there i~ no mystery. Sometimes. however. a
surprise that the heroes never could have seen coming Wealth and Action Points by Leuel
makes it all the more interesting. Both the -no surprises" Sometimes you 1ust want to know what kind of Wealth bonus
and the "unexpected twist" structures work well. so long as a 7th-level character should have, or how many action points
you avoid overusing either. a 12th-level hero might have accumulated. Table 7-2 provides
an average for a character's current Wealth bonus. For action
points. consider that a heroic character has a number of action
SEIIlnG PURCHASE DCs points equal to half his or her character level.
Purchase DCs are listed for every item in the equipment sec-
tion. If you want to add additional equ1prnentto your game. Wealth Bonuses for Aduenturing Gains
and you have a rough idea of what the item costs in dollars. Sometimes your heroes will come upon cash or other mate-
set the purchase DC based on Table 7-1: Purchase DCs. Use rial gains through their adventures. Perhaps they end up
the "Item Cost" row that is closest to the item's value in do!- with a suitcase full of twenties after they break up a drug
deal. Maybe they find a chest brimming with gold coins and
.:.: • ~ .~ I jewels after defeating a trans-dimensional wizard. Maybe a
Item Purchase Item Purchase v.ealthy employer pays them a hefty sum for rescuing her
Cost DC Cost DC daughter from terrorists.
$5 2 $15,000 27 Any time you put a monetary reward into an adventure.
$12 3 $20.000 28 you need to give 1t a Wealth bonus. In general. the Wealth
$20 4 $27.500 29 bonus should be based upon the Encounter Level (see page
$30 5 535.000 30 205) of the encounter during which the reward was gained.
$40 6 SS0,000 31 In modern adventures, not every antagonist has a safe
$55 7 $65.000 32 under his desk. and the monetary reward-if there is one-
$70 8 $90.000 33 often comes at the end of a long series of encounters (or
$90 9 $120,000 34 the very end of the adventure. if it's the payment for a suc-
S120 IO $150.000 35 cessful mission). In such cases, it's fine to generate the
$150 11 $200.000 36 Wealth bonus based upon an entire series of encounters.
$200 12 $275,000 37 Compute an Encounter Level for the reward using the CRs
$275 n $350,000 38 from all of the associated encounters, then divide the total
$350 14 $500.000 39 in half. Consult Table 7-3: Wealth Bonus Adventure Reward.
$500 15 $650.000 40
$650 16 $900.000 41 .:.: " :a • :•~ :.• ~ : : - ~~·
$900 17 $1.200.000 42 Encounter Wealth Encounter Wealth
$1.200 18 $1.500.000 43 level Bonus level Bonus
$1.500 19 52.000.000 44 1 +4 11 +14
$2.000 20 52.750.000 45 2 +S 12 +15
$2,750 21 $3.500.000 46 3 +6 13 +16
$3,)00 22 SS.000.000 47 4 +7 14 +17
55.000 b S6.SOO,ooo 48 5 +8 15 +18
$6,500 24 $9.000.000 49 6 +9 16 +19
$9,000 25 SU.000,000 50 7 •10 17 +20
$12.000 26 8 • 11 18 +21
~:
Character
. .:.
Wealth
.:•~:
Character Wealth
9
10
+12
..13
19
20
+22
+23
Encounter Goals
For purposes of the d20 MoocrlN Roleplaying Game. an
encounter is defined as an obstacle (whether It be an oppo-
nent. several opponents. or a hazard) that prevents the
heroes from achieving a specific goal Important lo the
adventure. An obstacle can be overcome through smart
rolcplaying. combat. or skill use. Persuading a crazed cult
leader to surrender might require heroes to enter difficult
and perhaps life·threatcning negotiations. white capturing a
crime lord might require heroes to f1ght their way past a
squad of thugs or 1nnttrare the crime lord's headquarters
without setting off the security system.
Heroes receive experience points for overcoming obstacles
that stand in the way of achieving the goals of the adventure.
Gauging encounters to the heroes' power level requires a fair
amount of GM intuition. which becomes simpler as you
become more familiar with your players and their heroes.
After a few adventures, you should have relatively little diffi-
culty in estimating appropriate encounters for your adv~n
tures. Also, feel tree to adjust experience awards depending
on how easily the heroes achieve an encounter goal.
Encounter Levels
Every encounter 1s rated with an Encounter Level (EL) that
indicates how challenging the encounter is expected to
be. In generdl, an enrnuntcr with an EL equal to the average
character level of rhe heroes Is moderately challenging- For the most basic sort of encounter-Oghtlng a single
difflcult or dangerous enough to make the heroes pay opponent-you can usually skip some of these steps. See
dttention, but probably not llfe·threatening if they're rea- the sidebar.
s:
sonably careful. An EL two or three points higher than the
heroes' average level is a much more dangerous affair-the
sort of encounter that often makes up the climax of an
ELs for Simple Encounters
In many cases you can skip the bulk of the steps out-
exciting adventure. On the orher hand. minor encounters
lined here. In particular. if the heroes are facing asingle
throughout the adventure might have Els two or three
points lower than the heroes average character level . .An
entire adventure contains encounters of many Els. ranging
enemy-a character or creature-in a normal combat.
determining the EL 1s easy Simply use the opponent's
)>
~
CR. For creatures. the CR is listed in the creature stat
from simple to extremely challenging.
block. For characters. the CR is equal to the character
In addition to lnd1cat1ng the level of challenge in encoun-
level (for GM characters with heroic class levels). is
ters. Els are also used to determine the amount of experi-
equal to the character level minus I (for ordinary GM
ence characters get for succeeding in those encounters.
characters of 2nd level or higher), or is simply '/, (for
1st-level ordinary GM characters).
m
Determining Cncounter Levels
Determining the level of an encounter involves four steps:
determining the Challenge Ratings (CR} of the individual
Individual ChallengeRatings
The first step in determining the EL of an encounter is to cal-
:c
-
opponents or hazards that make up the encounter: calcu-
lating an overall Challenge Rating from those individual CRs;
considering the threat level of the encounter; and consider-
culate the Challenge Rating for each foe or o~stacle involved.
Often, theres only one-a single creature to destroy, oppo·
z
ing the encounter circumstances.
nent to deal with, or obstacle to overcome. Sometimes, how·
m
d20
ever. there are multiple foes-three mercenaries attacking the
heroes, for example. or a fight with a deadly ninja oo a dan-
gerously swaying rope bridge (both the ninja and the bridge ld6 (3.5 average} ld6/mmute 1
are dangers to the heroes). In these cases. you need to deter- 2d6 (7 average) 1d6/5 rounds 2
mine the CR for each opponent or hazard. 3d6 (10.S average) ld6/2 rounds 3
This process assumes that the obstacles are all encoun- 4d6 (14 average) 1d6/round 4
tered as part of the same event-that is, the opponents all 5d6 (17.5 average) 2d6/round 5
attack at the same time. If these obstacles aren't encoun- 6d6 (21 average) 3d6/round 6
tered at the same time (for instance, If the heroes must first each addilional d6 each add'l d6/round +1
cross the dangerous rope bridge before meeting the ninja).
they should be separated into two encounters. For Critical Skill Checks: Some encounters don't involve
Count only the individual opponents or hazards that are any real threat to the heroes, but instead hinge only on skill
important to the encounter. If the heroes enter a seedy bar checks When an encounter requires a skill check. but isn't
to ask the bartender a few que)tions, only the bartender's opposed by an enemy or creature, the DC of the check
CR should be included 1n the encounter EL Don't include determines its CR. See Table 7- 5: CRs for Skill Checks.
the CRs of all the other patrons if they won't participate in
the events of the encounter.
For a Single Creature: Use the CR listed for the creature.
If the creature has heroic class levels (see Chapter Eight: Less than JS 0
Friends and Foes for examples), add its character levels to its JS 19 1
CR. If it has ordinary class levels. add those levels and sub- 20- 24 2
tract 1. (This has already been done for the creatures listed 25-29 3
in this book.) 30-34 4
For a Single Character: A 1st level ordinary character 35-39 s
has a CR of 1/ . For an ordinary character of 2nd level or 40• 6
higher, the character's CR is equal to his character level
minus 1. For an ordinary character with levels in a heroic Not every skill check has a CR; in fact, most don't. Assign a
class, the character's CR is equal to his level. CR to a skill check only if success on the check is essential to
For a Hazard:The term "hazard" can apply to various types the encounter goal. 1r the encounter involves opening a locked
of obstacles. Ahazard might be a ticking time bomb, a raging vault, the DC for the Disable Device check should be part of
- - - - snowstorm. or a deep gorge with sharp rocks at the bottom. the EL for the encounter. But the heroe.!. might make other skill
A hazard's CR depends on the total damage it can deal, as checks during the encounter, such as a Usten check to hear if
noted on Table 7- 4: Hazard CRs. The heroes must be faced anyone is coming. These ancillary checks shouldn't contribute
with a real threat of taking that damage, but the encounter to the EL of the encounter. Only the main skill check or checks
doesn't have to mandate it For example. a bomb that will required to meet the encounter objectives need a CR.
explode during the encounter IS a hazard- even if the Also, if the check i£ opposed, or is used against an enemy
heroes have a chance to disarm 1t and thus avoid taking any or creature, don't give it a CR or include it in calculating the
damage at all. encounter EL. The enemy or creature's CR already accounts
The personal equipment of an opponem doesn't count as for any check made against it.
a hazard. For example, a hand grenade wielded by a merce-
nary isn't a hazard-it's simply a weapon used by that oppo- Total Challenge Rating
nent. On the other hand. a booby trap consisting of a hand Once you've figured out the CRs for all of the characters.
grenade attached to a trip wire might be considered a hazard creatures, hazards. and critical skill checks the heroes face.
Two damage listings are shown oo Table 7-4. The first list- the next step ts to determine the total Challenge Rating for
ing 1s for hazards that deal one-time damage (such as explo- the encounter.
sives). The second is for hazards that deal damage over a If All Have the Same CR: Modify the CR by the amount
period of time (such as exposure to extreme weather). The shown on Table 7- 6: CR Adjustment. For example. if the
second listing assumes that the heroes are potentially exposed heroes face four creatures of CR 5, the total CR 1s 9.
to the hazard for at least two of the time intervals Iisted
(otherwise use the CR for one-time damage). Hazards that deal
less than ld6 points of damage per minute probably shouldn't
be treated as hazards, but simply as environmental conditions.
lfttrlni:1ijAjiilfill;itt®'l
2 t2
.fo.IM 1
!: : .•:~··~:..:a:•
Party Encounter level
level 1 2 3 4 5 6 7 8 9 10
1st- 3rd 450 650 900 1,275 1.800 2.550 3.600 5.100 7.200 10,200
4th 425 600 850 1,200 1.700 2.400 3,400 4.800 6.800 9,600
5th 375 525 750 1.050 1.500 2.100 3,000 4,200 6.000 8,400
6th 325 450 625 900 1.250 1,800 2.500 3.600 5.000 7,200
7th 275 375 525 750 1,050 1,500 2,100 3,000 4.200 6,000
8th 225 300 425 600 850 1.200 1,700 2.400 3.400 4,800
9th 250 350 475 675 950 1.350 1.900 2,700 3.800
10th 275 375 525 750 1,050 1.500 2.100 3.000
llth 300 425 600 825 1,175 1.650 2.350
12th 32S 450 650 900 1.275 1.800
13th 350 500 JOO 975 1.375
14th 375 525 750 1.050
15th ~~~~~~~~~~~~~~~~~~~~~
400 550 800
16th ·~~~~~~~~~~-
425 600
17th 450
18th
19th
20th
guy takes the bartender hostage, figuring he can keep the favor's DC, whic.h lhe GM must determine based on the sit·
heroes at bay by threatening to kill the man. This strategy uation and the threat of danger to the one being
works as a powerful motivator when used in moderation- approached for the favor. Some guidelines for determining
but don't overdo it. or the heroes will never grow attached the DC of a favor check are given below
ro anyone for fear of putting that person in danger.
If you know that later in the campaign you want to have Favor Examples DC
an order of cultists rise up from secrecy and begin hunting Easy Booking passage on a friend's Jet 10
Department·? agents. foreshadow that event Have the Asking for a small loan (up to half
heroes hear rumors about the cult. or even see evidence of your current Wealth bonu~)
it on an unrelated adventure It will make the later adven- Problematic Convincing a driver to throw a race 15
ture much more meaningful. Threading information into Asking for a moderate loan (up to
early adventures while hinting at future events helps weave equal your current Wealth bonus)
a campaign into a whole. Difficult Convincing a police officer to 20
release a suspected criminal
Asking for a substantial loan
fAU OBS HOD CODIACIS (up to twice your current Wealth bonus)
Some characters have access to a special resource in the
form of a person they can call on in times of need. A con-
tact is an individual who has the power to assist the char-
Contacts
The purpose of a contact is to provide information. expert
acter in some way, usually through favors owed.
skills, or the occasional loan. Contacts differ from followers
d2oMODERN
or allies in that they are less inclined to risk their lives or In general. we recommend that you encourage your
their prosperity for a hero. heroes to use lethal force only when necessary. No matter
As the GM, you must decide how much assistance a con- who they are or who they work for. they should never
tact can and will provide. In general, the more wealthy, pow- casually brandish their weapons in public, and they should
erful. and important the contact, the less inclined he or she is never be allowed to get away with harming innocent civil-
to deal directly with the hero. ians or law enforcement agents who might run into them
Circumstances will arise when a hero is unable to reach a as part of their normal duties.
contact or call in a favor. The GM must adjudicate these sit- In the movies, such actions often lead to formal repri-
uations as they arise. mands, a loud dressing-down, a suspension, or even jail
time. Use any and all of these approaches if you need to,
Information Contacts but busting your heroes should be a last resort (unless
An information contact can discover things the heroes nor- you have a coot adventure in mind that requires the
mally couldn't find out. You can use this contact as amouth- heroes serve some time in jail). Most of these might
piece when you need to pass information lo the heroes result in a temporary penalty to Reputation bonuses, too,
during an adventure. Other times, a player might think of at least until they clenr 1heir names or repair their tar-
asking acontact for help when the adventure seems to stall. nished reputations.
Examples of information contacts include bartenders, In the United States. law enforcers must read a suspect
thugs, con artists, law enforcers, ex cons. reporters, enter- his Miranda rights. These righ1 s are: ''You have the right to
tainers. computer hackers, merchants, politicians. taxi driv- remain silent. If you give up thl\ nght, what you say may be
ers. and various types of street people. taken down and used in evidence against you in a court of
law. You have the right to have an attorney present during
€Hpert Contacts questioning. If you cannot afford an attorney, one will be
Expert contacts have skill\ or abilities that the heroes don't provided for you. Do you understand these rights?"
have. Usually. ahero brings asituation to acontact's attention
and asks the contact to address rt For example, a mechanic
who can repair a damaged cngin<' at reduced cost would be
Gffi Character Oemographics
In generdl, the vast majority of characters that the heroes
invaluable to agroup with its own helicopter or airplane.
interact with will be ordinary characters with, at most. a few
l:.xamples of expert contacts include doctors, engineers,
levels in a basic class. Hero characters are rare, characters
diplomats. hi\loricin\, fPnce\, mechanics, scholars, scientists,
with advanced classes rarer still. With perhaps 5% (at most)
politicians, and bounty hunter~.
of any population having levels in a heroic class. Characters
gain levels by adventuring, and most people 1ust don't reg
Resource Contacts uldrly take part in adventures. What follows provides guide-
A rE'source contacl can provide heroes with equipment, per·
lines for deter mining the highest character level for ordinary
sonnel, or tran\portdt1011. Similcirly. a resource contact might
z-
from heat or cold, he ls considered fatigued (see the Char- tution check increases by 1.
acter Condition Summary sidebar). When the character fails one of these Constitution checks,
A character not properly equipped to counteract the she begins to suffocate or drown. In the next round, she falls
heat or cold must attempt a Fortitude saving throw each unconscious with 0 hit points. In the following round, she
hour (DC 15, •l for each previous check). Failure means that drops to-1 hit points and ls dying. In the third round after fail-
the character loses 1d4 hit points. Heavy clothing or armor ing the check, she dies of suffocation or drowning.
d2ofv'\OOERN
is pinned under the fallen object. A pinned character cannot
Smohe move but is not helpless. The character can make aStrength
Characters breathing heavy smoke or similar toxic gases check to lift the object off himself or an Escape Artist check
must make a Const1tut1on check (DC 10, +1 for each previous (DC 20) to get out from underneath The GM can modify the
check) each round or spend that round choking and cough- DCs for these checks based on the circumstances. (A Huge
ing. Characters who choke for 2consecutive rounds take ld6 but relatively light object might be easier to lift, for exam-
points of damage. ple. or acharacter might find herself trapped under an object
Smoke also obscures vision, g1v1ng one-half concealment that has openings or gaps that allow one to wriggle free.)
(20% miss chance) to characters within it.
:a: I l~ri~ :1~ :a ~ 1:
Strangulation Initial Reflex Strength
When a character 1s strangled by an instrument {such as a Object Size Examples Damage Save DC Check DC
noose) or an attacker, use thP rules below. 0 n/a n/a
Fine Penny
A character can 5trangle or choke a target of the same Paperweight 1 0 n/a
Diminutive
size Lalegory or one siLe c.ategory larger or smaller. (For Wrench ld3 s n/a
Tiny
example, a Medium ~1Le dwac.ter can strangle a Small, Vase ld4 10 s
Small
Medium-~ize or LcJrge tcirget.) The strangling attempt incurs 10
Medium-size Briercase ld6 15
dll dllatk or opporl11nity
large Garbage can 2d6 20 20
To begin the choke, the al t.irker must succeed at cm Oil barrel 4d6 2S 30
Huge
opposed grapple check (see Grapple, page 152). If the Gargantuan Piano 8d6 30 40
grapple succeeds. the attacker can choose to deal normal Colossc1l Vehicle 10d6 3S 50
unarmed damage as well .is choke the target. The target can
hold his breath for a number of rounds equal to hi~ Consti-
tution score After thi~ period of tune, the target must make Poison
a Const1tut1on check (DC 10, ti for each previous check) When a character tdkes damage from an at tack with a poi-
every round to continue holding his hreath The target soned weelpon, touches an item smeared with contact
begins to suffocate on a failed chec.k (see Suffocation and poison, comume~ cl po1so110U\ substance. inhale<; a poison
Drowning, on the previous page). ous gas, or is othNwisc poisoned. he mu~t mcJke d Fortitude
If at any time the target break~ free or slips free of the saving throw. Ir he fail\, he takes thl' poison·~ initial damage
grapple. the stranglehold is broken (although any damage (usually ability damage). Lven If he suc.ceeds. he typically
that was dealt remains). Note that a grappled target who is faces secondary damage 1 minute later. Thi~ !>econdary
·- - - - not pinned c.an 11\e hi\ attack c1ctio11 to strangle hi\ attacker. damage also requires d Fo1 titudc saving throw to avoid.
Poisons are described 011 Tabll' 2 5; Poi\ons. )orne liberty
has been taken with the dfects of real-world poi~on'" Abil
Palling ity damage is used to represent common reactions such as
/\ charactrr takes ld6 points of damage for every 10 feet of brain damage burning pain. chills. diarrhea. dimness, fever,
a fall. to a maximum of 20d6 points. H the character suc- impaired vision, jaundi(e, muscle spasms. respiratory failure,
ceeds on a RcflC!x saving throw (DC 10. +1 for each to feet and vomiting. I his is in keeping with the idea of cinematic
fallen), this damage 1s halved. If the saving throw fails. full action and not necessarily trying to model the real world.
damage is applied. Po1sono11s liq111d\ are u\ually administered through injec-
/\ character can make a Tumble check {DC 15) to treat a tiOn or by application to a weapon. Poisonous gase~ must be
fall as If It were 10 feet shorter when determining the inhaled to be effective. Poisonous solid~ are usually
damage and Reflex saving throw DC required by the fall. ingested with food or drink.
l"1lnltj~q,.511,,1,,fat1N
the disease and recovers. taking no more damage.
The characteristics of some treatable diseases are sum-
marized on Table 7-11. M~ ~ ~ro
Type: The disease's method of delivery-ingested, in- Potent 2d6 2d10
haled, or via an injury-and the DC needed to save. Some Concentrated 3d6 3d10
injury diseases can be transmitted by a wound as small as an 'Damage per round of t>Xposure.
insect bite. Most diseases that are inhaled can also be in-
gested (and vice versa). Acid damage from an attack reduces hit points. A character
Incubation Period: The amount of time before initial fully immersed in acid takes potentially more damage per
damage takes effect (if the victim fails his Fortitude save). round of exposure than a character splashed with acid.
The fumes from most acids are inhaled poisons. Those
who come within Sfeet of a large body of acid must make
Ability Score ~oss aFortitude save (DC 15) or take 1point of temporary Consti-
Some attacks and effects cause ability score loss tution damage. A second save must succeed 1 minute later
instead of hit point damage. For example, poisons and to avoid taking another ld4 points of Constitution damage.
diseases deal ability score damage that is temporary
and can be regained through rest or the application of
the Treat Injury skill. In some cases, the damage is so
Electricity
Electricity courses through an urban sprawl like blood
severe that the ability score loss is a permanent drain.
through veins. powering the great metropolis day and night.
A score of 0 in any ability other than Constitution
means that the character is helpless (cannot move or Electrical hazards come in many forms. Including stun guns.
downed power lines,and electric security fences. Table 7-13
take actions).
gives damage values for various electrical hazards based on
Constitution: A Constitution score of 0 means that
the character is dead. relative voltage A character can make a Fortitude saving
If a character's Constitution score drops. he loses l throw to reduce the damage by half. If that character is not
grounded or is otherwise Insulated from the current. a suc-
hit point per level for every point by which his
cessful save indicates that no damage is suffered.
Constitution modifier drops. For example, a 7th-level
Tough hero fails a Fortitude save against adeadly poi-
son, causing his Constitution score to drop from 16 to
13. His Constitution modifier falls from +3 to +l, so he
Jolt Car battery. stun gun ld3 10
loses 14 hit points (2 per level). Aminute later, the poi·
Low voltage Fuse box. electrical 2d6 15
son deals another 8 points of temporary Constitution
socket
damage, dropping his score to Sand his modifier from
Medium voltage Industrial transformer. 4d6 15
+1to -3. He loses another 28 hit points-for a total of
electric fence
42 hit points lost because of an overall 6-point drop in
his Constitution modifier. High voltage Power line, elect1 ic 8d6 20
11 chair, lightning
Terrorbls hiji1tk a \ky~craper on Christmas
Day. DC'mom rl11d s l r~·e l gangs runamokin
the ba<.k <1 lley~ and hidden temples of
Li 11le China. Humans use modern
Wedponry to wage war agains1 a
plague of huge, fire breathing drag
ons. Regardless of the campaign's
bcKkdrop, GMs need opponents to
challenge the heroes, allies to aid
the heroes, ctnd VdftOUS anonymous
"bit players" to fill minor roles in a
scene orten at a moment's notice.
This chc1pter provides pregenerated
creatures and characters for GMs. It also
includes tools to help GMs create interest-
ing new creatures to fit the spe<:ial needs
of their campaigns.
THE
CREATURE
FACTORY
The starting point for designing
a new creature is deciding what
kind of creature you want. The
rules in this section will allow you to design creatures
of varying sizes and types: an enormous dinosaur that
destroys or devours everything in Its path, a monstrous
Venus nytrap that craves human blood. a crocodile-headed man that prowls
the sewers, or whatever else you can imagine. Establishing a basic concept can
help you develop a description of the creature you want to make.
Once you have an idea in mind for what you're making. decide on the creature's size
and type. An enormous dinosaur qualifies as a Huge, Gargantuan. or Colossal animal.
Roxanne and Moondog guard each other's back
Amonstrous flytrap might be a large plant. Amutant crocodile-man classifies as a
Medium-size monstrous humanoid. Use Tables 8-3 throogh 8-17 to determine appro-
priate Hit Dice. physical ability scores, and damage for a creature of a given size and
type. Use Table 8-2 to determine the creature's saving throws and base attackbonus.
Assign skills, feats, and other characteristics based on the creature's type.
.. . . .. .. . ..
Modifier to
Typical Defense and Grapple Modifier to Typical
Size Attack Rolls Modifier Hide Checks Dimension 1 Weight 1 Fighting Space Reach
Colossal -8 +16 -16 64 ft or more 250.000 lb. or more 30 ft. by 30 ft. 15 ft.
Gargantuan -4 •12 -11 32 ft. - 64 ft 32.000 lb - 250.000 lb. 20 ft. by 20 ft J5 ft.
Huge -2 +8 -8 16 ft - 32 ft. 4,000 lb. - 32.000 lb. 15 ft. by 15 ft. 10 ft.
large -1 ..4 -4 8ft.-16ft 500 lb - 4.000 lb. 10 ft by 10 ft. JO ft.
Medium-size •O •O +O 4ft.-8ft. 60 lb. - 500 lb. 5 ft. by 5 ft. 5 ft.
Small +1 -4 ·4 2 ft. - 4 ft 8 lb. 60 lb. 5 ft. by 5 ft. 5 ft.
Tiny •2 -8 +8 --- l ft. - 2 ft. _ _ 1
_ lb. - 8 lb. ~-2- '/ ft by 2 /1 ft. 0 ft.
Diminutive +4 · 12 +12 bin. - l ft. /1 lb -11 b
-~-
l ft. by 1ft. 0 ft
Fine +8 -16 +16 6 in. or less /1 lb. or less 6 in. by 6 in. 0 ft.
1 Bipeds height. quadruped's bodv length {nose to base of tail)
2 Assumes that the creature 1s roughly as dense as a regular ammat Acrearure made of stone will weigh considerably more. A gaseous creature
will weigh much less
!: : ::. : ! ~~·=~~·~a.=·~
Creature's Good Save Poor Save Base Attack Base Attack Base Attack
Hit Dice Bonus Bonus Bonus (A) Bonus (B) Bonus (C)
1or less +2 ..0 +O +l +0
l •3 .n +l +l +0
3 +3 il ,z +3 +1
4 +4 +l ..3 +4 •1
5 +4 +l -3 +5 +2
6 •5 -t1 -t4' -6/+J •2
7 +S +2 ..5 •7/+2 •3
6 +6 •2 +6/+l -8 ·3 +4
9 +6 +3 ..-6/•l +9/+4 •4
10 +7 ..3 +7/+2 +10/+5 +5
11
l2
•7
·8 .
+3
.;
...4
~8/-J
+9/+4
+11/+6/+l
..J2/•7/•2
+5
+6/+1
13 •8 T9/T4 •13/+8/+3 +6/+1
14 •9 +4 +10/+S •14/+9/•4 +7/·2
15 +9 +5 •ll/•6/+1 +15/+10/+S +7/+2
16 •JO +5 +Jl/+7/+2 il6/• ]l/.+6/+1 +8/•3
17 +10 +5 •il/+7/-.2 +17/•12/+7/+2 +8/+3
18 •11 +6 +13/...8/+3 +18/•H/•8/+3 +9/+4
19 +JJ +6 T14/T9;..4 Tl9/+14/+9/+4 +9/+4
20 •l/ ·6 •l5/+10/•S •10/+IS/ •10/•~ ·10/+5
Base Attack Bonus (A): Use this column for aberrations anl-nais. constn.octs. elementals. giants, humanoids. oozes. plant~. and vermin.
Base Attack Bonus (B): Use this column for dr3gons. magica Dea:>ts. monstrOtJs humanoids. and outsiders.
Base Attack Bonus (C): Use this column for fey and unoead.
d2oMODERN
Each size category includes a size modifier that applies to ficiency or Simple Weapons Proficiency. They are proficient
the creature's Defense and attack rolls; a modifier that with their nat ural weapons and any weapon mentioned in
applies to grapple checks; and a modifier that applies to their entries. Aberrations noted for wearing armor gain the
Hide checks. These modifiers have been figured into t he sta- Armor Proficiency bonus feat for whatever type of armor
tistics for the creatures described in this section. they are accustomed to wearing (light, medium, heavy), as
well as all llghter types.
Darkvision (Ex): Most aberrations have darkvision with a
Type range of 60 feet.
A creature1s type determines many of its characteristics and
abilities: physical ability scores, Hit Die type, base attack
bonus. saving throw bonuses, skill points, feats, and special
Animal
An animal is a nonhumanold creature, usually a vertebrate
qualities. Mental ability scores {Intelligence, Wisdom, and
with no magical abilities and no innate capacity for language
Charisma) can vary widely among creatures of atype; unless
or culture. See Table 8-4: Animals for physical ability scores.
a type description specifies a particular score for one of
recommended minimum.Hit Dice, and damage based on size.
these abilities, assign these values as you deem appropriate.
Hit Die: d8.
A creature belongs to one of the fifteen types described
Base Attack Bonus: i;. of total Hit Dice (see Table 8-2:
below. Asingle creature cannot have more than one type.
Creature Saves and Base Attack Bonuses}.
Table 8- 2: Creature Saves and Base Attack Bonuses pro·
Good Saving Throws: Fortitude and Reflex (some ani·
vldes the modifiers to a creature's saving throws and attack
mals have different good saves).
rolls based on its type and Hit Dice.
Skill Points: 10-'IS.
Feats: None.
Aberration
An aberration has a bizarre anatomy, strange abilities, an
Animalsshare the following additional traits,
,-
: - -- alien mindset, or any combination of the three. See Table
Weapon and Armor Proficiency: Animals are proficient
8-3: Aberrations for physical ability scores, recommended
with their natural weapons only. They are not proficient
minimum Hit Dice, and damage based on size.
with armor.
Hit Die: d8.
Ability Scores: Animals have Intelligence scores ofl ot2
Base Attack Bonus: 1/ . of total Hit Dice (see Table 8- 2:
(predatory animals tend to have Intelligence scores of 2).
Creature Saves and Base Attack Bonuses).
No creature with an Intelligence score of 3 or higher can be
Good Saving Throws: Will.
an animal.
Skill Points: 2 x Int score, plus 2 points per Hit Dice
Low-Light Vision {Ex): Most animalshave low-light vision.
beyond 1HD.
Feats: lht· modifier (minimum +O), plus 1 feat per 4 Hit
Dice beyond 1HD.
Construct
A construct is an animated object or artificially constructed
creature. See Table 8- 5: Constructs for physical ability scores1
Aberrations share t he following additional traits.
recommended minimum Hit Dice, and damage based on size.
Weapon and Armor Proficiency: Aberrations receive
Hit Die: dlO.
one of the following as a bonus feat: Archaic Weapons Pro-
Base Attack Bonus: 1. of total Hit Dice (see Table 8-2: Skill Points: 6 • Int modifier per Hit Dice beyond 1 HD.
Creature Saves and Base Attack Bonuses). feats: 1. plus 1feat per 4 Hit Dice beyond 1HD.
Good Saving Throws: None.
Skill Points: None. Dragons share the following additional traits.
Feats: None. Weapon and Armor Proficiency: Dragons are proficient
with their natural weapons only. They are not proficient
Constructs share the following additional traits. with armor.
Weapon and Armor Proficiency: Constructs are profi- Darkvision (Ex): Most dragons have dari<vision with a
cient with their natural weapons only. They are not profi- range of 60 feet.
cient with armor. Immunities: Dragons are immune to sleep, hold. and
Ability Scores: Constructs have no Constitution score paralysis effects.
and usually no Intelligence score.
Extra Hit Points: Constructs gain extra hit points accord- Elemental
ing to size. as shown on Table 8-S: Constructs. An elemental 1s a being composed of one of the four classi-
Darkvision (Ex): Most constructs have darkv1s1on with a cal elements· air earth. fire, or water See Table 8-7: Ele-
range of 60 feet. mentals for physKal ability scores, recommended minimum
Immunities: Constructs are immune to mind-influencing Hit Dice. and damage based on size.
effects and to poison. sleep, paralysis. stum1ng. disease, necro- Hit Die: d8.
mancy effects. and any effect that requires a Fortitude save Base Attack Bonus: of total Hit Dice (see Table 8-2:
unless the effect also works on objects or 1s harmless. They are Creature Saves and Base Anack Bonuses).
not subject to critical hits. nonlethal damage. ability damage. Good Saving Throws: Vanes by element Fortitude
abilrty drain. energy drain or the effects of massive damage. (earth. water) or Reflex (air. foe).
Repairable: Constructs cannot heal damage on their own Skill Points: 2 x Int score plus 2 points per Hit Dice
but can be repaired using the Repair skill Asuccessful Repair beyond l HD ---"""'--
check (DC 30) heals ldlO points of damage to a construct. and feats: Int modifier (minimum 0), plus l feat per 4 Hit Dice
each check represents 1hour of work. Aconstruct reduced to beyondl HD.
0 hit points is immediately destroyed and cannot be repaired.
Special: Constructs cannot be raised from the dead. Elementals share the following additional traits.
Weapon and Armor Proficiency: Elementals are profi-
Dragon cient with their natural weapons only. They are not profi-
Adragon Is a replllian creature. usually winged. with magical cient with armor.
or unusual abilities. See Table 8-6 for physical ability scores. Darlcvision (Ex): Mosr elementals have darkvis1on with a
recommended minimum Hit Dice. and damage based on size. range of 60 feet
Hit Die: d12. Immunities; Elementals are immune to poison. sleep.
Base Attack Bonus: Total Hit Dice (see Table 8-2 Crea- paralysis and stunning. They are not subject to critical hits.
ture Saves and Base Attack Bonuses) flanking. or the effects of massive damage.
Good Saving Throws: Fortitude Reflex. Will. Special: Elementals cannot be raised from the dead
Colossal 46- 47
Gargantuan 38-39 24-27_ __
Huge 30-31 20-13
Lar_ge 22-23 16-19
cPoMODERN
Humanoids share the following additional traits. proficient with their natural weapons only. They are not
Siie: Humanoids must be Medium-size or smaller. proficient with armor.
Weapon and Armor Proficiency: Humanoids with more Keen Sight (Ex): Magical beasts have darkvision with a
than 1Hit Die (such as gnolls and troglodytes) receive one bonus range of 60 feet and low-light vision (unless noted other·
feat selected from the following list Archaic Weapons Profi- wise).
ciency. Armor Proficiency (light), or Simple Weapons Proficiency.
Keen Sight (Ex}: Humanoids accustomed to living under- monstrous Humanoid
ground may have darkvision with a range of 60 feet, low A monstrous humanoid is a humanoid creature with mon
light vision, or both (as noted in their entries}. strous or animalistic features. A monstrous humanoid often
possesses supernatural abilities as well. See Table 8-12:
magical Beast Monstrous Humanoids for physical ability scores, recom·
A magical beast is similar to an animal but can have an Intel mended minimum Hit Dice, and damage based on size
ligcncc score higher than 2. A l'Tldgrcal beast might possess Hit Die:d8.
supernatural or extraordindry abilities. or it might be bizarre Base Attack Bonus: Total Hit Dice (see Table 8-2: Crea·
in appearance and habits Sec Table 8 11: Magical Beasts for lure Saves and Base Attack Bonuses)
physical ability scores, recommended minimum Hit Dice, Good Saving Throws: Reflex. Will
and damage based on size. Skill Points: 2 x Int score, plu~ 2 points per Ilit Dice
Hit Die: dlO. beyond 11ID.
Base Attack Bonus: Tolal Hit Dice (see Table 8-2: Crea- Feats: l + lnl modifier (minimum 0), plus 1feat per 4 Hit
lure Saves rind Base N tack Bonum). Dice beyond 1HD.
Good Saving Throws: rortitude, Reflex.
Skill Points: ) x Int score, plus I point per f lit Dice Monstrous humanoids share the following additional traits.
beyond 1HD, or 10-15 points 1f Int score Is 1or 2. Weapon and Armor Proficiency: Morn.trou~ humdnoids
Feats: l + Int niodifier (minimum 0), plu~ 1feat per 4 Hit receive either Archaic Weapons Proficiency or Simple
Diec beyond 1HD. Weapons Proficiency as a bonus feat. They are proficient
with their natural attacks and any weapon mentioned in
Magical beasts share the following additional traits. their entries. Monstrous humanoids noted for wearing - - - -
Weapon and Armor Proficiency: Magical beasts are armor gain the bonus feat Armor Proficiency with whatever
type of armor they are accu~tomed to wearing (light, Hit Die: d8.
medium. heavy). as well as all lighter types. Base Attack Bonus: Total Hit Dice (see Table 8-2: Crea-
Darkvision (Ex): Most monstrous humanoids have dark- ture Saves and Base Attack Bonuses).
vision with a range of 60 feet. Good Saving Throws: Fortitude, Reflex. Will.
Skill Points: 8 • Int modifier per Hit Dice beyond l HD.
Oo2e Feats: 1. plus 1feat per 4 Hit Dice beyond I HD.
An oow is an amorphou~ 01 mutc1blc creature. See Table
8 13: Oom for phy~ical ability scores. recommended mini- Outsiders share the following additional traits.
mum IIii Dice. and damage based on ~ize. Weapon and Armor Proficiency: Outsiders receive either
Hit Die: dlO. Archaic Weapons Proficiency or Simple Weapons Proficiency
Base Attack Bonus: /.of total Hit Dice (see Table 8- 2: as a bonus ledt. Thry arr profir1ent with their natural weap-
Creature Save\ and Ba\e Attack Bonuses). ons and any weapon mentioned in their entries. Outsiders
Good Saving Throws: None. noted for wearing ,11mer gain the bonus feat Armor Profi
Skill Points: None. ciency wilh wh,1tcvl'r type of armor they are accustomed to
Feats: None. wearing (light. medium. heavy). dS well as all lighter types.
Darkvision (Ex): Most outsiders have darkvision with a
Ocues share tlu• fallowing ddd1tional trails. range of 60 feet.
Weapon and Armor Proficiency: Oozes are proficient Special: Outsiders cannot be raised from the dead.
with their natural wec1pons only, but not with armor.
Ability Scores: Ootes have no Intelligence score. Plant
Extra Hit Points: An 001e has no natural armor rating but A plant is a vegetable m.!i1lure. See Table 8 15: Plants for
is dlffirnll to kill becauw of it~ prolopla\mic body. It gains physical ability scores, rccornmenci<.>cl rninirnum Hit Dice.
extra hit points (in cJddiUon to those from ils Hit Dice and and damilge based on SI/£'.
- - - - - - Constitution ~core) according 10 size, as shown on Table 8- 13. Hit Die: d8.
Immunities: Ooze~ are Immune to mind-affecting Base Attack Bonus: 1/1 of tolal 1llt Dice (see Table 8-2:
effects, poison. sleep. paralysl~. stunning, gaze attacks, Creature Saves and Bast> Attack Bonuses).
visual effects, illusions, and other atldck forms that rely on Good Saving Throws: rOrt itude.
sight. Oozes are not \llbject to critical hits, flanking, or the Skill Points: None.
effects of massive damage Feats: None
Blindsight (Ex): Most oom have blindsight with a range
of 60 feet. Plants share the following additional traits.
Weapon and Armor Proficiency: Plants arP proficient
Outsider with their natural weapons only. fhey are not proficient
An outsider Is a nonelernental creature originating from with armor.
some other dimension. reality, or plane. See Table 8-14: Immunities: Plant~ are immune to sleep. paralysis, stun-
Outsiders for physical ability scores. recommended mini- ning, and mind-affecting effect~. They are not subject to
mum Hit Dice. and damage based on size. critical hits or the effects of massive dc1mage.
low-Light Vision (Ex): Most plants with visual sensory Ability Scores: An undead has no Constitution score. It
organs have low-light vision. uses its Charisma modifier for Concentration checks.
Blindsight (Ex): Mosl plants wi1hou1 visual sensory Darkvision (Ex): Most undead have darkvislon with a
organs have blmdsight with a range or 60 feet range of 60 feet.
Immunities: Undead are Immune to poison. sleep, paral-
Undead ysis. stunning, disease, necromantic effects, and mind-affect-
An urxlead is a once-livmg creature animated by spiritual or ing effects. They are not subject to critical hits, nonlethal
supernatural forces. See Table 8-16 for physical ability scores. damage, ability damage. ability drain, energy drain. or effects
recommended minimum Hit Dice. and damage based on size. of massive damage, or any efff'ct requiring a fortitude save
Hit Die: d12. unless the effect also works on ob1ects or 1s harmless.
Base Attack Bonus: I of total Hit Dtee (see Table 8-2: Healing: Undead cannot heal damage on their own if
Creature Saves and Base Attack Bonuses). they have no Intelligence score. Undead can be healed with
Good Saving Throws: Will. negative energy (such as an Inflict llght wounds spell).
Skill Points: 3 x Int score, plus 2 points per Hit Dice Most undead are destroyed immediatl-'ly if reduced to 0 hit
beyond l I ID. points or less.
Feats: I + Int modifier. plus l feat per 4 HD beyond I HD. Special: Undead cannot be raised from the dead.
ll
Gargantuan
Huge
Large
44 45
36 37
28 29
20 21
6- 7
6-7
67
89
-
m
Medium size
Small
12 13
8-9
10-11
12 13
z
c
Tiny 4-5 14- 15
Diminutive 23 16 17
Fine 2- 3 18 19 '/... dl2
w that reduces its speed, this foct is given along with a paren- type on Table 8-2: Creature Saves and Base Attack Bonuses.
-0: thetical note indicating the armor type; the creature's base
unarmored speed follows.
If the creature has other modes of movement, these are
given after the main entry. Unless noted otherwise. modes
of movement are natural (not magical).
Grapplemodifier (Grap)
Whenever acreature makes an opposed grapple check. apply
this modifier to its d20 roll. The total modifier on grapple
checks is determined as follows: base attack bonus+ Strength
modifier • grapple modifier. T~e grapple modifiers for crea- its Strength bonus if it 1s the creature's sole attack or if the
tures of various sizes are given tn Table 8-l: Creature Sizes. creature is wielding a two-handed melee weapon)
The remaining weapons are secondary attacks and take a
Primary Attac~ (Rtk) -5 penalty on attack rolls. Creatures with the Multiattack
feat (see Feats. below) take only a -2 penalty on secondary
If a creature moves more than 5 feet in the same round it
attacks, it makes only a single attack using its primary attacks. Secondary attacks add only one half the creature's
attack bonus. This bonus includes modifications for size and Strength bonus to the damage.
Strength (for rnelee attacks) or Dexterity (for ranged Creatures that do not normally carry ranged weapons (a
attacks). A creature with the Weapon Finesse feat can use its flesh golem. for example} are still give~ a ranged att~ck
Dexterity modifier on its primary attack. The damage and bonus for situations in which they might be throwing
primary weapon type are noted in parentheses. objects at a target.
A creature's primary attack damage includes its full
Strength modifier 0.S times its Strength bonus if it is the fighting Space (fS}
creature's sole attack). Fighting space approximates the amount of space a creatur.e
Use the creature's primary attack bonus whenever the needs to move and fight effedively. and how much space 1t
creature makes an attack of opportumty. occupies on a grid of 5-foot·by-5-foot squares Table 8-l:
Creatures can attack with natural weapons. manufactured Creature Sizes gives the fighting space for creatures of any
weapons. or sometimes both given size. although variations and exceptions are possible.
For example, a Colossal creature normally has a 30·foot-by-
natural Weapons . 30-foot fighting space. but some Colossal creatures can
Natural weapons include teeth. claws. horns and the Uke. occupy even larger fighting spaces
The number of attacks along with the weapon (2 claws. for
example}, attack bonus. and form of attack (melee or
ranged) are provided in a creature's entry ~nless noted Reach
otherwise, natural weapons threaten cntteal tuts on a natu- A creature's reach is the distance at which it can strike targets
ral attack roll of 20. with irs natural weapons without needing to adjust its posi-
If any attacks also cause some special effect other than tion on the grid. A creature using its natural weapons threat-
damage (poison, disease. energy drain, paralysis, and so ens all squares within its reach. When measuring diagonally,
forth), that information Is given along with the damage. every second square counts as two squares. Table 8-1: Crea-
Unless noted otherwise, creature~ deal double damage on ture Sizes provides the typical reach for creatures of any
critical hits. given size. The GM may adjust the values in the table by -5
Natural weapons have types JUSt as other weapons do. feet or +S feet for creatures that have less than normal or
The most common types are summarized below. greater than normal reach. For example. a Large creature typ-
Bite: The creature attacks with it~ mouth. dealing pierc- ically has a reach of 10 feet. but a displacer beast (a La~ge
ing damage. creature) has a reach of 5 feet with its bite and 15 feet with
its tentacles ---~
Claw or Rake: The creature rips with a sharp appendage.
dealing slashing damage. Unlike the wielder of a reach weapon such as a spear. a
Gore: The creature spears the opponent with an antler. creature with greater than normal reach (more than 5 feet)
horn, or similar appendage. dealing piercing damage. can still strike creatures next ro it. Acreature with greater
Slap or Stam: The creature batters opponents with an than normal reach usually gets an attack of opportunity
appendage dealing bludgeonmg damage against you 1fyou approach it. because you enter a square ~t
Sting: The creature stabs with a stinger. dealing piercing threatens before you can attack it (This does not apply 1f
fOU take a 5-foot step.) Large or larger creature~ with reach
damage. Stings are usually poisoned.
\•,eapons can strike targets out to double ·heir reach but
manufactured Weapons cant stnke at targets within their normal reach or less.
Creatures that use swords. batons. cleavers. firearms. and Acreature with a 0-foot reach must move into the fight-
the like follow the same rules as characters. including those ing space of its target to attack it. provoking an attack of
for multiple attacks and two-weapon fighting penalties. opportunity from the target as the creature enters the
target's fighting space and threatened area. Also, creatures
with O·foot reach do not threaten the squares around them.
Pull Attach (full Rth)
Acreature that takes no more than a S foot step during its
turn can make a fu ll attack using all of its natural weapons. Special Qualities (SO)
Acreature's full attack includes both its primary attack and Many creatures have unusual abilities. which can inclu~e
its secondary attacks (if any). special attack forms. resistance or vulnerab1hty to certain
The primary attack bonus includes modifications for size types of damage and enhanced senm. among others.
A special quality can be extraordinary (Ex). spell-like (Sp).
and Strength (for melee attacks) or Dexteuty (for rang~
attacks). Acreature with the Weapon Finesse feat ~an~ rrs or supernatural (Su).
Dexterity modifier on melee attacks A creatures pnmary Extraordinary: Extraordinary abilities are nonmagical and
attack damage includes its full Strength modifier (l.S times are not subject to anything that disrupts magic. Using an
extraordinary ability is a free action unless noted otherwise.
u2ofVlODERr
Spell-Like: Spell-likeabilities are magical and work just like Breath Weapon (Su): A breath weapon attack usually
spells, though they have no verbal, somatic, material, focus, or causes damage and is often based on some type of energy
XP components. They are subject to spell resistance. (such as fire). It allows a Reflex save for half damage with a DC
Spell-like abilities usually have a limit on the number of equal to 10 +1/ 7 breathing creature's HD + breathing creature's
times they can be used. Aspell-like ability that can be used Constitution modifier (the exact DC is given in the creature's
''at will" has no use limit. Using a spell-like ability is an Species Traits). Acreature is immune to its own breath weapon
attack action unless noted otherwise, and doing so while and those of others of its kind unless noted otherwise.
threatened provokes attacks of opportunity. A spell-like Constrict (Ex): The creature crushes the opponent. deal-
ability can be disrupted just as a spell can be. ing bludgeoning damage, after making a successful grapple
For creatures with spell-like abilities, a designated caster check. The amount of damage is given in the creature's
level serves to define how difficult it is to dispel their spell- entry. If the creature also has the improved grab ability (see
like effects and to define any level-dependent variable the below), it deals constriction damage in addition to damage
abilities might have. The creature's caster level never affects dealt by the weapon used to grab.
which spell-like abilities the creature has: sometimes the Damage Reduction (Su): The creature ignores damage
given caster level is lower than the level a spe\lcasting char- from most weapons and natural attacks. Wounds heal im-
acter would need to cast tHe spell of the same name. mediately, or the weapon bounces off harmlessly (in either
The saving throw (if any) for a spell-like.ability is 10 +the case, the opponent knows the attack was ineffective). The
level of the spell the ability resembles or duplicates + the creature takes normal damage from energy attacks (even
creature's Charisma modifier. nonmagical ones), spells. spell-like abilities. and supernatu-
Supernatural: Supernatural abilities are magical but are not ral abilities. A magic weapon or a creature with its own
subject to spell resistance. Using a supernatural ability is an damage reduction can sometimes damage the creature nor-
attack action unless noted otherwise. Supernatural abilities mally. as noted below.
may have a use limit or be usable at wilt, just like spelt-like abil- The entry indicates the amount of damage ignored (usu-
ities. However, supernatural abilities do not provoke attacks of ally 5 to 25 points) and the type of weapon that negates .the
opportunity and never require Concentration checks. ability. For example, the werewolf's damage reduction is
"15/ silver." Each time a foe hits a werewolf with a weapon,
Common Special Qualities the damage dealt by that attack is reduced by 15 points (to a
Common special qualities include the following. minimum of 0). However, a silver weapon deals full damage.
Ability Score Reduction (Su): Some attacks reduce an Any weapon more powerful than the type listed in the
opponent's score in one or more abilities. This loss can be note also negates the ability. A weapon With an enhance-
permanent or temporary ment bonus due to magic is considered more powerful than
Permanen t Ability Drain: This effect permanently any weapon that does not have such a bonus. For example,
reduces a living opponent's ability score when the creature a werewolf [damage reduction 15/silver) takes normal
hits with a melee attack. The creature's descriptive text damage from weapons with +l or better magital bonuses,
gives the ability and the amount drained. If an attack that but not from nonmagical weapons made from material
- , , - - -...- causes permanent ability drain scores a critical hit, it drains other than silver, and not from keen weapons or weapons
twice the given amount (if the damage is expressed as a die with other special magical properties,
range, roll two dice). A draining creature heals 5 points of For purposes of harming other creatures with damage
damage (10 on a critical hit) whenever it drains an ability reduction. a creature's natural weapons count as the type
1
score no matter how many points it drains. If the amount of that ignores its own innate damage reduction. However.
healing is more than the damage the creature has taken, it damage reduction from spells, such as stoneskin does net
1
gains any excess as temporary hit points. confer this ability. The amount of damage reduction is irrel-
Some ability drain attacks allow a Fortitude save with a DC evant. For example, a gargoyle (damage reduction 15/+l)
oflO +1/i draining creature's HD+ draining creature's Charisma deals full damage to a werewolf, as if the gargoyle's attack
modifier (the exact DC is given in the creature's descriptive were made with a +l weapon.
text}. If no saving throw is mentioned. none is allowed. Darkvision (Ex): The creature can see in total darkness,
Temporary Ability Damage: This attack damages an out to the specified range (usually 60 feet). Dark.vision is
opponent's ability score. The creature's descriptive text black-and-white only, but is otherwise like normal light.
gives the ability and the amount of damage. If an attack that Energy Drain (Su): This attack saps a livlng opponent's
causes ability damage scores a critical hit, it deals twice the vital energy. With each successful melee attack. the creature
given amount (if the damage is expressed as a die range, roll bestows one or more negative levels. If an attack that
two dice). Temporary ability damage returns at the rate of l includes an energy drain scores a critical hit, it drains double
point per day. the given amount. For each negative level inflicted on an
Blindsight (Ex): Using nonvisual senses, such as sensitiv· opponent, the draining creature heals Spoints of damage. If
ity to vibrations. scent, acute hearing, or echolocation. the the amount of healing is more than the damage the creature
creature maneuvers and fights as well as a sighted creature. has taken, it gains any excess as temporary hit points that
Invisibility and darkness are irrelevant. The ability's range is remain for a maximum of l hour.
specified in the creature's descriptive text. The creature usu- For each negative level, the opponent takes a -1 penalty
ally does not need to make Spot or Listen checks to notice on all skill checks and ability checks, attack rolls, and saving
creatures within range of its blindsightability. throws, and loses one effective level or Hit Die (whenever
0
level is used 1n a die roll or calculation). AMage. Acolyte. or prevents sight. The creature with the gaze attack gains total
other character with spellcast1ng ability loses the ability to concealment against the opponent.
cast one spell of the highest level she can cast (player's A creature with a gaze dttack can actively gaze as an
choice); this loss persists until the negative level is removed. attack ad1on by choosing a target within range. Thal oppo-
Negative levels remain until 24 hours have passed or until nent must attempt a saving throw but can try to avoid the
removed with a spell such as restoration. If a negative level gaze as described above. Thus, a target may need to save
is not removed before 24 hours have passed, the afflicted against a creature's gaze twice during the same round: once
opponent must attempt a Fortitude save with a DC of 10 + / , before the target's action and once during the creature's turn.
draining creature's HD +draining creature's Charisma modifier A creature is immune to its own gaze attack unless
(the exact DC 1s given In the creature's Species Traits). On a otherwise noted.
success. the negative level goes away with no harm to the Improved Grab (Ex): If the creature hits with a melee
creature. On a failure, the negative level goes away. but the weapon (usually a claw or bite attack), It deals normal
creature's level is reduced by one. Aseparate saving throw is damage and attempts to start a grapple as a free action,
required for each negative level. Acreature that loses all of doing so without provoking attacks of opportunity. No ini-
its levels or Hit Dice dies and, depending on the source of the tial touch attack is required. Unless otherwise stated,
energy drain, might rise as an undead creature of some kind. improved grab works only against opponents at least one
Fast Healing (Ex): The creature regains hit points at an size category smaller than the creature. ASmall or smaller
exceptionally fast rate, usually 1 or more hit points per creature using improved grab does not apply its grapple
round. (For example, a vampire has fast healing 5, meaning modifier to its grapple check.
that 1t regains 5 hp of damage per round.) Fast healing stops The creature has the option to conduct the grapple nor-
working when a creature Is reduced to -10 hp or fewer. mally. or simply use the part of its body it used in the
Except as noted here. fast healing works just like natural improved grab to hold the opponent If it chooses to do the
healing (see page 142). latter, it takes a -20 penalty on grapple checks but is not
Fast healing doesn't provide any benefit against attack considered grappled itself; the creature does not lose its
forms that don't deal hit point damage (such as poison). Fast Dexterity bonus to Defense. still threatens an area, and can
healing also doesn't restore hit points lost to starvation. use its remaining attacks against other opponents.
thirst or suffocation. and 1t doesn't allow a creature to Asuccessful hold does not deal additional damage unless
regrow or reattach severed body parts. the creature also has the constrict ability (see above}. If the
Fear Aura (Su): Afear aura either operates continuously creature does not constrict. each successful grapple check it
or can be used at will. In either case. it's a free action. This makes during successive rounds automatically deals the
ability can freeze an opponent (such as a mummy's despair) damage given for the attack that established the hold.
or function like the fear spell. Other effects are possible. When a creature gets a hold after an improved grab
Negating the fear effect requires a successful Will save with attack. it pulls the opponent into its space. This act does
a DC equal to 10 + Ii fearsome creature's HD + fearsome not provoke attacks of opporturnty. The creature Is nol con-
creature's Charisma modifier (the exact DC is given in the sidered grappled while it holds the opponent. so it still
creature's descriptive text). threatens ad1acent squares and retains its Dexterity bonus. ft - - - - -
Gaze (Su): A gaze attack takes effect when opponents can even move, provided it can drag the opponent's weight.
took at the creature's eyes. The attack can have almost any Low-Light Vision (Ex): Acreature with low-light vision
sort of effect petrification. death. charm. and so on. The can see twice as far as normal in poor lightning conditions.
typical range Is 30 feet. but check the creature's entry for The creature can still distinguish colors. even in dim lighting.
details. The type of saving throw for a gaze attack varies. but Poison {Ex): Poison attacks deal initial damage. such as
it is usually a Wilt or Fortitude save. The DC Is equal to 10 + temporary ability damage (see above) or some other effect,
'/, gazing creatures HD+ gazing creature's Charisma modifier to the opponent on a failed Fortitude save Unless otherwise
(the exact DC is given in the creature's Species Traits). Asuc- noted. another saving throw is required 1minute later (regard-
cessful saving throw negates the effect. less of the first save's result) to avoid secondary damage.
Each opponent within range of the gaze attack must The Fortitude save against poison has a DC equal to 10 +
attempt a saving throw each round at the beginning of his or /: poisoning creature's HD + poisoning creature's Constitu-
her turn. Opponents can avoid the saving throw by averting tion modifier (the exact DC is given in the creature's Species
their eyes or by using a barrier to sight. Traits). A successful save negates the damage.
Averting One's Eyes: The opponent avoids looking at Power Resistance (Ex): Acreature with power resistance
the creature's face and instead looks at its body, watching its can avoid the effects of psionic powers that directly affect
shadow, tracking it in a reflective surface, or the like. Each it. To determine whether a spell or spell-like ability works,
round. the opponent has a 50% chance to not need to make the psionic power rnanifester must make a level check
a saving throw against the gaze attack. The creature with the (ld20 +rnanifesters level). If the result equals or exceeds the
gaz:e attack, however. gains one-half concealment against creature's power resistance. the power works normally.
that opponent. although the creature is still allowed a saving throw.
Barrier to Sight: An opponent that cannot see the crea- Psionics (Sp): Psionlcs refers to abilities the creature
ture at alt cannot be affected by its gaze attack. This can be generates with the power of its mind. Most psionic abilities
accomplished by turning one's back on the creature, shut- can be used at will and have no use limit. See Chapter Ten:
ting one's eyes. or wearing a blindfold or head covering that FX abilities for more on psionics.
a20MODERN
Regeneration (Ex):This ability makes the creature imper- dependingon the strength of the quarry's odor, the number
vious to ITl()St types of damage. Any damage dealt to the of creatures being tracked, and the age of the trail. For each
creature that falls below its massive damage threshold hour that the trail is cold, the DC increases by 2. The ability
doesn't reduce its hit points. unless that damage is of a type otherwise follows the rules for the Track feat (see page 88}.
it is specifically vulnerable to, as mentioned in the creature's Creatures tracking by scent ignore the effects of surface
description. (The troll, for example, is vulnerable to acid and conditions and poor visibility.
fire damage.) Massive damage that doesn't match the crea- Spell Resistance (Ex}: Acreature with spell resistance
ture's vulnerability reduces its hit points. but such damage can avoid the effects of spells and spell-like abilities that
automatically heals at a fixed rate, as detailed in the creature's directly affect it. To determine whether a speLI or spell-like
ciescription. When the creature takes massive damage from ability works, the spellcaster must make a level check(ld20
an attack type it isn't vulnerable to, a failed save renders it + caster level). If the result equals or exceeds the creature's
dazed for 1round (instead of reducing it to - 1hit points). spell resistance, the spell works normally, although the
Damage the creature is vulnerable to deals damage with creature is still allowed a saving throw.
every successful attack. Such damage can't be regenerated, Spells (Sp): Some creatures can cast arcane spells or
and massive damage from such an attack follows the hormal divine spells just as Acolytes, Mages, and other spellcasters
massive damage rules {see page 141). (and can activate magic items accordingly). Tl1ese creatures
For example, firing a Desert Eagle at a troll won't even are subject to the same speltcasting rules as characters.
cause it to blink unless you deal massive damage in a single Spellcasting creatures are not members of an advanced
attack. For the troll (which has a Constitution of 23), that class unless their entries say so, and they do not gain any
means dealing 23 or more points of damage in a single attack, class features. For example, a c;reature that casts arcane spells
and ym/11 need a critical hit to do that. In the next round, the as a Mage cannot acquire a fam iliar. A creature with access to
troll is dazed but begins to regenerate the damage, healing 5 divine spells must prepare them in the normal manner.
hit points. If you hit the troll with a thermite grenade, which Swallow Whole (Ex}: If the creature begins its turn with
deals fire damage, the damage would not be regenerated. an opponent held in its mouth {see improved grab, above).
Regeneration doesn't provide any benefit against attack it can attempt a new grapple check (as though attempting
forms that don't deal hit point damage (such as poison}. to pin t he opponent). If it succeeds, it swallows its oppo-
Regeneration also doesn't restore hit points lost to starva· nent arid deals bite damage. Unless noted otherwise, the
tion, thirst, or suffocation. opponent can be up to one size category smaller than the
Regeherating creatures can regrow and reattach severed swallowing creature.
body parts. Severed parts that aren't reattached wither and Being swallowed has various consequences dependingon
die norma!Cy. Regeneration continues to work no matter the creature. but a swallowed opponent is considered grap-
how low the creature's hit points drop, restoring lost hit pled, while the creature is not. Aswallowed opponent can
points from any damage other than from attackforms the try to ·Cut its way free with any light piercing or slashing
creature is specially vulnerable to. weapon (the amount of cutting damage requir·ed to get free
Resistance to Energy (Ex}: The creature ignores some is noted in the creature's descriptive text), or it can just try
damage of the given energy type (acid, cold, electricity, fire, to escape the grapple. If the swallowed opponent chooses
or sonic/concussion) each time the creature is subjected to the latter course. success puts it back in the creature's
such damage. The entry indicates the amount and type of mouth, where it may be bitten or swallowed again.
damage ignored. For example. a fiend with electricity resist- Trample (Ex): As an attack action during its turn each
ance 10 ignores the first 10 points of damage dealt by an round. the creature can run over an opponent at least one
electricity attack. size category smaller than itself, entering the opponent's
Scent (Ex): This ability allows the creature to detect fighting space to do so. The trample deals bludgeoning
approaching enemies, sniff out hidden foes, and track by damage, and the creature's descriptive text lists the amount
sense of smell. Creatures with the scent ability can identify Trampled opponents can attempt attacks of opportunity,
familiar odors just as humans do familiar sights. but these incur a - 4 penalty. If they do not make attacks of
The creature can detect opponents within 30 feet by opportunity, trampled opponents can attempt Reflex saves
sense of smell. If the opponent is upwind, the range for half damage. The save DC equals 10 + 1/ 1trampling crea-
increases to 60 feet if downwind, it drops to 15 feet. Strong ture's h!D +trampling creature's Strength modifier (the exact
scents, such as smoke or rotting garbage, can be detected at DC is given in the creature's descriptive text}.
twice the ranges noted above. Overpowering scents, such as Turn Resistance {Ex): The creature (usually undead)
troglodyte stench. can be detected at triple normal range. resists attempts by divine spelkasters to turn it (see Turn or
When a creature detects a scent. the exact location is not Rebuke Undead, page 324). When resolving a turn or rebuke
revealed-only its presence somewhere within range. The attempt, add the given bonus to the creature's Hit Dice total.
creature can take a move or attack action to note the direc-
tion of the scent. If it moves within 5feet of the source. the Allegiances (AL)
creature can pinpoint that source.
This entry lists the creature's most likely allegiances. in order
A creatu re with the scent ability can follow tracks by
frommost important to least important. Fantastic creatures
smell, making a Wisdomcheck to find or follow a track. The
often have allegiances to a moral or ethical philosophy as
typical DC for a fresh trail is 10 (no matter what kind of sur-
well as allegiances to masters. groups. organizations, owners,
face holds the scent). This DC increases or decreases
or creators. See Allegiances, page 37, for more information.
dioMODERN
Saves (SU) simple instincts or programmed instructions. It is immune to
Acreatures Fortitude. Reflex, and Will saving throw modi- all mind affecting effects and automatteally fails lntelli·
fiers take into account the creature's type. ability score gence checks
Wisdom; Any creature that can perceive its environment
mod1f1ers, feats, and any special qualf ties.
in any fashion has at least 1point of Wisdom. Anything with
no Wisdom score Is an object, not a creature. Anything
Action Points (AP) without a Wisdomscore also has no Charisma score.
Creatures have no action points. However, creatures can Chansma: Any creature capable of tellfng the-difference
gain action points by taking levels in a heroic character between itself and things that are not itself has at least l
class. [very time a creature picks up a heroic class level, it point of Charisma. Anything with no Charisma score Is an
gains a number of action points equal to 5 .- one-half its object. not a creature. Anything without a Charisma score
heroic character level (not counting the creature's starting also has no Wisdom score.
Hit DICe). Like most heroic characters, however, creatures
with heroic class levels will have spent a certain number of
action points in the course of their "heroic" careers. S~ills
Assume that a creature has a number of action points This section lists alphabetically all the creature's skills by
remaining equal to one-half of its heroic class leveh. For name along with skill modifiers that include ad1ustments for
example, a creature with three levels ofTough hero and two ability scores and any bonuses from reals or species abilities
levels of Smart hero has 2action points. (unless otherwise noted in the descriptive text}. All listed
skills were purchased as class skills unless the creature
acquires a character class (see Advancement. below).
Reputation (Rep) Automatic Languages: Some creatures read. write, or
Acrcaturc has a Reputation bonus of .-Q but may increase speak unique languages that heroes don't know anything
the bonus by taking levels in a character class. about. The GM determines whether a hero Is capable of
learning one of th~e unique languages and the method by
Abilities which that language can be learned
Creatures have the same six ability scores as characters:Strength
(Str), Dexterity (Dex), Constitution (Con), Intelligence (Int), feats
Wisdom (Wis), Charisma (Cha). ExceptIons are noted below. This section lim alphabetically all the creature's foats.
Strength: Quadrupeds can c.my heavier loads than Most creatures use the same feats that are available to
bipedal characters. See Carrying Capt1city. page 171. characters. but some have access to the Mulliattack rcat
Intelligence: Acreature can speak all the lc1nguages men (described below).
tloncd In its descriptive text. Any creature with an Intelli-
gence score of 3or higher understarl<h at least one language. ffiultiattac~
Nonabilities: Some creatures lack certain ability scores. The creature is adept at using all its natural weapons at once.
These creature's do not have an ability !>Core of 0-they lack Prerequisite: Three or more natural weapons. - - - -·
the ability altogether. The modifier for a nonability 1s .-o. Benefit: The creature's secondary attacks with natural
OthP.r effects of nonabilit1es are as follows. weapons take only a -2 penalty.
StrPngtlt: Any creature that can physically manipulate Normal: Without this feat. the creature's secondary nat-
othP.r obj0c.I~ has at lea.st 1 point of Strength. A creature ural attacks take a -5 penalty.
with no Strength score can't exert force, usually because it
has no physical body or because it is 1rnrnobile.The creature
automatically fails Strength checks If the creature can Advancement
attack. it applies its Dexterity modifier to its base attack The GM can improve a creature by increasing Its Hit Dice
bonus instead of a Strength mod1fier
Dextenty Any creature that can move has at least 1
point of Dexterity. A creature with no Dexterity score can't
The Advancement entry indicates the increased Hit Dice
{and often size) of the creature or indicates that the creature
can advance by character class. z
I~
move. If 1t can act (such as by ca>tlng spells), the creature
applies its Intelligence modifier instead of its Dexterity Increasing Hit Dice
modifier to initiative checks. The creature fails all Reflex As a creature gains Ilit Dice, many of its game statistics change.
saves and Dexterity checks. Sixe: Adding Hit Dice to a creature can also increase its
Constitution: Any living creature has at least I point of
size. An increase in size affects a creature's Defense, attack
Constitution.Acreature with no Constitution has no body or rolls, and grapple checks. as shown on Table 8-1: Creature
no metabolism It rs immune to any effect that requires a For- Sizes, as well as physical ability scores and damage, as
titude save unless the effect works on ob1ects or is harmless. shown on Tables 8- 3through 8-17 (see also Type. page 218).
The creature 1s also immune to ability damage, ability drain. Defense: An increase in size affects a creature's Defense,
and energy drain. and it always fails Constitution checks. as shown on Table 8-1: Creature Sizes An Increase in size
Intelligence: Any creature that can think. learn. or might also improve a creatures natural armor bonus to
remember has at least l point of Intelligence. A creature Defense, as shown on Table 8-18: Adjustments to Physical
with no Intelligence score is an automaton. operating on Abilities and Natural Armor. Note that a natural armor
bonus stacks with an equipment bonus from armor.
U'1
Fine Diminutive -2
Diminutive Tiny +z -2
Tiny Small +4 -2
Small Medium-size +4 -1 +2
Medium-size Large +8 -2 ~4 f2
Large Huge +8 -2 t4 +3
Huge Gargantuan +8 f4 ~4
Gargantuan Colossal +8 +4 •S
1 Repeat tht' adjust!N'nt if the creaturt' moves up more than one size category. For example, a creature that advances from Small to Large gains
•12 Strength. -4 Dexterity. •6 Constitution. and a•2 natural armor bonus to Defense.
Attack Bonus: Table 8 2: Creature Saves and Base Attack acter level equals its Hit Dice plus the number of character
Bonuses shows how a creature's base attack bonus improves class levels it has. Creatures with 1or fewer Hit Dice count
as it gains Hit Dice. A change in the creature's size also mod- only their character class levels.
ifies its attack rolls, as shown on Table 8-1: Creature Sizes. Sii:e: Adding character classes to a creature never affects
Both values must be counted when recalculating a creature's its size.
attack bonus. Skills: Creatures that take levels of a character class do not
Grapple Modifier: An increase in size affects a creature's gain as many skill points as a human character of the same
grapple modifier. as shown on Table 8-l: Creature Sizes. class. Creatures get 4 fewer skill points at 1st level than a
Damage: An increase in size also increases the amount of human character and 1fewer skill point each level thereafter;
damage a creature deals with its natural weapons, as shown see Table 8 20: Skill Points per Class level for Nonhumans.
on Tables 8-3 through 8 17.
Saving Throws: Table 8-2: Creature Saves and Base At- TABLE 8-20:
tack Bonuses shows how a creature's saving throw bonuses
improve as it gains Hit Dice.
Ability Scores: An increase rn size affects a creature's Strong 2 + Int modifier
Strength, Dexterity, and Comtitution, as shown on Table Fast 4 + Int modifier
8-18: Adjustments to Physical Abilities and Natural Armor. Tough 2 + lnl modifier
Skills and Feats: As shown on Table 8-19: Bonus Skill Srnart 8 • Int modifier
Points and Feats by Creature Type, a creature may gain addi- Dedicated 4 • Int modifier
tional skill points and feats depending on its type. Charismatic 6 + Int modifier
- Plant
Undead
Vermin
per extra HD
m
Blindsight (Ex): Bats can "see" by emitting high-fre· oversized, musclebound humans. In rural locations, they might
quency sounds, Inaudible to most other creatures, that spark reports of large vagrants, sasquatch. or werewolves.
Bugbear adults average 7 feet tall and 4SO pounds.
allow them to locate obiects and (features within 30 feet.
I.II
d2
Cat
The statistics given here describe a common housecat.
Species Traits
Skill Bonuses: Cats receive a +8 species bonus on
Balance checks and a +4 species bonus on Hide and
Move Silently checks. In areas of tall grass or heavy
undergrowth, the cat's Hide bonus rises to +8. Cats
use their Dexterity modifier for Climb checks.
Bonus Feats: A cat gains the bonus feats
Weapon Finesse (bite) and Weapon Finesse
(claw).
Crocodile
Aggressive aquatic predators. crocodiles average 11 to l2 f~et
long. They lie mostly submerged in rivers or marshes with
only their eyes and nostrils showing, waiting for prey to Species Traits
come within reach. Huge crocodile~ can be more than 20 Scent (Ex}: This ability allows a de1nonychus to detect
feet long and usually live in salt water. approaching enemies. sniff out hidden foes. and track by
sense of smell. See page 228 for more information.
Species Traits
Aquatic: Crocodiles can move in water without making Deinonychus: CR 3; Large animal: HD 4d8+12; hp 30; Mas 17:
Swim checks and cannot drown in water. lnit +2; Spd 60 ft.; Defense 16. touch 11. flat-footed 14 (-1 size.
Improved Grab (Ex): To use this ability, a crocodile must +2 Dex. +5 natural): BAB+3: Grap +11; Atk +6 melee !2d6+4,
hit an opponent of its S1Ze or smaller with its bite attack. If rake): Full Atk +6 melee !2d6+4, rake). +1 melee (1d312, 2fore-
it gets a hold. the crocodile grabs the opponent with its claws), +l melee (2d4+2. bite): FS 10 ft. by 10 ft.: Reach 10 ft.;
mouth and drags 1t Into deep water. attempting to pin it to SQ low-light vision, scent: AL none or pack: SV Fort +7,
the bottom. See page 227 for more information. Ref +6, Will +2; AP 0; Rep +O; Str 19, Dex 15, Con 17, Int 2,
Skill Bonus: Crocodiles gain a +12species bonus on Hide Wis 12, Cha 10.
checks when submerged. Skills: Hide +7. Jump• 13. Listen +ll. Spot +11, Survival +9.
Feats: None.
Medium-Site Crocodile: CR 2, Medium size animal: Advancement: 5-8 HD (Large).
HD 3d8•9: hp 22: Mas 17; lnlt +l; Spd 20 ft.. swim 30 ft.:
Defense 15, touch 11. flat footed 14 (•l Dex, +4 natural}:
BAB +2; Grap +6: Atk +6 melee (ld8+6, bite), or +6 melee Displacer Beast
(ld12+6, tail slap); Full Atk +6 melee (ld8+6, bite), or i6 melet! The displacer beast ts a savage and stealthy carnivore that
(ldl2+6. tail slap): FS 5 ft by S ft.: Reach 5 ft.: SQ aquatic, resembles a puma with six legs. glowing green eyes, and two
improved grab. low ltght vision: AL none: SV Fort +6. Ref +4, muscular tentacles growing from its shoulders. The ten-
Will +2' APO: Rep •O Str 19. Dex 12. Con 17. Int 2. Wis 12, tacles end in pads equipped with horny ridges. Adisplacer
Cha 2. beast has luxurious blue black fur and a long. feline body
Skills: Hide •l !+19 when submerged). Listen +5, Spot •5. and head.
Feats: None Displacer beasts attack opponents with their tentacles
Advancement: 4 5 HD (Medium-size); 6-7 HD (Large). and bite. Displacer beasts favor small game but will eat any·
thing they can catch. They regard all other creatures as prey
Huge Crocodile: CR 4: Huge anlmal: HD 7d8+28; hp 59; and tend to attack anything they meet. When spotted. they
Mas 19; lnit +1: Spd 20 ft .. swim 30 ft .. Defense 16, touch 9, are often mistaken for giant night black cats or mastiffs.
flat-footed 15 (-2 size. +1 Dex,+/ natural): BAS +5; Grap •21: Displacer beast adults average 10 feet long and 500 pounds.
Atk +11 mclee (2d8j ll. bite). or +11 melee (ld12+ 17. tail slap);
Full +ll melec (/d8•12. bite). or+ 11 melee (ldl2+12. tail slap); Species Traits
FS 15 ft. by 15 ft.: Reach 10 ft.: SQ aquatic. Improved grab, Displacement (Su): A light-bending effect continually
low light vision: AL none. SV Fort t9, Ref •6, Will +3; APO; surrounds a displacer beast, making It difficult to surmise
Rep •O: Str 27, Dex 12. Con 19. Int 1. Wis 12. Cha 2. the creature's true location Any rnclec or ranged attack - - -•
Skills: Hide +0 (+4 while submerged). Listen +5. Spot +5. directed at 1t has a 50% miss chance unless the attacker can
Feats: None. locate the beast by some means other than sight. A true
Advancement: 8-16 HD (Huge); 17· 321 ID (Gargantuan). seein8 effect allows the user to see the beast's position, but
see invisibility has no effect.
Keen Sight {Ex): Displacer beasts have darkv1sion with a
Oeinonychus range of 60 feet and low light vision.
This fast. carnivorous dinosaur Is sometimes called a Resistance to Ranged Attacks (Su): Adisplacer beast
velociraptor. Despite being 12 feet long, a deinonychus gains a+ 2 resistance bonus on ~aves against any ranged spell
stands only about 6 feet tall. Its tail extends straight out or ranged magical attack that specifically targets it (except
behind itself. held aloft by an intricate structure of bony for ranged touch attacks).
supports. thus allowing lh weight to be carried entirely Skill Bonus: A displacer beast receives a -+8 species
by the back legs. An adult specimen weighs about bonus on Hide checks. thanks to its displacement ability.
600 pounds.
A deinonychus 1s bright green, orange. red. or yellow Displacer Beast: CR 4: Large magical beast; HD 6dl0•18; hp
along its back and flanks, with a much lighter shade of 51; Mas 16; lnit +2: Spd 40 ft.; Defense 16, touch 11, flat· footed
the same color on its underside. The body has dark 14 (-1 size. +2 Dex. +5 natural): BAB •6; Grap +14: Atk +9 melee
stripes or spots. (1d6•4, tentacle); Full Atk +9 melee !ld6•4. 2 tentacles). +4
In combat, a delnonychus uses a terrible combination of melee (1d8+2, bite): FS 10 ft. by 10 ft.; Reach S ft. (btte), 15 ft.
speed. grasping forearms. large teeth, and hind legs with (tentacle): SQ displacement. keen sight, resistance to ranged
ripping talons. It hunts by running at prey, leaping, and attacks: AL evil. law: SVFort ~a. Ref •7, Will +3: APO; Rep +0;
raking with its rear talons as it claws and bites. The rakes Str 18, Dex 15. Con 16. Int 5, Wis 12. Cha 8
count as one attack. The creature has a relatively large Skills: Hide +12. Listen +3, Move Silently ~7. Spot +6.
brain for a dinosaur. and its pack hunts with cunning tactics. Feats: Alertness, Dodge.
When charging, 1t uses only its rake attack, dealing 2d6+6 Advancement: 7-9 HD (large); 10-18 HD (Huge).
points of damage.
d20MODERN
Advanced Displacer Beast: CR 7; Huge magical beast Scent (Ex): This ability allows a ferret to detect
HD lOdlO+SO; hp 105; Mas 20: lmt +1; Spd 40 ft.: Defense 17. approaching enemies. sniff out hidden foes. and track by
touch 9, flat-footed 15 H size. +l Dex, +8 natural): BAB +10; sense of smell. See page 228 for more information.
Grap +/I; Atk +16 melee (2d4+8. tentacle); Full Atk +16 Skill Bonuses: A ferret receives a +8 species bonus on
melee (2d4+8, 2 tentacles). • 14 melee (2d6+4, bite); FS 15 ft. Balance checks and a +4 species bonus on Move Silently
by 15 ft.: Reach 10 ft. (bite). 20 ft. (tentacles): SQ displace- checks. It uses its Dexterity modifier for Climb checks.
ment. keen sight, resistance to ranged attacks; AL evil, law; Bonus Feat: A ferret gains the bonus feat Weapon
SV Fort •12, Ref +8, Will •4: AP O: Rep +O: Str 26, Dex 13. Finesse (bite).
Con 20, Int S, Wis 12, Cha 8.
Skills: Hide +8, Listen +S, Move Silently +7, Spot +8. Ferret: CR /.; Tiny animal; HD 'Ii d8; hp 2; Mas 10; lnit +2;
Feats: Alertness. Dodge, Mult1attack. Spd 20 ft., climb 20 ft.: Defense 14, touch 14, flat-footed 12
{+2 size, +2 Dex); BAB +0; Grap -12; Atk +4 melee (ld3-4,
Dog bite); Full Atk +4 melee (ld3 4, bite); FS 2 1/1 ft. by 2 1/, ft.;
The statistics presented here describe both Small and Reach 0 ft.: SQ attach. low light vision, scent; AL none:
Medium-~i7e dogs. Small dogs Include terriers and wild
SV Fort +2. Ref +4, Will +1; AP 0; Rep tO; Str 3, Dex 15, Con 10,
canines such as coyotes. jackals. and African wild dogs. Int 2. Wis 12, Cha 5.
Medium size dogs include guard dogs and police dogs. Skills: Balance +10, Climb ~11. Hide• 13, Move Silently ~9.
Spot +4,
Species Traits Feats: Weapon Finesse (bite).
Scent (Ex): This ability allows a dog to detect approach- Advancement: None.
ing enemies, sniff out hidden foes, and track by sense of
smell. See Special Qualities for more information riend
Skill Bonus: Dogs gain a .. 2 species bonus on Jump Otherworldly beings of terrible power. fimd~ are physical
checks. Dogs also gain a •4 species bonus on Survival checks manifestations of evil and corruption that e~ist to inflicl
when 1rack1ng by scent pain. fuel hatred, or spread despair. They art' universally vio-
lent. greedy. and perverst>. Tht'ir greatest pleasure is Lo
Small Dog: CR /1, Small animal: HD ld8+2; hp 6: Mas 15: tempt mortals to become as depravl'CI as they are.
Init +3; Spd 40 ft.; Defense M. touch M. flat-footed ll (• 1size, Fiends appear in countless form~. c1lthough their physical
+3 Dex): BAB •O; Grap - 3: Atk +2 mdce (ld4t I. bite): Full characteristics often reflect some sin or other vile aspect.
Atk •2 melee (ld4+1. bite): FS S ft. by S ft.: Reach 5 ft.; SQ For instance. a ncnd of gluttony might take the form of a
~cent; AL none or owner: SV Fort +4, Ref+~. Will +l; APO: corpulent humanoid with an Insatiable appetite. while a
Rep +O; Str 13, Dex 17, Con IS, Int 2, Wis 12, Cha 6. fiend of decay might manifest as a black. ~kcletal creature
Skills: Jump +3. Listen +S, Spot +5, Survival +1 (+Swhen with a foul. rotting strnch.
tracking by scent), Swim-+), All fiends are outsiders. Use the Inforrnatlon about out-
Feats: None. siders (page 222) to create new fiends
Advancement: None.
Species Traits
Medium·Slte Dog: CR 1: Medium-size animal: HD 2d8+4; hp Fiends have the following traits.
13; Mas 15; lnit •2: Spd 40 ft.: Defense 13. touch 12, flaHooted Variable Size: Depending on their size, fiends gain a size
11 (+2 Dex, •l natural); BAB +I; Grap +3; Atk +3 melee Od6-13, bonus or penalty on attack rolls, a size bonus or penalty to
bite): Full Atk •3 melee (1d6+3. bite): FS 5 ft. by 5 ft.; Reach 5 Defense, and a size bonus or penalty on Hide checks and
ft.; SQ scent; AL none or owner; SV Fort +S, Ref +5, Will +1; grapple checks. See Table 8 1: Creature Sizes for attaclc and
AP 0; Rep •O; Str I~. Dex 15. Con 15, Int 2. Wis 12. Cha 6. Defense modifiers based on me. as well as for a fiend's typ-
Skills: Jump •4, Listen +5, Spot +5, Survival +l (+5 when ical fighting space and reach
tracking by scent). Swim •S. Natural Armor: A fiend has preternaturally tough skin
Feats: None. and gains a natural armor bonus to Defense The bonus
Advancement: None. depends on its size. and higher bonuses are allowable: Tiny
or smaller +2, Small ; 5, Medium-size +9. Large+14. Huge +16.
Perret Gargantuan •18, Colossal •10.
Ferrets are aggressive predators but usually confine them- Immunities (Ex): A fiend is immune to one or more spe-
selves to smaller prey. The statistics presented here can also cific types of energy or weapon damage. Roll on Table 8-21:
apply to weasels. Fiend Immunities. Resistances. and Damage Reduction.
Resistance to Energy (Ex): Afiend Is resistant to one or
Species Traits more specific types of energy damage. Roll on Table 8-21:
Attach (Ex): If a ferret hits with a bite attack, it uses its Fiend Immunities. Resistances. and Damage Reduction. See
powerful jawsto latch onto the opponent's body and auto- page 228 for more informat1on on resistance to energy.
matically deals bite damage each round it remains attached. Damage Reduction (Su}: Some fiends have damage
An attached ferret loses its Dexterity bonus to Defenseand reduction. Roll on Table 8- 21: l'iend Immunities. Resistances,
has a Defense ofl2. and Damage Reduction to determine whether a fiend has
damage reduction. If the campaign Includes few or no
lL
d2o M
magic weapons. the GM should consider allowing specific Fortitude save (DC 21) or become nauseated for as long as it
types of weapons to ignore a fiend's damage reduction or remainsin the affected area and for 1d4 rounds afterward. A
contrive some other special vulnerability (see Creature nauseated creature cannot attack. cast spells, use spell-like
Weaknesses, page 268. for suggestions). abilities. or do anything else requiring attention or concen·
Telepathy (Su): fiends with an Intelligence of 6 or higher tration. The only action a nauseated creature can take is a
can communicate telepathically with any creature within single move action per turn. Creatures that successfully save
100 feet that has a language. are unaffected and cannot be affected again by the same
Allegiances: All fiends have a primary allegiance to evil . festergog's stench for 24 hours.
Fiends may also have an allegiance to either chaos or law Immunities (Ex): A festergog Is immune to electricity
Bonus Feat: Fiends gain either Archaic Weapons Profi and poison.
ciency or Simple Weapons Profioency as a bonus feat Acid and Fire Resistance 20 (Ex): A festergog ignores
Automatic Languages: Fiends can speak Abyssal (the the first /0 points of damage from any attack that deals acid
language of demons) and a number of additional languages or fire damage
equal to their Intelligence bonus Fiends with an Intelligence Damage Reduction 10/ Slashing (Su): A festergog
of 8 or higher can also read and write these languages ignores the first 10 points of damage dealt by any nonslash·
Advancement: By character c.lass. ing weapon
Festergog (vomit fiend): CR 9; Huge outsider: HD 12d8•60: Rotlord (carrion fiend): CR 4; Large outsider. HD !>d8+15:
hp 114. Mas 20; lnit -2: Spd 20 ft .. climb 20 ft: Defense 22. hp 37: Mas 17; lnit 1; Spd 20 ft: Defense 22. touch 8. flat-
ltiuc h 6, Ilat footrd 22 ( 2 size. - l Ocx +16 natural); footed 22 ( 1Wfl, I Ot-x. •14 n-itural); BAB 15; Grap •14: Atk •9
BAB •16; Ci1t1p 1 ~3; Atk •23 melce {ld6• IJ. slam): full Atk melee (ld6•/. p1n<Pr); full Alk •9111<•11'<' ~<l6•5. 2 pincers}. •I
•7Vt18/'13/•8 nelee (2d6•9. slam). or +lll+J/+ll-3 melee (kill•/ phi~ d1">t>~..e. bite); F<i 10 It. by 10 It., Reach Stt.
ranged: FS 15 tt by 15 ft.; Reach 10 ft ~O stench. immune to (bite). 10 ft. (pincer\); SQ di~ase, fast healing 3, immune to
electricity and poison, acid and fire resistance 20. damage bludgeoning dcunage and poison. cold and fire rcsi~tance 10.
reduction 10/ slashing. telepathy. darkvis1on 60 ft.: AL evil. telepathy, darkv1\1on 60 ft.; AL evil: SV Fort •7. Ref +3, Will +S:
chaos, SV Fort •15, Ref +8. Will •14; AP 0: Rep +0 Str 28. APO; Rep •O: Str 10. Dex 8, Con 17, Int 11, Wis 12, Cha12.
Dex 6, Con 20. Int 16, Wis lS, Cha 16. Skills: Climb +10. Hide +4, Knowledge (any one) +S,
Skills: Bluff +15, Climb • 29, Intimidate +15. Knowledge Listen i6, Move Silently +4, Read/Write Al>ys~al. Search •5, - - - --·
(any thrPe) •I~, I istcn •14. Read/Write Abyssal. Read/Write Speak Abyssal, Speak l alin, Spol 16 Surviv.:il +6.
1
Draconic, RPt1<l/Wrilc English, Read/Write Latin. Search +15, Feats: Multlattack. Simple Weapon\ Proficlency, Track.
St\fl~e Motiv<' 114, Speak Abyssal, Speak Druconic. Speak Eng- Disease (Ex): Any creature thal takes damage from arot-
li\h, Spr.ak L;itin. Spot •14. Survival +14. lord's bite musl ~U(ceed on a Fortit ude save (DC 15) or con·
Feats: Blind Fight, Frightful Presence. Iron Will. Power tract a horrible bul treatable wasting disease (incubation
Altack, Simpl<• Weapons Proficiency period I day; 1d4 temporary Constitution). A successful
Stench (E.x): A fesl ergog·s skin exudes a toxic, foul- Treat Injury check (DC 24) or a remove d1seasE' spell cures
srnelling pU\ Any creature wit h1n 10 feet must succeed on a the affliction
Haw~ Horse: CR l; Large animal, HD 3d8i6: hp 19; Mas 15: lnit +1;
Hawks are birds of prey that measure l to 2 feet long, with Spd 60 ft.; Defense 13, touch 10, flat footed 12 (-1 size,
wingspans of 6 feet or less. ~1 Dex. +3 natural); BAB +2; Grap +7; Atk +2 melee (ld4+1,
hoof); Full Atk +2 melee (ld4+l, 2 hooves); FS 10 ft. by 10 ft.;
Species Traits Reach 5ft.; SQ scent, low-light vision, AL none or owner. SV
Skill Bonus: Hawks gain a +8 species bonus on Spot Fort +6, Ref +4, Will +2; APO; Rep +O; Str 13. Dex 13, Con 15,
checks in daylight Int 2. Wis 12, Cha 6.
Bonus Feat: Hawks gain the bonus feat Weapon Finesse Skills: Listen +6, Spot +6.
(claw). Feats: None.
Advancement: None
Hawk: CR l; Tiny animal; HD ld8; hp 4; Mas 10; lnit +3; Spd 10
ft., fly 60 ft. (average): Defense 17. touch 15, flat-footed 14 (+2
size, +3 Dex, +2 natural); BAB +0; Grap -10; Atk +S melee
lllithid
lllithids, also called mind flayers, are Insidious. diabolical,
(ld4-2, claw): Full Atk +5 melee (ld4-2, claw); FS 2 ·;,ft. by
and powerful. with the ability to bend oLhers to their wilt
2 /1 ft.; Reach 0 ft.; AL none or owner: SV Fort +2, Ref +5,
and shatter their enemies' minds.
Will ~2; APO: Rep +O: Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6.
An illithid is a roughly humanoid creature with rubbery
Skills: Listen +6, Spot +6 (+14 In daylight). mauve flesh. The creature's head looks like afour-tentacled
Feats: Weapon Finesse (claw). octopus, made all the more horrible by a pair of bloated,
Advancement: None. white eyes. Its mouth, arevolting thing like a lamprey's maw,
d20
constantly dnps an orly slime when it is not siphoning out lllithids speak the local languages but prefer to commu-
the brains of living prey. nicate telepathically. They stand roughly 6 feet tall and
lllithids frequently ensconce themselves in large organi- weigh 200 pounds.
zations. using their powers of suggestion to assume posi-
tions of leadership or control lllithids prefer to work from Species Traits
a superior and advantageous position. like secret masters Mind Blast (Sp): This psionlc attack extends from the
operating from behind the curtain. A mind flayer would illithid in a 60-foot cone Anyone caught in this cone
rather use capable underlings to destroy a foe than under- must succeed on a Will save (DC 17) or be stunned for
take the task personally. 3d4 rounds.
lllithids are vain, Imperious. sadistic, and utterly self-serv- Psionics {Sp): An illithid can use the following psionic
ing. If an encounter turns against an 1llithid, it flees. caring powers at will. as though manifested by an 8th-level
nothing for the fate of its companions or servitors. In situa- Telepath (save DC 10 + Telepath's key ability modifier +
tions where multiple illithids are encountered, they may be power level): charm person. detect psionics. levitate. and
wo1king toward a common goal but remain secret rivals, suggestion.
each waiting for Its fellows to trip up and be destroyed. Improved Grab (Ex): To use this ability, the illithid must
lllithlds like to fight from a distance, using their psionic hit a Small to Large creature with Its tentacle attack. If it
abllltles (particularly their mind blast). If pressed into melee gets a hold. 1t attaches the tentacle to the opponent's head.
combat, a mind flayer lashes its enemies with the tentacles An illithld can grab a Huge or larger creature. but only if it
• ringing Its mouth. can somehow reach the foe's head.
After a successful grab. the illithid can try to attach its
remaining tentacles with a single grapple check. The oppo-
nent can escape with a single successful grapple check or
Escape Artist check. but the llllthid gets a +2 circum·
stance bonus for every tentacle that was attached at
the beginning of the opponent's turn. See
Improved Grab. page 227.
Extract (Ex): An lllith1d that begins its turn
with all four tentacles attached and makes a
successful grapple check automatically
extracts the opponent's brain, instantly
killing that creature. An illithid can extract
the brain of any Small to Large creature
that Is not a construct, elemental. ooze,
plant. or undead.
Spell Resistance (Ex): An illithid can
avoid the effects of spells and spell-like
abilities (including psionlcs) that directly
affect it. To determine whether a spell or
spell-like ability works. the spellcaster must
make a level check (ld20 + caster level)
against DC 25 If successful, the spell works
normally, although the illithid is still allowed a
saving throw.
Telepathy {Su): An illithid can communicate
telepathically with any creature within 100 feet that
has a language
Bonus Feat: lllith1ds receive the bonus feat Simple
Weapons Proficiency.
Automatic Languages: An illithid reads. writes. and
speaks any four languages.
ffiedusa
The medusa is a hateful, repulsive creature that pet-
rifies living beings with its gaze. It prizes art objects,
fine jewelry. and wealth, and its activities often
revolve around obtaining these items.
A medusa is indistinguishable from a normal
human at distances greater than 30 feet (or closer, if
its face is concealed). Once the creature ls clearly visi-
ble, its true nature becomes apparent. Its hideous face is
crowned with a mass of writhing. hissing snakes instead of
hair. and its eyes glow a deep. feral red. In contrast, its body
is perfectly proportioned and exceptionally attractive,
although scaly and earthen-colored The creature often
~~..... wears garments that enhance its body while hiding its
face behind a hood, mask. or veil
Amedusa tries to disguise its true nature until the
intended victim ts within range of its petrifying gaze. It
Kobold
uses normal weapons to attack those who avert their
d2oMODERN
eyes or survive its gaze. while tts poisonous snakes strike at Blank Shot. Simple Weapons Proficiency, Weapon Finesse
adjacent opponents. (snakes).
Medusas have taken to urban life well. becoming active in Talent (Charismatic Hero): Coordinate.
the criminal underworld They move among the human Pos.sessions: Knife. Glock 17 (9mm autoloader), 50 rounds
herd, taking that which they desire. of 9mm ammunition. concealed carry holster. firearms
Medusas speak two local languages and can be male or license. casual clothing. overcoat. cell phone. PDA (with
female. A male medusa averages 6 feet tall and weighs 190 addresses of various contacts and acquaintances), disguise kit.
pounds. Afemale medusa averages S feet. 6 inches tall and
weighs 160 pounds.
minotaur
Minotaurs are strong. fiercely territorial creatures. They are
Species Traits often found in sewers and other labyrinthine complexes.
Gaze {Su): Amedusa's gaze permanently turns to stone
including garden mazes and vast cornfields.
any creature within 30 feet that fails 1ts Fortitude save
(DC 15). See Special Qualities for more information on gaze
attacks. A break enchantment spell can remove the effea
of petrification. In a campaign where heroes have limited
access to spells. the GM can make the petrification a tern·
porary effect (lasting 1d6 hours).
Poison (Eit): Any creature bitten by the medusa·s snaky
hair must succeed on a Fortitude save (DC 14) or succumb
to the poison (initial damage 1d6 temporary Strength. sec-
ondary damage 2d6 temporary Strength).
Bonus Feat: Medusa~ receive the bonus feat Simple
Weapons Proficiency
Automatic languages: Medusas read. write. and speak
any two languages.
ffion~ey
The sta1istics presented here can describe any arboreal
monkey that is no bigger than a housecat such as a colobu.s
or a capuchin.
Species Traits
Bonus Feat: Monkeys gain the bonus feat Weapon
Finesse {bite).
Moreaus
Overt bears have small. triangular ears set high on their Covert Canine Moreau Tough Hero 1: CR 1; Medium-size
skulls and sharp. nonretractable claws that serve well as humanoid; HD ld10+3; hp 13: Mas 17; lnit +2; Spd JO ft.;
weapons. Defense 13, touch 13, flat-footed 11 (+2 Dex. +1 class); BAB +O;
Variable Size: Covert and moderate bear moreaus are Grap +1: Atk +2 melce (1d6+l nonlethal, unarmed strike). or +2
Medium-s1Le. Coverts and moderates have a 5-foot-by-5- melee (ld4+1, pistol whip): Full Atk +2 melee {ld6+1 nonlethal,
foot fighting spac.e and a S foot reach. unarmed strike). or•2 melee (ld4+1. pistol whip), or +2 ranged
Overl bear moreaus are Large. An overt has a 10-foot-by- (2d6, Colt M191J), or +2 ranged (4d6, fragmentation grenade);
10-foot fighting space and a 10 foot reach. FS 5 ft. by 5 ft.: Reach 5 ft.; SQ scent. low-light vision; AL gov-
Claws (Ex): Ov<>rt bear moreaus have pronounced. nonre- ernment or any other: SV Fort +4, Ref •2, Will +0; AP 0;
tractable claws that function as natural weapons. Each claw Rep +O; Str 13. Dex 14, Con 17. Int 10, Wis 10, Cha 8.
deals ld6 points of slashing damage (plus the moreau's Occupation: Military (bonus class skills: Hide and Move
Strength modifier) and threatens a critical hit on anatural 20. Silently).
Poor Vision (Ex): Bear moreaus have bad eyesight. They Skills: Drive +4, Hide +3, Knowledge (any one) +2. Move
take a 2 penalty on Spot checks and take a -4 penalty on Silently f 3. Read/Write Language (any one). Speak Language
range attacks for each range increment (instead of the (any one), Spot -11, Sur vi val f1.
normal -2 penalty). Feats: Brawl. Personal Firearms Proficiency, Simple Weap-
Ability Scores: Bear moreaus have the following species ons Proficiency.
modifiers to ability Kores: Talent (Tough Hero): Remain conscious.
Coverr: ~ 2 Str, 2 Dex. Possessions: Coll Ml911 (.4~ autoloader), 50 rounds of .45
Moderate· +2 Str, -2 Dex, •2 Con, - 2Int. ammunition, 2 fragmentation grenades. casual clothing,
Overr· •4 Sir. - 4 Dt>x, •2 Con. 2 Int. latigue 1acket. firearms license. concealed carry holster, pro-
fessional walkie·talk1e, tactical map
Covert Bear Moreau Strong Hero 1: CR 1; Medium size
humanoid; I ID ld8 f 7: hp 10 Mas 14, lmt •O Spd 30 ft.: Dolphin ffioreau Species Traits
Defen~e 14, 1ouC'h 10, Oat footed 14 (+1 class, ~3 undercover Dolphin moreaus are a blend of human and common dol
vest); BAB •l. Grap •4: Atk •4 melee (Jd6•3/19- 20, metal phin. Their physical power combined with a high intelli·
baton): I ull Atk +4 melet> (1d6+3/l9-20. metal baton). or +2 gence frightens humans and most othN moreau~. Dolphins
ranged (ld6. HK Ml'~); I~ ~ ft by ~ ft.: Reach 5 ft.: SQ poor are most often found 111111Krn1vt•111ro11nl wc11fdri> 11nil\. par
vision: AL governmenl or any other: ~VI ort +3. Ref •O. Will t1cularly tho~e with morilllm.i rni\\ion' \II( h t1\ th!' U11ilt>d
+O; APO; l{ep f0; ~tr I/, Oex 10. lon M. Int 8. Wis 10. Cha 13. States Navy SCAL~.
Occupation: Military (bonus class skills: Drive and Overt dolphin morcc1u~ hc1vc dr~trnctive ~k111 patterns,
Navigate). with a dark blue or black b,1ck, a white front, and golden
Skills: Climb +3*, Knowledge (any one) •l. Read/Wnte stripes down their arms, ribs, and legs. They have pro
Language (dny one), Spec1k language (any one). nounced webbing between their fingers. Overt dolphins
*Includes-) armor check penalty for undercover vest. have tiny external ears. Unlike other overt moreaus. overt
Feats: Armor Proficiency (light), Personrll Firearms Profi- dolphins tend lo be hairless. - - -- -
ciency. Simple Weapons Proficiency Hold Breath {Ex): A dolphin moreau can remain sub-
Talent (Strong Hero): Extreme effort merged for a number of minutes equal to its Constitution
Possessions: Undercover vest, HK MPS (9mm subma· score before needing to surface for ah.
chine gun). SO rounds of 9mm ammunition. metal baton. Blindsight (Ex): Overt dolphin moreaus have blindsight
casual clothing. coat. night· v1s1on goggles, restricted fire- with a range of 60 feet on land or water.
arms license. concealed carry holster. Ability Scores: Dolphin moreaus have the followlng
species modifiers to ability scores:
Canine ffioreau Species Traits Covert· +2 lnt. -2 Wis
Canine moreaus are ablend of human and hound. They tend Moderate· •2 Str. -2 Dex, t2 lnl.-2 Wis
to be lithe and well muscled with narrow, elongated skulls. Overt· +2 Str -2 Dex. +4 Int, -4 Wis.
These moreaus are mosl common in North America and the
Russian Federation but also are used extensively by Central Overt Dolphin Moreau Smart Hero 1: CR 1: Medium·size
Asian nations. Most nations use canines mmilitary and para- humanoid: HD ld6+2: hp 8; Mas 15; Intl +O, Spd 30 ft.: Defense
military roles. and many serve as snipers. 13. touch 10. flat-footed 13 (+3undercover vest): BAB +O: Grap
An overt canine moreau generally has the physical traits +0; Atk +O melee (1d4. pistol whip); full Atk +O melee 0d4.
of its canine component. pistol whip). or +O ranged (2d6. SITES M9): FS 5 n. by 5 ft.;
Scent (Ex): Canine moreaus can detect approaching ene- Reach Sft.: SQ hold breath. low-light vision, blindsight 60 ft.:
mies. sniff out hidden foes. and track by sense of smell. See ALgovernment or any other; SV Fort +2, Ref •O, Will +0; APO;
Special Qualities for more information. Rep +l; Str 10, Dex 11. Con 15, Int 18. Wis 8, Cha 10.
Ability Scores: Canine moreaus have the following Occupation: Military (bonus class skills: Drive and Swim).
species modifiers to ability scores: Skills: Computer Use +8, Demolitions +8, Disable Device
Covert: +2 Con, -2 Int. +S, Drive +3, Investigate +8, Knowledge (any two) +4, Read/
Moderate: +2 Con,-2 Int. +2 Wis. -2 Cha. Write Language (any five). Repair +8, Research +8, Search +5.
Overt: +4 Con. -4 Int, +2 Wis, -2 Cha. Speak Language (any five), Swim +3.
Ul
0
Feats: Armor Proficiency (light), Personal Firearms Profi- Ability Scores: Feline moreaus have the following
ciency. Simple Weapons Proficiency. species modifiers to ability scores:
Talent (Smart Hero): Exploit weakness. Covert -2 Int. +2 Cha.
Possessions: Undercover vest. SITES M9 (9mm auto- Moderate· +2 Dex, -2 Con, -2 lnt, +2 Cha.
loader) with laser sight. SO rounds of 9mrn ammunition, 3 Overt: +2 Dex. -2 Con. 4 Int. +4 Cha.
slabs of C4/Semtex with timed detonators. casual clothing.
overcoat. firearms license, concealed carry holster. profes- Moderate Feline Moreau Charismatic Hero 1: CR l;
sional walkie-talkie, PDA, cell phone. Medium-size humanoid; HD ld6; hp 6: Mas 12; lnit +2; Spd 30
ft.; Defense 12. touch 12. flat-footed lO (+2 Dex); BAB +O;
Pelineffioreau Species Traits Grap -1; Atk-1 melee (ld4- 1. pistol whip): full Atk-l melee
Feline moreaus are a blend of human and panther or leop- (1d4-1, pistol whip), or +3 ranged (2d6, Glock 17); FS 5 ft. by
ard. They tend to be agile and quick, and many humans find Sft.: Reach Sft.: SQ low-light vision; AL government or any
them attractive. As such. they are most commonly used by other; SV Fort +1, Ref +3, Will +O; APO: Rep +2; Str 8. Dex 15,
intelligence agencies. and their human side may be of any Con 10, Int 12. Wis 10. Cha 17.
ethnicity. They generally possess a commanding. regal bear- Occupation: Miiitary (bonus class skills: Drive and Hide).
ing and don't appreciate being reminded of deficiencies in Skills: Bluff +7, Diplomacy +7, Disguise +7, Drive +6.
their intelligence. First seen in the People's Republic of Hide +6. Intimidate +7. Gather Information +7, Read/ Write
China. they are also found in the service of the Japanese and Language (any two). Speak Language (any two).
Indian governments. All possess retractable claws that func- Feats: Personal Firearms Proficiency. Pornt Blank Shot.
tion as natural weapons (1d4/20. slashing). Simple Weapons Proficiency.
Overt feline moreaus have yellow. buff. or gray fur. pat- Talent (Charismatic Hero): Charm.
terned with black spots and rrngs. A few have the excessive Possessions: Glock 17 (9mm autoloader). SO rounds of
pigmentation of the black leopard. but close inspection 9mm ammunition. casual clothing. windbreaker. firearms
reveals the typical pattern. They have tails. license. concealed carry holster, cell phone. disposable
Claws (Ex): Overt fel1ne moreaus have retractable claws camera. disguise kit.
that function as natural weapons. Each claw deals ld4 points
of slashing damage (plus the moreau's Strength modifier)
and threatens a critical hit
on a natural 20.
M Ol'OU5
d2oMODERN
Rat moreau Species Traits Mummies attack intruders without pause or mercy. They
Rat moreaus are a blend of human and brown rat. Govern- rarely attempt to communicate with their enemies and
ments that make extensive use of rat moreaus keep breed- never retreat. They stand between 5 and 6 feet tall and
ing stock under heavy guard and make intense use of the weigh between 100 to 300 pounds.
rapid breeding cycle of the rat. This makes rat moreaus. a
quick, cheap source of troops. They are most common in
Species Traits
Undead: Mummies have the traits and immunities
Third World nations where they serve in military and espi-
onage capacities. common to undead {see page 223).
Despair (Su): At the mere sight of a mummy, the viewer
Overt rat moreaus have sleek fur except on their hands,
feet, and tails. Their fur may have any color or pattern found must succeed on a Will save {DC 15) or be paralyzed with
fear for ld4 rounds. Whether or not the save is successful.
in rats but is commonly brown with white on the chest and
abdomen. They have black eyes and small, triangular ears that creature cannot be affected again by that mummy's
despair ability for one day.
high on their heads.
Ability Scores: Rat moreaus have the following species Mummy Rot (Su): Amummy's touch carries a horrible
modifiers to ability scores: rotting disease (Fort save DC 20 negates; incubation period
Covert. - 2Str, +2 Dex. 1 day; damage ld6 temporary Constitution). The GM may
Moderate: - 2Str, •2 Dex. +2 Int, -2 Cha.
Overt· - 4 Str, •4 Dex, +2 Int, - 2 Cha
mummy .
Mummies are preserved corpses animated through rituals
best forgotten Originally they inhabited great tombs or
temple complexes. maintaining a timeless vigil and destr~y
ing would-be despoilers. In recent years. a few mummies
have duped graverobbers into transporting them far from
their tombs to distant cities, where they cull sacrifices or
build secret temples dedicated to their ancient gods.
Physically, mummies are withered and desiccated. their
features often hidden beneath centuries-old funereal wrap-
pings. They move with aslow. shambling gait and groan with
the weight of the age~. These horrid creatures are often
marked with symbols of the dire gods they serve. While
other undead often stink of carrion. the herbs and powders
used to create a mummy give off asharp, pungent odor like
that of a spice cabinet.
a20MOOERN
allow characters to create medicine to treat the disease certain types of weapons (ballistic, bludgeoning. sonic/con-
using the Craft (pharmaceutical) skill. In a campaign that cussion, piercing. or slashing).
uses magic, a remove disease spelt can cure this disease. Bonus Feat: Mummies receive the bonus feat Archaic
The only other way to halt the disease's advance is to ampu- Weapons Proficiency.
tate whatever appendage the mummy touched (usually a Automatic Language: Mummies read. write, and speak
hand, arm, leg. or foot). Amputating a limb deals ld4+1 one language.
points of temporary Constitution damage, although a suc-
cessful Treat ln1ury check (DC 25) reduces the temporary Mummy: CR 4; Medium-size undead; HD 6d12 plus 3 (Tough-
Constitution damage to 1point. ness feat); hp 42; Mas -: lnlt -1: Spd 20 ft.; Defense 17, touch
An afflicted creature that dies of mummy rot shrivels 9, flat-footed 17 (- 1Dex, +8 natural): BAB +3; Grap +6; Atk +6
away and turns to dust. melee (ld6+4 plus mummy rot. slam): Full Atk +6 melee
Fire Vulnerability (Ex): Amummy takes double damage (ld6+4 plus mummy rot, slam), or 11 ranged; FS 5 ft. by 5 ft.;
from fire attacks unlessa sdve is allowed for half damage. A Reach ) ft.: SQ undead, despair. mummy rot, fire vulnerabil-
successful save halves the damage. and a fol lure doubles it. ity, resistant to blows. damage reduc Iion 5/+l, darkvision
Resistant to Blows (Ex}: Physical attacks deal only half 60 ft.; AL evil, law; SV Fort •2, Ref• l, Wiii +7; APO; Rep +0;
damage to mummies. Apply this effect before damage Str 17, Dex 8. Con -, Int 6, Wis 14, Cha 15.
reduction. Skills: Hide ;8, Listen +9, Move Silently ~8. Read/Write
Damage Reduction 5/ +1 (Su): In campaigns without Egyptian, Speak Egyptian, Spot •9.
magic weapon~. the GM can either disregard the mummy's Feats: Alertness, Archaic Weapon~ Proficiency. Tough-
damage reduction or apply the damage reduction only to ness.
Advancement: 7 1/ HD (Medium size): 13 18 HD (Large);
or by character class.
Ogre
Ogres are big. ugly, greedy creatures that live by raiding
and scavenging. They dominate weaker creatures and heed
the commands o( stronger or smarter ones.
Ogres have thick hides covered with dark. warty bumps.
Their hair is usually long, unkempt. and greasy. Their skin
color ranges from dull yellow to dull brown Their clothing
' consists of unwashed garments, which add to their naturally
repellent odor. People sometimes mistake ogres for
extremely large humans with poor personal hygiene.
Lazy and bad-tempered, ogres prefer to solve
problems by pulverizing them; what they can't
destroy, they either Ignore or flee. Ogres
sometimes serve greater masters as rnerce-
naries, enforcers, and legbreakers.
Although they rely on brute strength, dirty tactics,
and superior numbers, ogres are intelligent enough
to fire ranged weapons firsl to soften up their foes
d20MODERN
before closing. They use improvised weapons when neces- 1
Owl: CR '/.; Tiny animal; HD /1 dB: hp 2: Mas 10: lnit +3: Spd
sary. wielding parking meters and signposts like great 10 ft.. fly 40 ft. (average); Defense 17. touch 15, flat-footed 14
clubs. (+2 size, +3 Dex. +2 natural); BAB +0; Grap -10; Atk +5 melee
Ogres speak Giant or a local language. Adult ogres aver- ~d2-2, claw): Full Atk +S melee (ld2-2. claw); FS 2 /1 ft. by
age 9 feet. 6 inches tall and weigh about 400 pounds. 2 /1 ft.; Reach 0 ft.; SQ low-light vision; AL none or owner;
SV Fort •2. Ref +S. Will +2; AP 0; Rep +O: Str 6, Dex 17. Con 10,
Species Traits Int 2, Wis 14, Cha 4.
Bonus Feat: An ogre gains the bonusfeat Archaic Weap- Skills: Listen +14. Move Silently +20. Spot +6 (+14 in dusk
ons Proficiency or Simple Weapons Proficiency. and darkness).
Automatic language: Ogres speak (but neither read nor Feats: Weapon Finesse (claw).
write) Giant or one other language. Advancement: 1HD (Small): 2 HD (Medium-size); 3-4 HD
(Large).
Ogre: CR 2; Large giant: HD 4d8•8: hp 26; Mas 15: lnit - 1; Spd
40 ft.: Defense 13, touch 8, flat-footed 13 ( 1size. -1 Dex, +5
natural); BAB +3; Grap +12; Atk +8 melee (2d6+7. Huge club).
Puppeteer
or +7 melee (ld4+5, slam): Full Atk +8 melee (2d6+7, Huge Puppeteers are psionic parasites that vicariously experience
club), or +7 melee (ld4+$. slam). or +1 ranged; FS 10 ft. by the lives of their victims by taking control of their minds.
10 ft.; Reach 10 ft.; SQ low-light vision; AL chaos, evil; SV They are sometimes called "spider ETs," though they are not
Fort +6, Ref +O, Will +1; APO; Rep +0: Str 21, Dex 8. Con 15, truly spiders.
Int 6, Wis 10, Cha 7. A puppeteer resembles a dark brown arthropod with
Skills: Climb •4, Listen +2, Speak Giant. Spot +2 vestigial limbs and a needlelike proboscis. The creature is
Feats: Simple WeaponsProficiency. Weapon Focus (Huge nonintelligent. relying on instinct and bllndsight to find a
club). host. Once a host is detected, the puppeteer uses its
Advancement By character class. lesser domination psionic power to subjugate the crea-
Possessions: Huge club (6 feet long, 8 inches thick}. ture, rendering it motionless and compliant. Once one
establishes mental control over its victim, it glides to the
Ogre Tough Hero 6/Bodyguard 1: CR 9; Large giant: HD victim and attaches itself to the victim's skin In a spot
4d8~ 12 plus 6d10+18 plus ldl2+3: hp 90; Mas 16; lnit -1: Spd hidden by fur, hair, or clothing. If it successfully latches
40 fl.; Defense 20, touch 12, flat-footed 20 {-1 size. -1 Dex, onto its victim, the puppeteer takes the victim as its host,
+4 class. +5 natural. +3 undercover vesl); BAB+71+2; Grap+16: drawing nutrients from the host's blood. The puppeteer's
Atk +12/+7 rnelee (2d6+7, Huge club), or +12/+7 melee blood requirements are minimal and do not damage the
(ld6+5, slam); Full Atk +12/+7 melee (2d6+7, Huge club), or host. Only when several puppeteers prey on a single host
+12/+7 melee (1d6+5, slam). or +5/+O ranged (2dl0, Browning is there direct risk to the host's health (see Species Traits,
BPS); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ low-light vision; AL below). Only one puppeteer can control a given host;
chaos. evil. employer; SV Fort +11. Ref +4. Will +3; AP 3; other puppeteers attached to the same host are merely
Rep +2; Str 21. Dex 8. Con 16. Int 6. Wis 10, Cha 7. "along for the ride."
Skills: Climb +2*. Concentration +9, Listen +2, Speak Once in control of a host, a puppeteer gains the host's
Giant. Spot +3. Intelligence and relies on the hosts mental and physical abil-
*Includes armor check penalty fo1 undercover vest. ities for survival. It can also continue to use its psionic powers
Feats: Armor Proficiency (light), Brawl. Knockout Punch, and may attempt to dominate other creatures around it.
Personal Firearms Proficiency. Power Attack, Simple Weap- Puppeteers quietly and secretly invade the societies of
ons Proficiency, Weapon Focus (great club). other creatures, using their newfound intelligence and
Talents {Tough Herot Damage reduction 11-. 2/- , and bodies to enslave enure populations. They do not speak and
3/-. have no means of communicating with one another except
Talent (Bodyguard)' Harm's way. through host bodies. Puppeteers average 4 inches long and
Possessions: Huge club (6 feet long. 8 inches thick). weigh one-tenth of a pound.
undercover vest. overcoat. Browning BPS 10 gauge shotgun,
2010-gauge shotgun shells, standard flashlight. Species Traits
Combined Challenge Rating: The Challenge Rating
of a puppeteer with a host Is equal to the host's Chal-
Owl lenge Rating +l.
The statistics presented here describe nocturnal birds of Glide {Sp): A puppeteer can glide through the air at a
prey from 1to 2 feet long, with wingspans up to 6 feet. speed of 20 feet for up to 16 minutes at a time, with poor
maneuverability. The puppeteer cannot manifest psionic
Species Traits powers while gliding.
Skill Bonuses: Owls receive a+8 species bonus on Listen Psionics (Sp): 3/day-brain lock, lesser domination.
checks and a +14 species bonus on Move Silently checks. These abilities are as the psionic powers manifested by a
They receive a+8 species bonus on Spot checks in dusk and 8th-level Telepath.
darkness. Thra/l(Sp}: If a puppeteer successfully uses lesser dom-
Bonus Feat: Owls gain the bonus feat Weapon Finesse ination on its host seven times, the final effect is perma-
(claw). nent, bonding the host to the puppeteer. The thralled host
ct20MODERN
will carry out the orders of the puppeteer, including self- Skills: Hide +20, Listen +7, Spot +7.
destructive orders Actions against the host's original nature Feats: None.
allow the host a Will save (DC 22) to resist, with a -10 Advancement: None.
penalty on the roll. A successful save negates that particu-
lar action (or future occurrences of that action), but the Puppeteer Host (Human Charismatic Ordinary S}: CR 5:
host remains the puppeteer's thrall. Medium-size humanoid; HD 5d6: hp 19; Mas 10; lnit +O: Spd
Shared Host (Ex): When multiple puppeteers prey on a 30 ft.: Defense 13, touch 13, flat-footed l2 (+l Dex, •2 classY,
single host, the blood drain can be too great for the host to BAB +2: Grap +I: Atk +l melee (1d3 electricity plus paralysis,
bear. The extensive blood drain deals 1point of temporary stun gun); Full Atk +I melee (1d3 electricity plus paralysis, stun
Constitution damage per day. and a host reduced to 0 Con- gun). or +3 ranged (2d6, Beretta 92F); FS 5ft. by 5ft.; Reach 5ft.;
stitution in this fashion dies. The minimum number of pup- SQ blindsight 60 ft., immune to mind-influencing effects, resis-
peteers needed to cause temporary Constitution damage tance to massive damage: AL puppeteer; SV Fort +3*, Ref +4*,
depends on the host's size: Diminutive 2, Tiny 4, Small 12, Will +O*; APO; Rep+3; Str 8, Dex 12, Con 10, int 11, Wis 9. Cha 14.
Medium-size 20, Large 30, Gargantuan 50, Colossal 90. *While attached to its host, the puppeteer's saving throw
Blindsight (Ex): Apuppeteer can ascertain creatures by bonuses are as follows: Fort +2, Ref +7, Will +4.
nonvisual means within 60 feet. The puppeteer confers Occupation: White collar (bonus class skills: Computer
blindsight upon its host. , Use and Knowledge [business]).
Host Protection (Ex): An Skills: Bluff +10, Computer
attached puppeteer uses its .use +4, Diplomacy +12, Disguise
host's base saving throw bo- +6, Gather Information +12.
nuses if they're better than its Intimidate •10. Knowledge (busi-
own. Effects that target vermin ness) +8, Knowledge (current
can't affect a puppeteer riding a events) •8, listen +3**. Read/
humanoid host. Write English (or other lan-
Immunities: Puppeteers are guage). Speak English (or other
immune to mind-influencing ef- _ language), Spot +3**.
fects. This ability is conferred **Skill bonus conferred by
upon the puppeteer's host as puppeteer.
well. Feats: Perwnal Firearms Profi-
Resistance to Massive ciency, Point Blank Shot, Simple
Damage (Ex): Puppeteers gain a Weapons Proficiency, Trust-
+S species bonus on Fortitude y.iorthy.
saves to negate the effects of Possessions: Business clothes,
massive damage. This ability is. cell phone, PDA, briefcase, stun
conferred upon the puppeteer's gun. Beretta 92F (9mm auto-
- - - - - host as well. loader)T, 15 rounds of 9rnm am-
Shared Skills: The - munit.ffint, firearms licenset.
puppeteer retains wallet with ID and
its skills when credit cards,
it takes a host. BMW M3
The host gains sports
a +4 bonus on coupe
Listen and Spot with car alarm,
chech. car alarm keychain.
'These items are stored in the
Puppeteer: CR 1: Fine vermin; - BMW's glove compartment.
HD l/16 d8-1; hp l; Mas 9; lnit +4,·
Spd 5 ft .. fly 20 ft. (poor): De •
fense 22, touch 22, flat-footed 18
Rol
Rats are omnivorous rodents
(+8 size, +4 Dex); BAB +O; Grap
that thrive almost anywhere. A
-13; Atk +3 rnelee (I, bite); Full Atk
typical rat measures 6 inches to
+3 melee (1. bite): FS 6 in. by 6 in.: l foot long.
Reach 0 ft.: SQ glide, psionics,
thrall. shared host, blindsight 60
ft .. host protection. immune to
Species Traits
Scent (Ex): This ability allows
mind-influencing effects, re-
a rat to detect approaching
sistance to massive damage: AL enemies, sniff out hidden foes,
evil; SV Fort +l, Ref +4. Wiii +3: and track by sense of smell. See
APO: Rep +0; Str 1, De)( 19. Con 9, Special Qualities for more
Int - {or as host), Wis 16, Cha 14.
information.
Puppetttr
d:mMODERN
Skill Bonuses: Rats receive a+8 species bonus on Balance replacement's growth period. and a failed roll indicates the
checks and a ..4 species bonus on Hide and Move Silently premature death of the replacement. Financing the growth
checks They use their Dexterity modifier for Climb checks. and development of a replacement also requires a success-
Bonus Feat: Rats gain the bonus feat Weapon Finesse (bite). ful Wealth check against a purchase DC of 48. rolled before
the process of growing the clone commences
1
Rat: CR 1~: Tiny animal: HD /, d8: hp l; Mas 10; lnit -+2; Spd
15 ft., climb 15 ft., swim 10 ft.; Defense 14, touch 14. flat- Template Traits
footed 12 (+2 size, +2 Dex); BAB ~o: Grap - 12; Atk +4 melee ·'Replacement" Is an inherited template that can be added to
(ld3-4, bite); Full Atk +4 melee (ld3-4, bite); FS l 1/ 1 ft. by any humanoid (referred to hereafter as the original). Areplace-
2 1/, ft.: Reach 0 ft.: SQ scent, low-light vision: AL none or ment uses all the primary's statistics except as noted here.
owner; SV Fort +2, Ref +4, Will +1: AP 0; l\ep +0; Str 2, Dex 15, Challenge Rating: Same as the original - l
Con 10, Int 2, Wis 12. Cha 2. Hit Dice: Change to one die type smaller than the pri-
Skills: Balance +10. Climb +12. Hide +18, Move Silently +10, mary (for example, from dB to d6).
Swim +10. Special Qualities: A replacement gains all of the original's
Feats: Weapon Finesse (bite), extraordinary abilities but none of its supernatural or spell-like
Advancement: 'I· HD {Small); 1 HD (Medium-size); 2-4 abilities (including psionics). Areplacement gains none of the
HD (Large). originals other special qualities or talents. A replacement
knows that it lacks some of the abilities of the original and
occasionally feels resentful toward the original for this reason.
Rauen In addition to its inherited ext1aordinary abilities. a
These glossy black birds are about 2 feet long and have
replacement has the following special qualrty-
wingspans of about 4 feer. They combine both claws mto a
Limited Existence (Ex).· A replacement has a pro
single attack. The statistics presented here can describe
grammed natural life span of one to four years (rhe creator
most nonpredatory birds of s1m1lar size.
must specify the life span when the project to create the
replacement begins}. Once the replacement reaches the end
Species Traits of its programmed life span, 1t must make a Fon 1tude save
Bonus Feat: Ravens gain the bonus feat Weapon Finesse
(DC 25) once pc>r day. Each failed 5ave drains 1he replace-
(claw).
ment of 1rl6 point~ of Const itulio11. Thi~ ilblll1 y drr1111 cannot
1 l>t' H"'\lor(•d by any 1mMm. When ll~ Comllt111io11 drop~ to 0,
Raven: (R /.1: Tiny animal: HD'/• d8; hp 1; Mas 10: Init 1·2; Spd
the rPplrH t'111c•11t di!>\Ol ve~ in1o cl 111m of protopla5mlc goo.
10 ft., fly 40 ft. (average); Defense 14, touch 14, flat footed 12
A 1eplaccmcnt that diC!5 before lhi5 time wtalns the shape
(+2 size. +2 Dex); BAB ...o; Grap 13; Atk •4 melec (ld2-5. claw};
of the original.
full Atk +4 melee (ld2-5, claw): fS 2 1/1 ft. by 2 '/ ft.: Reach
Allegiances: A replacement's primc1ry allegiance is to its
0 ft.; Al none or owner; SV fort +2, Ref +4, Will +2; APO;
creator or owner. This allegiance cannot be broken unless
,,
Rep +0; Str I. Dex 15, Con 10, Int 2. Wis 14, Cha 6.
the creator or owner does something to break it (such as by
Skills: listen •6. Spot •6.
attacking the replacement). - - - -,
Feats: Weapon Finesse (claw).
Saves: As the original. modified by altered ability scores
Advancement: I HD (Small); 1HD (Medium-size}; 2-4
(see Abilities, below).
HD (Large).
Action Points: Replacements do not acquire or amass
lJ
-m
action points.
Replacement (Template) Abilities: As the original, except ability scores cannot
Replacements (sometimes called duplicants) arc manufac- exceed 12. Ability scores of 13 or higher for the original are
tured clones of living people A replacement makes an ideal reduced to 1] for the replacement Areplacement that gains
decoy or spy and can easily take the place of someone who levels can never raise an ability score above 12.
1s kidnapped or murdered. Skills A replacement has access to any skill in which the
A replacement 1s a physical duplicate of a specific original has ranks. and all of a replacement's skills are class
humanoid, called a primary Although a replacement does skills even if they are cross-class ~kills for the original. A
not gain the specific life experiences of its primary, it can replacement gels a number of skill points per I lit Die equal
easily mimic the demeanor and general behavior of the pri- to 4 + the replacement's Intelligence modifier (minimum 1 c
mary, enabling it to fill the same general roleas the rrimary. skill point per Hit Die). The replacement can never have
111d
,,
A replacement Is identical In appearance to the primary more ranks in a skill than the original.
except It has jet-black eyes with no visible irises. Some The replacement gains a +4 species bonus on Disguise
replacements wear special contact lenses (purchase DC 12) checks when impersonating the original. I he bonus in-
to conceal this sinister physical divergence. creases to +10 if the replacement wears contact lenses that
Replacements are bred in laboratories A sample of the hide its distinctive black eyes.
primary's subdermal tissue Is required to create a replace- Feats: A replacement gains the onginal's feats but cannot
ment {dead skin cells or hair follkles will not do), and an use any feat for which it no longer meets the prerequisites.
adult replacement takes two months to grow Creating a Automatic languages: A replacement can read, write,
replacement requires a successful Craft (pharmaceutical) and speak any language known by the original.
check (DC 50). The check must be made 1month into the Advancement: By character class.
111
aoMOOER
Replacement Scientist (Human Smart Ordinary 5/ Feats: None.
Charismatic Ordinary l): CR 6: Medium-size humanoid: External Components: Audio/visual sensor.
HD 7d6+7; hp 31: Mas 12: lnit •l. Spd 30 ft.. Defense 14. touch
14, flat-footed 13 (•1 Dex. •3 class}: BAB +3: Grap +3: Atk +3 Tiny Robot: CR 1, Tiny construct: HD I dlO: hp 2: Mas - ;
melee (1d3. unarmed strike); Full Atk +3 melee {Jd3. unarmed lnit •2: Spd 20 ft. (treads). 30 ft. (bipedal). 40 ft.
strike), or +4 ranged (2d6. SITES M9): FS 5 ft. by 5 ft: Reach (quadrupedal). or 50 ft (wheel~): Defense 13, touch 13, flat-
5 ft; Al Creator; SV Fort +4. Ref +4. Will +3: AP 0: Rep +4: footed 12 (+2 size. +1 Dex): BAB •O: Grap-10; Atk +O melee;
Str 10. Dex 12. Con 12. Int 12. Wis 11. Cha 9. Ful Atk +O me lee or +3 ranged: FS 2 I ft. by 2 1/1 ft.; Reach
Skills: Bluff +4, Computer Use +4. Craft (chemical) +S. 0 ft.: SQ construct: Al none: SV Fort +0. Ref +l, Will +O:
Decipher Script+3, Disguise +5(+11 with contact lenses). Dis- AP 0: Rep •O: Str 6, Dex 12. Con-. Int-. Wis 10. Cha 10.
able Device •3. Investigate +3, Knowledge (current events} Skills: None (unless programmed by a Techie, as
+3, Knowledge (earth and life sciences) +7. Profession •3. described on page 178).
Read/Write English. Read/Wnte Korean. Research +ll. Feats: None.
Search +3, Speak English. Speak Korean. External Components: Audio/visual sensor, manipula-
Feats: Dodge*, Educated. Personal Firearms Proficiency. tor arms.
Simple Weapons Proficiency Studious.
*The replacement does not meet the prerequisite for this
feat and therefore cannot use it.
Shark
Possessions: SITES M9 (9mm autoloader pistol). 16 These carnivorous fish are aggressive and liable to make
unprovoked attacks against anything that approaches
rounds of 9mm ammunition. firearms license. notebook
computer. briefcase, cellphone, corporate security pass. them. Sharks rarely attack prey larger than themselves.
When spurred by hunger to attack, sharks circle and
overcoat. business clothing. wallet.
observe potential prey. then dart 1n and bite with their
powerful jaws.
Robot
Robots are manufactured. remote-controlled constructs Species Traits
powered by batteries They come in a variety of sizes and Aquatic: Sharks can move in water without making Swim
shapes and can be fitted with tools. appendages. and other checks and cannot drown in water.
attachments. Robots can also be programmed to perform Keen Scent (Ex): Ashark can notice creatures by scent in
tasks that require premion or tasks that carry the risk or a 180-foot radius and detect blood mthe water at ranges of
bodily harm. up to one mile.
ADiminutive robot measures 6 to 12 inches long (or tall) Sonus Feat: Sharks gain the bonus feat Weapon Finesse
and weighs about l pound. ATiny robot measures 13 to 24 (bite).
inches long (or tall) and weighs up to 3 pounds. Arobot can
be controlled by remote from up to 300 feet away. Shark: CR 1; Medium-size animal; HD 3d8+3; hp 16; Mas 13;
lnit +2: Spd swim 60 ft.: Defense 15, touch 12, flat-footed 13
Species Traits (~2 Dex, •3 natural). BAB •2: Grap +3: Atk •4 melee (ld6+1,
Construct: Robots have the traits and immunities bite): Full Atk •6 melee {ld6•1, bite): FS 5 ft. by 5 ft.; Reach )
common to constructs (see page 218). ft.: SQ aquatic. keen scent. low· light vision: AL none; SV Fort
Speed: A robot's speed depends on its size and method ,.4, Ref +5. Will +2: AP 0; Rep •O: Str 13, Dex 15, Con 13. Int 1..
of locomotion (bipedal, quadrupedal. tracked. or wheeled) Wis 12, Cha 2.
The different speeds are given with each robots statistics Skills: listen +7. Spot +7, Swim +9.
(below). Feats: Weapon Fmesse (bite).
Attacks: A robot is not normally equipped with weap- Advancement 4-7 HD (Large): 8-16 (Huge).
ons. Robots fitted with arms or s1m1lar manipulators can
attempt to grapple things. but the manipulators are too SReleton (Template)
small to deal damage.
Skills: Acharacter with four or more levels in the Techie Skeletons are the animated bones of the dead, mindless
automatons that obey the orders of their evil masters. They
advanced class (see page 177) can program one or more
are seldom garbed wnh anything more than the rottmg
ranks of a single skill mto a Dimmut1ve or Tiny robot. Other-
wise, a robot has no skills. clothes they were wearing when exhumed. Pinpoints of red
light smolder in their empty eye sockets.
Diminutive Robot: CR 1110: Diminutive construct: HD '/, Skeletons follow orders to the letter. drawing no conclu-
dlO; hp 1: Mas-: lnit ~2: Spd 10 ft. (treads). 20 ft. (bipedal). sions of their own and rarely making decisions. Because of
this limitation, their instructions must always be simple,
w
30 ft. (quadrupedal), or 40 ft. (wheels): Defense 16. touch
such as "Kill anyone who enters this graveyard."
-a:
16. flat-footed 14 (•4 size. ~2 Dex}: BAB •O: Grap - 15: Atk +1
melee: Full Atk +1 melee or +6 ranged: FS 1ft. by 1ft.: Reach Skeletons attack until destroyed, for that is what they
O ft.; SQ construct; Al none; SV Fort +O, Ref •2. Will +O: were created to do. The threat posed by a group of skele-
tons depends primarily on its size. A skeleton weighs
APO; Rep +0; Str 4, Dex 14. Con-. Int-. Wis 10. Cha 10.
approximately half as much as the base creature.
Skills: None (unless programmed by a Techie. as
described on page 178).
Template Traits Human Skeleton: CR /1, Medium-size undead: HD ldl2:
"Skeleton" is an acquired template that can be added to any hp 6; Mas -: lnit +S; Spd 30 ft: Defense B. touch ll. flat-
living corporeal creature that has a skeletal structure footed 12 (+l Dex....2natural) BAB •O: Grap •O: Atk +O melee
(referred to hereafter as the base creature) Askeleton uses {ld4. claw); Full Atk •O melee (ld4. 2 claws): FS 5 ft. by 5 ft.:
all the base creature's statistics except as noted here. Reach 5 ft.: SQ undead. skeleton immunities: AL creator. SV
Fort +0, Ref +l, Will +2: APO: Rep +O. Str 10. Dex 12. Con - .
Challenge Rating: Askeleton's Challenge Rating depends
Im - . Wis 10. Cha 1.
on its size: Tiny or smaller I , Small .. Medium-size 'A
Large 2. Huge 5, Gargantuan 9. Colossal 12. Skills: None.
Type: The creature's type changes to undead (see Feats: Improved Initiative. Simple Weapons Proficiency.
page 223).
Hit Dice: Drop any Hit Dice gained from attaining levels. Ogre Skeleton: CR 2: Medium-size undead; HD 4dl2; hp 22;
and raise the remaining Hit Dice to dl2. Mas - : lnit +4, Spd 30 ft.: Defense 12. touch 9. flat-footed 12
(- 1size. +3 natural): BAB +Q· Grap +8; Atk +4 rnelee (ld6+5,
Speed: Winged skeletons can't use their wings to fly. If
the base creature flew magically. so can the skeleton. claw): Full Atk +4 me lee (1d6+S, 2 claws). or +4 me lee {2d6+7,
Defense: A skeleton's natural armor bonus to Defense great club); FS 10 ft. by 10 ft.: Reach 10 ft.: SQ undead. skele-
changes to a value based on its size: Tiny or .smaller +O. ton immunities: AL creator: SV Fort +O, Ref +0, Will +3: APO:
Small +1, Medium-size +2, Large •3, Huge +4. Gargantuan +6. Rep +O: Str 21. Dex 10, Con-. Int -. Wis 10. Cha l.
Colossal +10. Skills: None.
Attacks: A skeleton retains all the natural attacks. manu- Feats: Improved Initiative. Simple Weapons Proficiency.
factured weapons. and weapon profiaenc1es of the base
creature. except for anacks that can't work without flesh SnaRe
(such as an illith1d's tentacle attacks). Acreature with hands Constrictor snakes hunt by grabbing prey with their mouths
gains one claw attack per hand the skeleton can strike with and then squeezing it with their powerful bodies. Vipers rely
all of them at its full attack bonus (If the base creature on their venomous bites to kill prey and defend themselves.
already had claw attacks. It can use the skeleton claw attack In general. snakes do not attack creatures larger than them-
and damage. If they're better.} selves except in self·defense
Damage: Natural and manufactured weapons deal
damage normally. A claw attack deals damage depending Species Traits
on the skeleton's size (use the base creatures claw damage Snakes have the following traits.
if it's greater): Diminutive or Fine 1. Tiny ld2. Small ld3. Variable Size: See Table 8-1: Creature Sizes for attack
Medium-size ld4. Large ld6. Huge ld8. Gargantuan 2d6. and Defense modifiers based on size. as well as for a snake's
Colossal 2d8. fighting space (assuming the creature is coiled) and reach.
Special Qualities: Askeleton loses all of the base crea- Improved Grab (Ex): Only constrictor snakes have this
ture's special qualities except for immunity or resistance to ability. To use this ability, a constrictor snake must hit with
specific energy types. In addition to gaining the undead its bite attack. If it gets a hold. It can constrict (see below}. _____
type, a skeleton has the following special quality. See Improved Grab, page 227.
Skeleton lmmunit 1es (Ex); Askeleton has cold immunity. Constrict (Ex): With a successful grapple check against a
Because it lacks flesh and Internal organs. a skeleton takes only creature of its size or smaller. a constrictor snake deals
half damage from ballistic. piercing. or slashing weapons. damage equal to its bite damage.
Allegiances: A skeleton loses any previoU5 allegiances Poison (Ex}: Aviper injects venom with a successful bite.
and adopts a new allegiance to its creator. This allegiance The victim must succeed on a Fortitude save or take ld6
cannot be broken. points of temporary Constitution damage: a second Forti-
Saves: Askeleton's saving throw modifiers are based on tude save must be made l minute later to negate the
Hit Dice and given m Table 8-2: Creature Saves and Base venom's secondary damage (same as the initial damage),The
Attack Bonuses. save DC is equal to 11 + . the snake's Hit Dice + the snake's
Action Points: A skeleton does not acquire or amass Constitunon modifier (DC 11 for a Tiny viper).
action points. It loses any action points possessed by the Scent (Ex): Thts ability allows a snake to detect
base creature. approaching enemies. sniff out hidden foes. and track by
Reputation Bonus: Askeleton has a +Q Reputation bonus. sense of smell. See Speoal Qualities for more information.
Ability Scores: A skeleton gains the following ability Skill Bonuses: Snakes receive a +8 species bonus on Bal-
score increase· Dexterity +2 In addition. a skeleton has no ance checks and a •4 species bonus on Hide. Listen, and
Constitution or Intelligence score. its Wisdom changes to Spor checks. Snakes apply either their Strength or Dexterity
10, and its Charisma changes to l. modifier. whichever Is higher. to Climb checks.
Skills. Askeleton loses all skills Bonus Feat: Vipers gain the bonus feat Weapon Finesse
Feats: Askeleton loses all feats except those thal confer (bite).
armor or weapon proficiency (Archaic Weapons Proficiency,
Armor Proficiency, Exotic Firearms Proficiency. Exotic Melee Constrictor Snake: CR 2: Medium-size animal; HD3d8+3;
Weapon Proficiency, Personal Firearms Proficiency. and hp 16: Mas 13; lnit +3; Spd 20 ft.. cllmb 20 ft., swim 20 ft.;
Simple Weapons Prof1c1ency). A skeleton gains the feat Defense 15, touch 13. flat footed 12 (+3 Dex, +2 natural); BAB
Improved Initiative. +2: Grap +S; Atk +S melee (1d6•4. bite); Full Atk +5 melee
d20MODERN
nd6+4, bite); FS Sft. by 5ft (coiled): Reach 5ft.; SQ improved nerabilities, blindsight 60 ft.; Al none: SV Fort •18, Ref +8.
grab, constrict ld6+4, scent, low-light vision; Al none; SV Will •S: A? O; Rep +O; Str 44, Dex 6, Con 26. Int-, Wis l, Cha l
Fort +4, Ref +6. Will +2; AP O; Rep +0; Str 17, Dex 17, Con 13, Skills: None.
Int 1, Wis 12, Cha 2 Feats: None.
Skills: Balance +11, Climb +14, Hide +11, listen +9, Spot +9, Advancement: 33-56 HD (Colossal).
Swim +11.
Feat s: None.
Advancement: 4-8 HD (large); 9-16 HD (Huge}: 17- 32 HD
Tiger
(Gargantuan). These great cats stand more than 3 feet tall at the shoulder
and are about 9 feet long. They weigh from 400 to 600
pounds.
Tiny Viper: CR /i, Tiny animal: HD;. d8; hp 1; Mas11; lnit +3;
Spd 15 ft.. climb 15 ft.. swim 15 ft.; Defense 17, touch 15, flat-
footed 14 (+2 size, +3 Dex, +2 natural); BAB +0; Grap- JO; Atk +5
Species Traits
melee (ld3-2 plus poison, bite); Full Atk +5 melee (ld3-2 plus Pounce (Ex): If a tiger leaps upon a foe during the first
poison. bite); FS 2 /1 fl. by 2 '/ , ft. (coiled); Reach Oft.; SQ round of combat, it can make a full attack even if it has
already taken a move action.
poison. scent, low·light vision; AL none; SV Fort +2. Ref +5,
Will +l; APO; Rep +0; Str 6, Dex 17, Con 11, Int 1. Wis12, Cha2. Improved Grab (Ex): To use this ability, the tiger must hit
Skills: Balance +11, Climb +12, Hide +18, Listen +8, Spot +8, with a claw or bite attack. If it gets a hold, it can rake (see
Swim +11. below). See Improved Grab, page 227.
Feat: Weapon Finesse (bite). Rake (Ex): A tiger that gets a hold of its target can make
Advancement: '/z-1 HD (Small); 2HD (Medium-size); 3- 4 two rake attacks (•9 melee) with Its hind legs for ld8•6
HD (Large); 5-16 HD (Huge). points of damage each. If the tiger pounces on an opponent.
it can also rake.
Skill Bonuses: Tigers receive a •4 species bonus on Bal-
Terrestrial Effluvium ance, Hide. and Move Silently checks. In areas of tall grass or
Sometimes referred to as "black blood of the Earth; terres- heavy undergrowth, their Hide bonus Improves to •8.
trial effluvium is a primordial abomination that originates
somewhere deep underground. Sometimes. either by acci- Tiger: CR 4; Large animal; HD 6d8• 18; hp 45; Mas 17; lnit +2;
dent or design. terrestrial effluvium finds its way into sewer Spd 40 ft.; Defense 14, touch 11, flat-footed 12 (-1 size, ..2Dex,
systems, where it discovers nourishment in the form of +3natural); BAB +4; Grap +14; Atk +9 melee ~d8+6. claw); Full
living creatures smaller than itself. Atk +9 melee nd8• 6, 2claws), +4 melee (2d6+ 3, bite); FSlO ft.
Terrestrial effluvium attacks by slamming opponents with by 10 ft.; Reach Sft.; SQ pounce, improved grab, rake 1d8+3,
a long, slick pseudopod. Acidic enzymes coating the low-light vision; AL none; SV Fort +81 Ref +7, Will +3; APO;
pseudopod continue to dissolve a victim even after the ini- Rep +0; Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6.
tial attack. Skills: Balance +6, Hide +5 (+9 in tall grass or under-
Terrestrial effluvium measures 30 feet in diameter and growth), Listen +3, Move Silently +9, Spot •3, Swim +ll.
weighs approximately 8,000 pounds. Feats: None.
Advancement: 7-12 HD (large); 13-18 HD (Huge).
Species Traits
Ooze: Terrestrial effluvium has the traits and immunities
common to oozes (see page 222).
Toad
Acidic Enzymes (Ex): Any creature that takes damage These diminutive amphibians are innocuous and beneficial,
since they eat insects.
from a terrestrial effluvium's slam attack also takes ld6
points of acid damage from the ooze's digestive enzymes.
The enzymes continue lo dissolve the victim, dealing ld6
Species Traits
Skill Bonuses: A toad's coloration gives it a +4 species
points of acid damage every round until the wound is
bonus on Hide checks.
washed with at least 1pint of water (or some other appro-
priate liquid).
Immunities (Ex): Terrestial effluvium is immune to bal- Toad: CR 1/1e.; Diminutive anrmal; HD 1/, dB; hp 1; Mas ll; lnit
listic and piercing weapons. ..1; Spd 5 ft.; Defense 15, touch 15, flat-footed 14 (•4 size,
Vulnerabilities (Ex): Terrest1al effluvium takes double +l Dex); BAB •0; Grap -17: Atk none; Full Atk none; FS l ft. by
damage from attacks that deal sonic or concussion damage. l ft.; Reach 0 ft.; AL none; SV Fort ~2. Ref +3, Will +2; APO;
Direct sunlight deals 50 pornts of damage to the creature Rep +0; Str 1. Dex 12, Con 11, Int 1, Wis 14, Cha 4.
each round. Skills: Hide •21 (includes +4 species bonus), Listen +5.
Spot +4.
Feats: None.
Terrestrial Effluvium: CR 15; Colossal ooze; HD 32dl0+256 plus
Advancement: None.
40 (extra hit points); hp 472; Mas-; lnit -2: Spd 10 ft.; Defense
6, touch 0, flat-footed 6 (-8 size, -2 Dex. +6 natural}; BAB +24;
Grap t53; Atk +37 melee (2d8+19 plus ld6 acid, slam); Full Atk Tooth fairy
+Jl/+32/+27/+22 melee (2d8+19 plus ld6acid, slam); FS30ft. by Although their name frequently conjures images of benign
30 ft.; Reach 15 ft; SQ ooze, acidic enzymes, immunities, vul- fey that leave money under children's bed pillows in the
rt JO
night. real tooth fairies are wicked. horridly deformed crea- Intimidate •4, Listen +4, Move Silently +9, Repair +4,
tures that antagonize and occasionally torment mortals for Research +S, Search +4, Sense Motive +4, Sleight of Hand +7,
their own amusement or out of spite A tooth fairy usually Spot +4, Tumble +7. . .
appears only at night, sleeping in an attic and other out-of- Feats: Heroic Surge. Improved lnit1at1ve, Personal Firearms
the-way location during the day. Proficiency, Renown. Simple Weapons Proficiency. Stealthy.
A tooth fairy has an emaciated body. distended stomach, Talents (Fast Hero): Evasion, uncanny dodge l.
sharply pointed ears, small sunken eyes. and crooked, over- Talent (Smart Hero): Savant (Research).
sized teeth. Its limbs are gnarled, and its tangled hair resembles Possessions: Colt Double Eagle ~Omm autoloader), 18
a nest of roots and thickets. A tooth fairy's small, gossamer rounds of 10mm ammunition. hip holster, fey rod, knife, day
wings are similar to those of a dragonfly but ghostly white. pack, bag of 25 caltrops, 3 sticks of dynamite, lighter. dis-
footh fairies stand 5 feet tall and weigh 80 to 100 pounds. guise kit. steel handcuffs.
Species Traits
Fey Rod (Sp): A tooth fairy's preferred weapon is a 1- Troglodyte . .
Troglodytes are revolting. warlike, reptilian humanoids that
foot·long rod of ash wood. A fey rod allows its wielder to
cast the following spells as a 3rd-level Mage (save DC 10 • savor the taste of their enemies' flesh-especially human
spell level): daze (DC 10), knock. lis~t. magic r:iissile. and flesh. They have spindly but muscular arms a.nd wa.lk erect
sleep (DC 11). Using any of the rods powers 1s an attack
on their squat legs, trailing a long, slender tail. Their heads
action. The fey rod can cast seven spells per day and h~ a are lizardllke and crowned with a frill that extends from the
hardness of S. 1hit point, and abreak DC of 11. A tooth fairy forehead to the base of the neck. Their eyes are black.
that loses its (ey rod fights to the death to retrieve it or beady, and able to see even in the dimmest light.
takes ld4 points of temporary Wisdom damage every .24 Troglodytes are not especially bright. but their fe!ocity
hours the fairy and the rod remain separated. Destroying and natural cunning more than compensate for their low
the rod instantly slays the tooth fairy, turning both to dust. intelligence. They guard their lairs aggressively. lashing out
fnvisibllity(Sp): A tooth fairy can turn itself invisible at at anyone who comes too near. They also stage raids to
acquire food and loot
will, as a move action. This ability works only after sunset
and before sunrise. but the duration of the invisibility is Troglodytes prefer to ambush prey with ranged weapons.
otherwise unlimited. An invisible tooth fairy becomes visi· weakening their opponents from a safe distance before
ble when it attacks closing to attack. If the battle goes against them, they
Anyspeak (Sp): A tooth fairy can speak. read, and write retreat and attempt to hide. They may carry firearms sal·
any spoken language. . vaged from past victims but are rarely proficient in their use.
Bonus Feat: Tooth fairies gain the bonus feat Simple Troglodytes rule the sewers they inhabit and prefe~ the
Weapons Proficiency. more rancid and fetid areas that other creatures avoid. A
typical troglodyte lair contains vario.us discarded items.
Trogs prize steel above all else, and their bodies may be fes-
Tooth Fairy: CR 1; Medium-size fey: HD 2d6: hp 7; Mas 10;
tooned with trinkets of looted metal.
lnit +5; Spd 30 ft.. fly 30 ft (average); Defense 11, touch 11,
flat-footed 10 (+l Dex); BAB +0; Grap +O: Atk +Q melee (ld4, Troglodytes speak Draconic Most have no ability, desire,
knife); Full Atk •O melee (1d4, knife), or +1 ranged; FS 5 ft. by or need to speak the local languages. An adult specimen
Sft; Reach Sft.; SQ fey rod. inv1sibll1ty. anyspeak, low- stands approximately 5 feet tall and weighs roughly 150
pounds.
light vision; AL evil; SY Fort +O, Ref •1. Will +4: APO; Rep +3;
Str 10, Dex 12, Con 10, Int 13, Wis 12. Cha 13.
Skills: Bluff +4, Crafl (any one) +3, Decipher Script +4, Dis-
Species Traits
guise +4, Escape Artist •4. Hide +4, Intimidate +4, Lis.ten +4. Stench (Ex): When a troglodyte is angry or frightened, it
Move Silently ~4. Search •4. Sense Motive +4, Sleight of secretes an oily, musklike chemical that most animal life
Hand •4, Spot +4, Tumble •4. finds offensive. All Irving creatures (except troglodytes)
feat s: Improved Initiative, Renown, Simple Weapons Pro- within 30 feet of the troglodyte must succeed on a Forti-
ficiency tude save (DC 13) or take a -2 morale penalty on attack
Possessions: Fey rod, knife rolls, weapon damage rolls. ability checks. skill checks, and
Advancement: By character class. saving throws for 10 rounds. Characters subjected to stench
from multiple troglodytes make only one saving throw.
Tooth Fairy Fast Hero 3/ Smart Hero 1: CR 5; Medium-size Characters affected by a troglodyte's stench cannot be
fey; HD 2d6 plus 3d8plus1d6; hp 23; Mas 10; lnit +1; Spd 30 ft, affected again by any troglodyte's stench until the current
effect expires.
fly 30 ft. (average): Defense 15. touch 15, flat-footed 15.(+1 Dex,
•4 class); BAB +2; Grap 12; Atk •2melee touch (1d4, knife); Full Species Bonus: A troglodyte's skin changes color some-
Atk +2 melee (ld4, knife), or +3 ranged (2d6. Colt Double what allowing it to blend In with its surroundings like a
chameleon. A troglodyte gain~ a +4 species bonus on Hide
Eagle); FS 5 ft. by 5 ft.; Reach 5ft.; SQ fey rod. invisi~ility.
checks (+8 in a rocky or subterranean selling).
anyspMk, low·llghl vision: AL evil; SY Fort +-1, Ref +3, Will +6;
AP 2; Rep •S: Str 10, Dex 13. Con 10. Int 13, Wis 12, Cha 13. Bonus Feat: Troglodytes receive the bonus feat Simple
Skills: Bluff +4, Computer Use +4, Craft (chemical) +3, Weapons Proficiency.
Decipher Script •4, Disguise +4, Escape Artist +7, Hide +9, Automatic Language: Troglodytes read, write, and
speak Draconic.
d20MODERN
Troglodyte: CR l: Medium size humanoid; HD 2d8+4; hp B;
Mas 14; lnit -1. Spd 30 ft.: Defense 15. touch 9. flat-footed 15
Troll
(-1 Dex, +6 natural); BAB +1; Grap ~1: Atk +l melee (ld4. claw); Trolls are horrid, fearless carnivores that ravenously devour
Full Atk +l melee (ld4, 2 claws), -1 melee (ld4, bite). or +l any organic matter, from trash to pets and humans. They
prefer to lair near civilization, usually in abandoned or des-
melee (ld6 nonlethal. sap). -4 melee 0d4. bite), or +O ranged
(ld6. javelin); FS 5 ft. by 5 ft.: Reach Sft.; SQ ste~ch, darkvi- olate locations such as condemned tenements. old facto-
sion 90 ft.: AL chaos, evil: SV Fort +5, Ref -1. Wrll -+-0: APO; ries, and under highway bridges.
Rep +0; Str 10, Dex 9, Con 14. Int 8, Wis 10. Cha 10. A troll's rubbery hide is moss green. mottled green and
Skills: Hide +6, Listen +3. gray, or putrid gray. A writhing, hairlike mass gro~s out of
Feats: Multiattack. Simple Weapons Proficiency. the creature's skull and is usually greenish black or iron gray.
Possessions: Sap, ld4 javelins, backpack containing food Its arms end in wide, powerful hands with sharpened claws,
and assorted items. its legs in great three-toed feet. A troll's thin and frail
appearance belies surprising strength.
Advancement: By character class.
Trolls have a hunched posture and sagging shoulders.
Troglodyte Dedicated Hero )/field Medic 1: CR 5; Medium- Their gait Is uneven, and when they run, the arms dangle and
size humanoid; HD 2d8+4 plus 3d6+6 plus ld8+2; hp 35: Mas 14: drag along the ground. For all this seeming awkwardness,
trolls are very agile.
lnit +0; Spd 30 ft.; Defense 19. touch 13. flat-footed 19 (+3 class,
+6 natural): BAB +3: Grap +3: Atk +3 melee (ld4, claw); Full Atk Trolls have no fear of death. They launch themselves into
+3 melee (ld4, 2 claws), +1 melee (ld4. bite), or +3 melee {1?6 combat without hesitation, flailing wildly at the closest
nonlethal. sap), -2 melee (ld4, bite), or +4 ranged (ld4 electric- opponent. Even when confronted with fire. they try to get
ity plus paralysis, taser); FS 5 ft. by 5ft.; Reach 5 ft.; ~Q stench, around the flames and attack.
darkvision 90 ft.; AL chaos, evil: SV Fort +9, Ref +2, Wrll +3; AP 2: Trolls speak Giant or one local language. A typical adult
Rep +2; Str 10, Dex 10, Con 14, Int 8. Wis 10, Cha 10. male stands 9 feet tall and weighs 500 pounds. Females are
Skills: Craft (pharmaceutical) +l, Hide +7, Listen +3. usually larger, heavier. and more powerful tha~ their mal.e
Spot +3, Treat Injury +10. . . counterparts, standing 10 feet tall and weighing approxi-
mately 600 pounds.
Feats: Armor Proficiency (light), Mult1attack, Simple
Weapons Proficiency. Surgery. Weapon Focus (taser).
Talents (Dedicated Hero): Healing knack, healing
Species Traits
touch 1. Rend (Ex): If a troll hits with both claw attacks, i~ latches
Talents (Field Medic): Medical specialist +l. onto the opponent's body and tears the flesh. This attack
Possessions: Sap, taser, medical kit, first aid kit, backpack automatically deals an additional 2d6+9 points of d~mage.
containing food and assorted items Regeneration (Ex): A troll regenerates 5 points of
damage each round but cannot regenerate acid or fire
damage. If a troll loses a limb or body part, the lost portion
regrows in 3d6 mlnutes. The creature can reattach the sev-
ered member instantly by holding it to the stump.
Scent (Ex): This ability allows a troll to detect approach-
Troglodyte
ing enemies, sniff out hidden foes. and track by sense of
smell. See page 228 for more information.
Darkvision (Ex): Instead of the low-light vision nor mall~
possessed by creatures of the giant type. trolls have darkv1-
sion with a range of 90 feet. .
Bonus Feat: A troll gains either Archaic Weapons Profi-
ciency or Simple Weapons Proficiency as a ~nus feat.
Automatic Language: Trolls speak (but neither read nor
write) Giant or one other language
Vampire
d20MODERN
nate form, children of the night, damage reduction 15/+l, Attacks: Same as the character while in humanoid form.
fast healing 5. gaseous form, cold and electricity resistance In hybrid and animal form, a werewolf attacks with its pow-
20, spider climb. +4 turn resistance. darkvision 60 ~. weak- erful bite, dealing ld6 points of damage plus its Strength
nesses; AL evil, chaos, master: SV Fort +2, Ref +10. Will +3; modifier.
AP 2; Rep +5; Str 19, Dex 18, Con -, Int 14, Wis 10, Cha 20. Special Qualities: A werewolf retains all the special quali-
Skills: Bluff +17*. Diplomacy +9*, Disguise +9, Drive +8, ties of the character and gains the additional special qualities
Gather Information +9*. Hide +18. Intimidate +9*, Knowl- listed below.
edge (art) +6, Knowledge (current events) +7, Knowledge Alternate Form (Su): A werewolf can assume wolf or
(popular culture) +7, Perform {stringed instruments) +9*, hybrid form, but its gear is not absorbed into the new form.
Listen +10. Move Silently +18, Read/Write Language (any The bipedal hybrid form is about 6 feet tall, with ashort tail
two), Search +10, Sense Motive +8, Speak Language (any and thick fur. The legs are like those of a wolf, and the head
two), Spot +10. combines humanoid and lupine features in degrees that vary
*The vampire gaim a +3 bonus on these Charisma-based from one werewolf to the next The animal form is that of a
skill checks when Influencing members of its chosen gender fully-grown wolf without any trace of human features.
(see Charm, page 30). Changing to or from wolf or hybrid form is amove action,
Feats: Alertness. Combat Reflexes, Dodge, Exotic Melee Upon assuming either form. the werewolf regains hit points
Weapon (katana), Improved Initiative, Iron Will. Lightning as if having rested for a day. A slain werewolf reverts to its
Reflexes, Renown, Simple Weapons Proficiency. Stealthy. humanoid form, although it remains dead. Afflicted were-
Windfall. wolves find this ability difficult to control (see the Lycan-
Talent (Fast Hero}: Evasion. thropy as an Affliction sidebar), but natural lycanthropes
Talents(Charismatic Hero): Charm. favor. have full control over this power.
Possessions: Aston-Martin Vanquish sports coupe, eight- Curse of Lycanthropy (Su): Any humanoid hit by a
bedroom mansion. designer formal wear. mastercraft katana werewolf's bite attack (in wolf or hybrid form) must succeed
(+1), cell phone, desktop computer (with cellular modem. on a Fortitude save (DC 15) or contract lycanthropy.
printer, and scanner). mastercraft violin (+1). Trip (Ex): A werewolf in wolf form that hits with a bite
attack can attempt to trip its opponent as a free action (see
Werewolf (Template) page 152) without making a touch attack or provoking an
attack of opportunity. If the attempt fails, the opponent
Werewolves are humanoids who can transform into
wolves or bipedal humanoid-wolf hybrids. Werewolves cannot react to trip the werewolf.
Scent (Ex): This ability allows a werewol( in wolf or
often hide among normal folk, emerging in wolf form at
night (especially under the full moon) to spread terror and hybrid form to detect approaching enemies. sniff out
bloodshed. hidden foes, and track by sense of smell.
Damage Reduction 15/Si/ver (Su): A werewolf in wolf or
Natural werewolves are humanoids born with the ability
to assume wolf and hybrid forms. A humanoid who con- hybrid form ignores the first 15 points of damage dealt by a
tracts lycanthropy after being wounded by a werewolf nonsilver or nonmagical weapon but takes full damage from
becomes an afflicted werewolf. In its humanoid form, a nat- silvered weapons or weapons with a+1 or better magic bonus. - - - - ' - - - ! !
Wolf Empathy (Ex): A werewolf can communicate with
ural or afflicted werewolf looks like any other member of its
people. In wolf form, a natural or afflicted werewolf resem- wolves in any form and gains a +4 species bonus on Diplo-
bles a powerful wolf, although its eyes show a faint spark of macy checks when influencing a wolf's attitude. A friendly
unnatural Intelligence and often glow red in the dark. wolf understands and heeds simple commands. such as
"wait." "chase," "flee," and "attack."
Template Traits Darkvlsion (Ex): In their wolf and hybrid forms, were-
"Werewolf" Is a template (inherited for natural werewolves, wolves have darkvision with a range of 60 feet.
acquired for afflicted werewolves) that can be added to any Saves: Same as the character, with a +3 bonus on Forti-
humanoid creature (referred to hereafter as the character). tude and Reflex saves.
A werewolf uses either the character's or the wolf's sta- Ability Scores: Werewolves gain the following ability
tistics and special abilities in addition to those described score increases: Con +4. Wis +2. Additionally. a werewolf that
below. assumes wolf and hybrid form gains the following additional
Challenge Rating: Same as the character +2. benefits for as long as it remains in either form: Str +2, Dex +4.
Hit Dice: Same as the character plus the wotrs Hit Dice Allegiances: A natural werewolf typically has allegiance
(2d8). to chaos and evil. An afflicted werewolf gains the chaos and
Speed: Same as the character, or SO feet for hybrid and evil allegiances {displacing other allegiances. if need be).
wolf form. These allegiances can be removed only when the werewolf
Defense: Same as the character while in humanoid form. has the ability to control the curse of lycanthropy by taking
In hybrid and animal form. the creature gains a t2 natural 10 on a Control Shape check (see page 264).
armor bonus. This bonus does not stack with other rTatural Skills: Same as the character, with a +1 species bonus on
armor bonuses. Hide checks, a+2 species bonus on Move Siiently checks, a+3
bonus on Spot checks, and a i's species bonus on
m
Base Attack: Same as the character +1. species
Grapple Bonus: Apply modifiers for Strength depending Listen checks. A werewolf in wolf or hybrid form also gains a
oo the lycanthrope's form +4 species bonus on Survival checks when tracking by scent.
U1
~ycanthropy as anAffliction new Shill: Control Shape (llJis) Trained Only
When a character contracts lycanthropy through a were- Any character who has contracted lycanthropy and is
wolf's attack. no symptoms appear until the first night of aware of his condition can learn Control Shape as a class
the next full moon. On that night the afflicted character skill. This determines whether the afflicted werewolf can
involuntarily assumes animal form and becomes a raven- voluntarily control his shape. Natural lycanthropes have
ous beast. forgetting his or her own identity. The charac- control over their shapeshifting abilities.
ter remains in animal form until dawn and remembers Check: The afflicted character must make a check at
nothing about the incident. moonrise each night of the full moon to resist involun-
Thereafter. the character is subject to involuntary tarily assuming animal form. An injured character must
transformation under the full moon and whenever dam- also check for an involuntary change after accumulating
aged in combat. He or she feels an overwhelming rage enough damage to reduce his hit point total to three-
building up and must succeed on a Control Shape check quarters of its full normal value and again after each addi-
to resist changing into animal form. tional one-quarter lost (save DC same as for full moon).
"
Curing Lycanlhropy Task DC
An afflicted character who eats a sprig of belladonna Resist involuntary change 25
(also called wolfsbane) within an hour of a lycan- Return to humanoid form (full moon 1) 25
thrope's attack can attempt a Fortitude save {DC 20) to Return to humanoid form (not full moon) 20
shake off the affliction. If someone with ranks in the Voluntary change (full moon) 10
Treat Injury skill administers the herb. use the charac- Voluntary change (not full moon) 15 :1
ter's saving throw or the healer's Treat Injury check. 1 For game purposes, the full moon lasts three d~ every month.
whichever is higher. The character gets only one
chance. no matter how much belladonna is consumed. Try Again?: Check for an involuntary change once
The belladonna must be reasonably fresh (picked with- each time a triggering event occurs. On a failed check to
in the last week). return to humanoid form (see below), the character must
Fresh or not. belladonna is toxic. A character consum- remain in animal or hybrid form until the next dawn,
when he or she automatically returns to humanoid form.
ing the herb must succeed on a Fortitude save (DC 13) or
take initial damage of ld6 points of temporary Strength. Special: You can take 10, but you cannot take 20.
One minute later, the character must succeed on a sec- When returning to normal form after an involuntary
ond save (same DC) or take an additional 2d6 points of change, the character attempts a Wisdom check {DC 15) to
temporary Strength damage. realize what has happened. If the check succeeds. the
character becomes aware of the affliction and can now
The only other way to remove the curse of lycan-
thropy is to cast remove curse or break enchantment voluntarily attempt to change to animal or hybrid form,
on the character during one of the three days of the full using the appropriate DC. An attempt Is astandard action
moon. After receiving the spell, the character must suc- and can be made each round. Any voluntary change to ani-
ceed on a Will save (DC 20) to break the curse (the cast- mal or hybrid form immediately and permanently changes
er knows whethe1 the spell works). Otherwise, the the character's two strongest allegiances to chaos and evil.
process must be repeated. Characters undergoing this An afflicted character who is aware of his or her condi-
cure are often kept bound or confined in cages until the tion can also try to return to humanoid from after assum·
cure takes effect. ing animal or hybrid form, using the appropriate DC Only
Only afflicted lycanthropes can be cured of lycan- one attempt is allowed. however, as described above.
Time: Attempting to control one's shape is a full- 1
thropy. Natural lycanthropy cannot be cured.
round action. I
·---------------------------------------------------------.. . .----------1
Feats: Same as the character A werewolf gains the bonus +S, Knowledge (streetwise) TS, Listen +6, Move Silently +4.
I
feats Iron Will and Weapon Finesse (bite). Profession +5, Read/Write Language (any two), Speak Lan-
Talents: Sarne as the character. guage {any two). Spot +4, Swim +9.
Feats: Athletic. Heroic Surge. Iron Will. Personal Firearms
Werewolf in Humanoid Form (Human Strong Hero 5): Proficiency. Power Attack. Simple Weapons Proficiency,
CR 7; Medium-size humanoid; HD 5d8+15 plus 2d8+6; hp 52: Weapon Finesse {bite).
Mas 17; Init t 2: Spd 30 ft.: Defense 15, touch 15. flat-footed 13 Talents (Strong Hero): Melee smash. improved melee
(+2 Dex. •3 class); BAB +5; Grap +8; Atk •8 melee (ld6+6/ smash. advanced rnelee smash.
19-20, cleaver): Full Atk +8 melee (ld6+6/19-20, cleaver), or Possessions: Mossberg (12-gauge shotgun). 12 rounds of
+7 ranged (2d8, Mossberg): FS 5 ft. by 5 ft.: Reach 5 ft.: 12-gauge ammunition. cleaver, casual clothes.
SQ alternate form. trip. scent. wolf empathy: AL evil, chaos:
SV Fort ~9. Ref ~6. Will ~2: AP 2; Rep +1; Str 16, Dex 14, Con 17. Werewolf in Hybrid or Wolf Form (Human Strong Hero 5):
int 12, Wis 12, Cha 8. As humanoid form except: lnit +4; Spd 50 ft.: Defense 17.
Skills: Climb +9, Handle Animal +3, Hide +3, Jump +7. touch 15. flat-footed 15 (+2 Dex. +3 class. +2 natural); Grap +9:
Knowledge (current events) +5, Knowledge (popular culture) Atk +9 melee (ld6+7, bite): Full Atk +9 melee (ld6+7. bite). or
+9 ranged; SQ alternate form. curse of lycanthropy, trip, attack action. Any creature in the line of fire takes lOdlO
scent. damage reduction 15/silver, wolf empathy, darkvision points of damage. or half damage if a Reflex save (DC 25)
60 ft.: SV Ref +8: Str 18, Dex 18. succeeds.
Adjusted Skills: Climb +10, Hide -+5, Jump +8, Move Improved Grab (Ex): To use thrs ability, a wyrm must hit
Silently +6. Swim +10. Survival +5 (when tracking by scent). with both claw attacks. If it gets a hold. it hangs on and
stings. If a wyrm grabs a creature two or more size cate-
Wolf gories smaller. it automatically deals damage with both
claws and its sting each round the hold is maintained. See
Wolves are pack hunters infamous for their persistence and
Improved Grab. page 227
cunning. Adults average 3feet tall at the shoulder and weigh
Fling (Ex): A wyrm can drop a creature it has grabbed or
200 to 250 pounds.
use an attack action to fling it aside. A flung creature travels
30 feet and takes 3d6 points of damage If the wyrrn flings it
Species Traits while flying. the creature takes this amount or falling
Scent (Ex): This ability allows awolf to detect approach·
damage. whichever is greater.
ing enemies. sniff out hidden foes, and track by sense of
Poison (Ex): Acreature stung by a wyrm must succeed on
smell. Sec Special Qualities for inore Information.
a Fortitude save [DC 2S) or tdke /d6 points of temporary
Trip (Ex): A wolf that hllS with a bite attack can al tempt
Constitution damage. After 1minute has elapsed, the crea-
to trip the opponent as a free action (see page 15?) without
ture must succeed on a second save (DC 25) or take another
making a touch attack or provoking an attack of opportu
2d6 points of temporary Constitution damage.
nity. If the attempt fails. the opponent cannot react to trip
Scent (Ex): This ability allows a wyrm to detect
the wolf.
approaching enemies, sniff out hidden foes, dOd track by
Skill Bonuses: Wolves receive a +ti species bonus on Sur-
sense of smell. See Special Qualities for more Information.
vival checks when tracking by scent.
Immunities (Ex): Wyrms are immune to slet>p, hold, and
paralysis cff~cts.
Wolf: CR 1: Medium·srze animal: HD 2d8+4; hp 13; Mas 15;
Skill Bonus: Wyrrns receive a +3 ~pecies bonus on Spot
lnit +2: Spd 50 ft.; Defense 14, lou<.h 12. flat footed 12 I•2
checks during daylight hours.
Dex, +2 natural): BAB +l: Grap +2: Alk +3 rnelee (ld6•1. bire):
full Atk +3 melee (ld6• I, bite}: FS ~ft. by 5 ft .. Reach5 ft.: SQ
Wyrm (Adult): CR 17; Huge dragon; HD 19dl/i 114: hp 237:
scent. trip, low light vision: AL none; SV Fort +5. Ref • 5,
Mas 23: lnit -2; Spd /0 fl. fly 60 ft. (poor). burrow 20 ft.:
Will • 1: APO: Rep +0. Str 13, Dex IS, Con IS, Int 2. Wis 12,
Defense 21, touch 6, flat footed 21 ( 2 size. -2 Dex. ~1~ nal
Cha 6.
ural); BAB +19: Grap +37: Atk • l8 melee (1d8+10 plu\ po1~on.
Skills: Hide+3. Listen •6. Move Silently +4. Spot •4, Sur·
sting); Full Atk •28 melee (ld8•10 plus poison, sting). •26
vival •l (•)when tracking by scent).
melee (2d8+5. bite). +26 melee (2d6•S. 2 claws): FS 15 ft. by
Advancement: 3 4 HD (Large).
15 ft.: Reach 10 ft.: SQ breath weapon. improved grab. fling.
poison. scent, Immunities, darkvision 60 ft.: AL evil: SV
Wyrm Fort •17. Ref •9, Will •12; APO: Rep +0; Str 31, Dex 7. Con 23, - - - -
A wyrni is a 30-foot-long flying lizard with russet scales. Int 6. Wis 17, Cha 10.
Its long, sinewy tail is ripped with a thick knot of cartilage Skills: I lslen -122. Move Silently +17. Search +I/, Spot +22
from which a scorpionllkc stinger protrudes. Its leathery (+25 during daylight).
bat wings measure SO feet from tip to tip. Its monstrous Feats: Alertness. Cleave (bite), Multiattack, Power Attack,
jaws are filled with long, sharp teeth. and Its eyes flare like Weapon Focus (sting).
smoldering l?mbers. A wyrm makes only two sounds: a Advancement: 20-26 HD (Huge): 27-38 HD (Gargan-
loud hiss and a deep throated growl much like that of a tuan): 39 45 HD (Colossal).
bull alligator.
Wyrms are ~tupid. aggressive creatures that attack nearly Wyrm (Hatchling): CR 6: Medium size dragon: HD 7d12+M;
anything. A wyrm dives from the air snatching its opponent hp 59: Mas 15: lnrt •O, Spd 20 ft .. fly 60 ft. (poor), burrow 20
in its claw~ and stinging it to death. ft.: Defense 18. touch 10. flat-footed 18 (•8 natural): BAB •7:
Although they have a voracious appetite. wyrms spend Grap -19; Atk •10 mclC'e {ld4-12 plus poison, sting); Full Atk
much of their lives hibernating in deep subterranean cav- +10 melee ~d4+2 plus poison. sting). +4 melee lld8+1. bite).
erris. They can live hundreds of years. and their eggs take +4 melee (ld6~ 1. 2 claws): FS S ft. by 5 ft.: Reach 5 ft .. SQ
decade\ to hatch Archaeologists or spelunkers who breath weapon (DC 15, 3dl0 points of fire damage).
stumble upon a wyrm's subterranean "egg enclave" might improved grab. poison (save DC 15; initial and secondary
suffer the misfortune of finding several wyrm eggs. mistak· ld6 Con), scent, 11nmunities. darkvision 60 ft.: AL evil: SV
ing them for fossils, hauling them to the surface. and Fort +7, Ref +5. Will +6: APO; Rep •0; Str 15, Dex 10. Con 15.
unleashing a fiery plague upon humanity. Int 6, Wis 11. Cha 10.
Skills: Listen -+10, Move Silently •7, Search +5, Spot +10
Species Traits (,.B during daylight).
Breath Weapon (Su): A wyrm can breathe a 60-foot- Feats: Alertness, Weapon Focus (sting).
long, 5-foot wide line of fire every ld4 rounds as an
d2oMODERN
Yuan-ti Finesse (bite) feat. Reverting to its natural form is a full-round
Yuan-ti are the vile descendants of humans whose blood- action. A yuan-ti can use this ability at will.
lines have been mingled with those of snakes. All yuan-ti Chameleon Power(Sp): As a move action, a yuan-ti can
possess snakelike features. and their cunning and ruthless- change its coloration to match It~ surroundings. granting a
ness are legendary. +8 circumstance bonus on Hide checks.
Yuan-ti constantly scheme to advance their own dark Detect Poison (Sp): As an attack action, a yuan-ti can
agendas. They are calculating and suave enough to form determine whether a creature, object, or area within 40 feet
alliances with other evil creatures when necessary, but they has been poisoned or is poisonous. The yuan-ti determines
always put their own interests first They use reptilian the exact type of poison with a successful Wisdom check
humanoids such as kobolds and troglodytes as agents but (DC 20). This ability can penetrate barriers, but l foot of
care little if they are destroyed. stone, l inch of common metal, a thin sheet of lead. or 3feet
Yuan-ti have lost many of their innate spell-like abilities of wood or dirt blocks it Ayuan-ti can use this ability at will.
over the centuries, but they have learned to integrate into Species Bonus:A yuan-ti gains a+S species bonus on Dis-
human society and adapt modern technology for personal guise checks when impersonatlng a human. .
gain. They use their sharp intellects t~ plan elaborate traps Bonus Feat: Yuan-ti gain the bonus feat Archaic Weapons
and use their surroundings superbly 1n combat, preferring Proficiency or Simple Weapons Proficiency.
ambushes to direct confrontation. They also prefer ranged Automatic Language: Yuan-ti read, write, and speak Yuan-
attacks to melee. and they liberally use their cause fear and ti, Draconic, Abyssal, and one local language.
aversion abilities to keep foes at a distance.
Yuan-ti often meet at temples dedicated to dark, forgot- Yuan-ti: CR 4: Medium-size monstrous humanoid; HD 6d8;
ten gods. and their rituals often involve bloody sacrifices. hp 27; lnit +S; Spd 30 ft.; Defense 12, touch 11, flat-footed 11
Yuan-ti capable of concealing their reptilian features period- (•l Dex, +1 natural): BAB +6/+1; Grap +6; Atk +6 melee
ically infiltrate and take over criminal enterprises, displacing (ld6/19-20. machete); Full Atk +6/•1 metee Dd6/l9-20,
(and o~en consuming) the humans formerly .in char~. machete). or +8/+3 ranged (2d6, Cott Python}; FS 5 ft. by
Yuan-ti appear human at first glance. Their snakelike fea- 5 ft.; Reach 5 ft.; SQ aversion, produce acid, alternate
tures tend to be subtle: reptilian eyes, forked tongues, form, chameleon power, detect poison, spell resistance
pointed teeth. scaly patches on the neck or limbs, and the 16, darkvision 60 ft.; Al evil, chaos; SV Fort +3, Ref +6, Will
like. Yuan-ti speak their own language. one local language, +9; APO; Rep +O; Str ll, Dex 13, Con ll, Int 18, Wis 18. Cha 16.
Draconic (a language shared by kobolds and troglodytes), and Skills: Concentration •9, Craft (any one} +9, Disguise +3 (+8
Abyssal (an evil, harsh sounding tongue spoken by demons). when impersonating a human), Knowledge (any one) +9, Hide
Yuan-ti arc similar to humans in both height and weight +7 (+15 when using chameleon power), Listen +13, Spot +13.
Feats: Archaic Weapons Proficiency, Blind Fight, Dodge.
Species Trails Combat Expertise. Improved Initiative, Personal Firearms
Aversion(Sp):As an attack aclion. ayuan-ti can telepath- Proficiency.
ically plant a powerfut aversion in the mind of one creature. Possessions: Machete, Colt Python (.357 revolver}, 24
:-~--- A failed Will save (DC 17) means the subject cannot stand to rounds of .357 ammunition, firearms license, concealed carry
be within 20 feet of any snake and yuan-ti, alive or dead; the holster, business clothes, cell phone. PDA. disguise kit.
subject must use her next action to move at least 20 feet Advancement: By character class.
away. The aversion lasts for 10 minutes and can be o~ercome
by succeeding at another Will save. If the averted sub1ect suc- Yuan-ti Dedicated Hero I/Charismatic Hero 2: CR 7;
ceeds at asubsequent Will save or is unable to move at least Medium-size monstrous humanoid; HD 6d8+6 plus ld6+1 plU>
20 feet from the nearest snake or yuan-ti, she takes a - 4 2d6+2; hp 46; lnit +S; Spd 30 ft.; Defense 16. touch 13, flat-
penalty to Dexterity so long as the aversion persists or she footed 15 (+l Dex, +2 class. +1 natural. +2 light undercover
remains within 20 feet of asnake or yuan-ti. A yuan-ti can use vest); BAB +7/+2; Grap +7: Atk •7 melee (ld6/19-20, sword
this mind-affecting ability at will. cane); Full Atk +7/+2 melee (ld6/l9-20, sword cane), or
Produce Acid (Sp): A yuan-ti can exude acid from its +9/+4 ranged (2d6, Colt Python); FS 5 ft. by Sft.; Reach Sft.:
body as a free action. The acid deals ld6 points of damage t? SQ aversion. produce acrd. a/remote form, chameleon
anything it touches. The acid becomes inert secon~s afte~ rt power, detect poison. spell resistance 16, darkvision 60 ft;
leaves the yuan-ti's body. A yuan-ti can produce acid at will. AL evil, chaos; SV Fort +6, Ref +8, Will +JO; AP 1; Rep +6; Str TI,
Alternate Form (Sp): As a full-round action, ayuan-ti can Dex 13. Con 12, Int 18. Wis 18, Cha 16.
transform itself into aTiny viper (see page 257). It retains its Skills: Bluff +8, Concentration +9, Craft (writing) +11, Dis-
yuan-ti Hit Dice, hit points, action points, special qualities, guise +9 (+14 when impersonating a hu~an; includes +3
allegiances, Will save bonus, Reputation ?onus, lntelli~e~ce, bonus for skill emphasis). Knowledge (business) +9, Knowl-
Wisdom, Charisma, skills. and feats. It gains the snakes StZe, edge (civics) +6, Knowledge (current events) +6, Knowledge
type, massive damage threshold, initiative modifier, Defense, (technology) +6, Hide +7 (+15 when using char:ieleo11
speed, base attack bonus. grapple bonus, attacks. damage, power), Listen +13, Read/Write Abyssal, Read/Wnte Dra-
fighting space, reach, Fortitude and Reflex save bonuses, conic, Read/Write English. Read/Write Yuan-ti, Sense Mo-
Strength, Dexterity, and Constitution. It gains the snakes Bal- tive +6. Speak Abyssal, Speak Draconic. Speak English, Speak
ance, Climb, Hide, Listen. and Spot skill bonuses. if they are Yuan-ti, Spot +13. . .
higher, as well as the snake's poisonous bite and Weapon Feats: Armor Proficiency (light). Archaic Weapons Prof1-
ciency, Blind-Fight. Dodge. Combat Expertise. Improved Ini-
tiative, Personal firearms Proficiency. Renown. Simple
Weapons Proficiency.
Talent (Dedicated Hero): Skill emphasis
(Disguise).
Talent (Charismatic Hero): Coordinate.
Possessions: Light undercover vest,
sword cane. Colt Python (.357 revolver),
speed loader. 24 rounds of .357 ammu-
nition, firearms license. concealed carry
holster. business or casual clothes. cell
phone. PDA. cellular modem, disguise kit.
2ombie (Template)
Zombies are corpses animated by some sinister power
or magic. Maggots and worms infest their rotting flesh, and
a rank odor of death hangs heavy in the air around them.
They wear the tattered remains of their burial clothes.
Zombies are mindless and obey their creators without
fear or hesitation. Bereft of intelligence, they can follow
only simple instructions. such as "Kill anyone who enters
this room:· Zombies usually hammer enemies with their
unnaturally strong fists
Zombies do not speak. but they understand the orders of
their creators.
Template Traits
"Zombie is atemplate that can be added to any corporeal
creature other than an undead (referred to hereafter as the
base creature. It uses all the base creature's statistics and
special abilities except as noted here.
Challenge Rating: A zombies challenge rating depends
on its size: Tiny or smaller 1/1, Small 'I~. Medium-size /,,
Large 3, Huge 6, Gargantuan 10, Colossal 13.
Type: The creature's type changes to undead (see
page 223).
Hit Dice: Drop any Hit Dice gained from experience,
double the number of Hit Dlce left. and raise them to dl2.
Speed: If the base creature could fly. its maneuverability
rating as a zombie drops to clumsy.
Defense: A zombie's natural armor bonus to Defense
increases to a value based on the zombie's size (but use the
base creature's natural armor bonus, if its higher): Tiny or
smaller +O, Small +1. Mcdium·s1ze • 2. Large+3. Huge +4. Gar-
gantuan +7, Colossal +11
Attacks: The zombie retains all the natural attacks. man-
ufactured weapons, and weapon profic1enc1es of the base
creature. A zombie also gains a slam attack.
Damage: Natural and manufactured weapons deal
damage normally. A slam attack deals damage depending
on the zombie's size (but use the base creature's slam
damage if it's greater): Fine 1. Diminutive ld2. Tiny ld3. Small
ld4. Medium-size ld6, Large ld8, Huge 2d6. Gargantuan 2d8,
Colossal 4d6.
For purposes of Strength bonuses to damage. a slam
attack is considered a two-handed attack.
Special Qualities: A zombie loses all of the base
creature's supernatural and spell-like qualities except Yuan-ti
for 1mrnunity or resistance to specific energy types. A
zornbie may retain any or all of the base creature's
ct2uMODERN
extraordinary abilities (like the troglodyte's stench ability). from the dark recesses of the Internet, the success of any
at the GM's discretion. In addition to gaining the undead such endeavor is measured with Research skill checks.
type, a zombie has the following special quality: Researching acreature takes ld4 hours plus an additional
Move or Attack Action Only (Ex): A zombie has poor ld4 hours if the creature is unique or has traits unlike other
reflexes and can perform only a single move action or members of its species. The type of information gleaned in
attack action on its turn. It can only move and attack if it this amount of time depends on the hero's Research check
charges. result, as shown below.
Allegiances: Azombie loses any previous allegiances and
adopts a new allegiance to Its creator. This allegiance Type of Information Res~arch Check DC:
cannot be broken. Type Traits
Saves: A zombie's saving throw modifiers are based on Reveals a creatures type and 15
Hit Dice and given in Table 8-2: Creature Saves and Base any traits common to that type.
Attack Bonuses. Example: A troll is c/ass1f1ed as a giant Giants are
Action Points: Azombie does not acquire or amass action large creatures that see well even in the dimmest light.
points. It loses any action points gained by the base creature. Giants are usually profic1e11t with simple or archaic
Reputation Bonus: A zombie has a +O Reputation bonus. weapons and ore much stronger than h1;mans.
Ability Scores: A zombie's ability scores change as fol· Species Traits
lows: Str +2, Dex -2. Additionally, it has no Constitution or Reveals a specific creature's species traits. 20
Intelligence score. its Wisdom changes to 10, and its Example: Trolls have thick hides and can see In complete
Charisma decreases to 1. darkness. They use their keen sense of smell to track prey
Skills: The zombie loses all skills. and wicked claws to rend their victims Trolls are b€st
Feats: The zombie loses all of the base creature's feats known for thelf regenerative ability. including the power to
and gains the Toughness feat. reattach severed lrmbs. Trolls cannot regenerate damage
from acid or fire. - - -
Human Zombie: CR 1/ , Medium-Sile undead; HD 2dl2 plus Unique Traits
3(Toughness feat); hp 16, ln1t -1; Spd 30 ft.. Defense 11. touch Reveals the unique attributes and weaknesses 25
9, flat-footed 11 {-1 Dex. +2 natural); BAB +0; Grap +l; Atk +l (if any) of a specific creature.
melee (1d6+l, slam); Full Atk +I melee (ld6+1, slam); FS5 ft. by Example: Dhorrgak, an ancient demon troll of myth
5ft.; Reach 5ft.: SQ undead, move or attack action only; Al can regenerate even acid and fire damage. However,
none or creator; SY Fort +Q, Ref - 1, Will +3; APO; Rep +O; sunlight turns Dhorrgak to stone1 whereupon ft 5 body
)tr 13, Dex 8, Con-. Int-. Wis10, Cha l. can be shattered and slain.
Skills: None.
Feats: Toughness.
Possessions: Burial clothes CREATURE WEAKOESSES
Any self·respecting monster hunter will tell you that the
·- - - - Huge Crocodile Zombie: CR 6; Huge undead; HD 14dl2 plus quickest way to a creature's heart isn't always through its
3 (Toughness feat); hp 94; lnit +O; Spd 20 ft.. swim 30 ft.: chest. Although a creature's type and species determine
Defense 15. touch 8. flat-footed 15 (- 2size, +7 natural); BAB +5; many of its traits and abilities, GMs are encouraged to alter
Grap +22; Atk +12 melee (2d8+13, bite), or +12 melee 0d6+13, a creature's physiology, behavior, abilities. tactics. and
tail slap); Full Atk +12 melee (2d8+l3, bite). or +12 melee (1d6+13. defenses when it serves the story or to confound players
tail slap); FS 15 ft. by 15 ft.: Reach 10 ft .. SQ undead. move or who think they know everything about trolls, fiends, and
attack action only, aquatic, improved grab, low-light vision: AL other things of Shadow.
none or creator: SV Fort +9, Ref •6, Will +3; AP O; Rep +O; The Creature Factory allows you to build custom mon-
Str 29. Dex 10. Con - . Int-. Wis 10. Cha l. sters and ascribe special qualities to them. When designing
Skills: None. acreature, you should also think of ways the creature can be
Feats: Toughness. defeated. A gargoyle with damage reduction can be a te.r·
rible foe for heroes bereft of magic weapons-unless they
can discover the creature's secret vulnerability, such as an
BESEABCHlnG CREATURES aversion to playgrounds, an attraction to heavy metal music,
In a world of werewolves, demons, and other creatures of or a fear of triangles. From the heroes' point of view, a crea·
Shadow, the key to survival Is simple; Know your enemy. ture's weaknesses are more important than Its abilities. In
Against these evils, the mortal coil is a frail thing. Research· the modern world, insecticides and radio waves can be as
ing a creature and learning Its weaknesses will increase the deadly to creatures of Shadow as swords and assault rifles.
likelihood of victory in the ultimate confrontation, whereas Assigning weaknesses to creatures gives under powered or
he who peers into the proverbial Abyss without any knowl- poorly equipped heroes a fighting chance.
edge of what he might find there is doomed by ignorance. Table 8-26: Sources of Weakness lists many sources to
A hero can uncover secrets about aparticular creature or which acreature may be vulnerable. A source can be aspe-
type of creature through research. Whether this information cific object, location, substance, sound. sensation, or activ-
is culled from texts in a university library, deciphered from ity. How the creature interacts with a source of weakness is
ancient Babylonian scrolls in a museum archive, or plucked left up to the GM, although most sources must be in close
d20MODERN
proximity to the creature (if not touching the creature) to Strength of Source Save DC
affect it GMs may roll randomly on the table. choose a
Easily resistible 10
source that suits the creature. or devise their own. ~~~-
Moderate ~~~~~~~~-
15
Strong 20
SourceEffects Overpowering 25
After you determine a creature'~ source of weakness. you
need to decide how the creature reacts when confronted by Creatures usually react to asource of weakness in one of six
the source. /\n evil tooth fairy might have an irrational fear ways:
of stuffed animals and flee upon seeing one. A purse- Addict ion: The creature is compelled to ingest imbibe.
snatching ogre might feel compelled to break off an attack or inhale the source. The source must be within Sfeet of the
to watch a cartoon character on TV. A flesh golem immune creature to affect it. On a successful Will save, the creature
to normal weapons might be struck blind upon hearing a negates the compulsion. On a failed save. the creature
recited poem written by famed mystic William Blake, or spends a full-round action indulging its addiction, then may
destroyed instantly when lured into the antiseptic confines resume normal actions while suffering one or more of the
of a hospital. Pick an effect that seems appropriate for the following effects (GM's choice):
creature and the source. • Creature takes a - 2 penalty to Dexterity and Wisdom.
A creature gets either a Fortitudeor Will saving throw to • Creature takes a -2 penalty on altack rolls and skill
overcome or resist the source of weakness; the DC of the checks.
save varle~ depending on the source's strength: • Creature loses 10% of its current hit point~.
• Blindness: The creature has a 50% miss chance In corn-
d% Source
01 Alcohol or moonshine 49 Lilac scented candles
02 Amber so M~themalica l equations
03 Animated cartoons 51 Mo1ph1ne
04 Archways 52-53 Nerve gas
OS 06 Bells or chimes Sil Nitrous ox1dejlaughing gas)
07 Book• written by W1l11am Blake 55 Novocairw
08 Bunnies 56 S/ Number ·8·
09 10 Cancerous organs S8 Pearl\
11 Carbonated soft drinks 59 Pen1Cillin
12 13 Cm 60 Photo Oa~hes
14 Chrome 61-62 Plastic or vinyl
15 16 Classical music 63-M Played violin or electric guitar
17 Clocks 65 Playground~
18 Clowrir. 66-67 Plutonium
19 Cocaine 68 Poprie~
20 21 Country music 69 Pulsing strobe hghts
22-23 Crosses or crucifixes 70-71 Radla1ion
24 Crows 72 Radio wav<'s
25 Do_gs 73 Rubber
26 Elvis Presley memorabllia 74 Running water
27 Fast cars 75-76 Silver
28 F11\l foods 77 Sodium benzoate (food P.reservative)
29 30 Fluorescent lights 78-79 Sodium chloride (~It)
31 Games of chance 80-81 Specific phrase or word
32 Gold or iron pyrite (fool's gold) 82 Specific soog
33 Grave dirt 83 Spoken Lattn
34-35 Heavy metal music 84 Stuffed anunals
36 37 Holy s mbols 85 Sumerian or ~YP.t1an h1eroglyP,hs
38-39 Holy water 86-87 Sunlight
40 Hosoitah 88-89 The Bible
41 Ice cream 90 Tinfoil
42 Insecticide (DDT) 91-92 Toxic waste
43 Jack o'-lanterns 93-94 Triangles
44 Keys 95 Telev1s1on Infomercials
45-46 Laughter of children 96 Television static
47 Laundry detergent 97-98 White rice
48 Lavender 99-100 X-rays
bat, loses any Del(terity bonus to Defense. moves at Wil Isave. the creature flees from the source as fast as it can.
hatf speed, takes a -4 penalty on Strength and Dex- If unable to flee. the creature takes a -2 morale penalty on
rerity·based skills, and cannot make Spot checks. Foes attack rolls, weapon damage rolls, and savrng throws. On a
gain a +2 bonus on attack rolls to hit the creature. successful save. the creature overcomes the fear and can
• Deafness. The creature takes a -4 penalty to initiative approach the source or otherwise act without penalty.
checks and has a 20% chance of spell failure when Even creatures immune to mind affecting effects are sus-
casting spells with verbal components. The creature ceptible to a source·induced fear.
cannot make Listen checks. Harm: Contact with the source or proximity to the source
• Creature loses one of its extraordinary. supernatural, or harms the creature in some fashion. On a successful Forti-
spell-like special qualities. tude save, the creature negates the effect or, in the case of
Each effect lasts 1d4 hours. Even creatures immune to instant death or disintegration, takes damage instead. GMs
mind-affecting effects are susceptible to a source-induced may choose one of the following effects or invent their own:
addiction. • Blindness and deafness: See Addiction. above. The
Attraction: The creature is compelled to move as fast as blindness and deafness last ld4 hours.
it can toward the source. On a successful Will save, the crea- • Creature loses all of Its supernatural and spell-like spe-
ture resists the compulsion. On a failed save, the creature cial qualities.
moves toward the source at its maximum speed, taking the • Creature is turned to stone Instantly.
safest and most direct route. Once it reaches the source. the • Creature loses 50% of its current hit points.
compelled creature seeks to possess it. If the source isn't • Creature drops dead. On a successful save, the creature
something the creature can easily possess. such as music or takes 3d6+ 15 points of damage instead.
a symbol painted on a brick wall. it gets a new save every • Creature is disintegrated. On a successful save_ the
round to break the compulsion. creature takes 5d6 points of damage instead.
Even creatures immune to mind-affecting effects are sus- Even creatures immune to effects that require Fortitude
ceptible to a source induced attraction saves are susceptible to source-rnduced harm
Aversion: The creature nnds the source repellant. On a
failed save, the creature cannot approach or remain within
ld4 x 10 feel of it In the case of traveling sounds. the crea- SUPPORTING
ture moves away from the source as fast as it can, stopping
only when it can no longer hear it. On a successful Will save. CHARACTERS
the creature overcomes its aversion and may approach the
source freely. Not every person in the modern world is a heroic charac-
A repelled creature that cannot move the requisite dis- ter. Although the troubled modern world demands heroes,
tance from the source suffers one or more of the following it also needs ordinary people like the underpaid gas station
effects (GM's choice): attendant studying chemical engineering, the taxi driver
• Creature takes a -2 morale penalty to Strength and who gives his fares earfuls of celebrity gossip, and the lead
Dexterity. singer of some as-yet-unknown punk-rock garage band. The
• Creature takes a -2 morale penalty on attack rolls, heroes will encounter plenty of "bit players" and extras in
damage rolls. and skill checks. the course of an adventure. This section provides tools for
• Creature takes a -2 penalty to Defense. the GM to generate quick yet rnterestlng characters to pad
• Blindness: See Addiction. above. out encounters or fill a scene.
• Deafness: See Addiction, above.
• Creature loses one of its extraordinary. supernatural or
spell-like special qualities.
OBOIOBBIES
Each effect lasts until the creature leaves the affected The jittery bank robber wearing the Wolfman mask. The
area and for Id~ rounds afterward hen creatures immune crime lab technician who analyzes forensic clues. The
to mind-affecting effects are susceptible to a source- cocaine-addled hooker with a heart of gold. The sleazy,
induced aversion. silver-tongued lawyer who gets the heroes out of jail Every
d20 MODERN Roleplaymg Game campaign includes minor
Fascination: The creature finds the source fascinating
and ceases all attacks and movement upon seeing, hearing, players who, for the most part. are ordinary people with
smelling, or otherwise perceiving it. On a successful Will skills and goals. but who lack the special qualities that
save, the creature negates the fascination and can act nor- define heroes and major villains. They are neither the heart
mally. On a failed Will save, the creature can take no nor soul of the campaign, but they are important nonethe-
actions, and foes gain a +2 bonus on attack rolls against the less. They are the heroes· contacts and foils. They are the
creature. Any time the creature is attacked or takes damage, evil masterminds goons and prey. They appear briefly. occa-
It gets a new save to negate the fascination. Otherwise. the sionally resurface to propel the story, and take turns helping
' fascination lasts as long as the creature can see, hear, smell. or hindering the heroes in the course of their adventures.
or otherwise perceive the source. "Ordinaries" are nonheroic supporting characters and
Even creatures immune to mind-affecting effects are sus- extras. They include the back-alley thug, the university aca-
ceptible to a source-Induced fascination. demic, the fearless security guard, the smalltime drug
Fear: The creature Is frightened by the source. If it fails its dealer. and the nosy reporter. Ordinaries are built using the
six basic classes (Strong, Fast. Tough, Smart. Dedicated, and
rnoMODERN
Charismatic) and have starting occupations. skills, and feats.
As they gain levels. ordinaries increase their skill points, CHALLEOGE BRTIOGS
base attack bonus, saving throw modifiers, Defense bonus, Ordinaries are measurably inferior to heroic characters of
and Reputation bonus-just as heroes do. However, ordi- the same level They tend to have fewer hit points. and they
naries differ from heroes in several ways. An ordinary char- do not gain action points or special class features. Conse-
acter has: quently, an ordinary character has a Challenge Rating equal
• The standard starting ability score package to his or her character level -1. A 1st-level ordinary has a
• Random starting hit points Challenge Rating of '/1
• No action points Children have a Challenge Rating of 0. and heroes receive
• No class features no experience points for "defeating" them.
• No levels in an advanced class
Each archetype includes game statistics for low-, mid-. adapt these statistics for other character types or profes-
and high-level characters. sions by changing the occupation. reallocating skill points.
and swapping feats as needed.
Strong/fast Ordinary Low-Level Bounty Hunter (Strong Ordinary 1/ Fast Ordi·
Characters of this archetype include bounty hunters, couri-
nary 1): CR l; Medium-size human; HD ld8+1plus ld8+l; hp 11;
ers. martial artsstudents, and amateur boxers. The statistics
Mas12; lnit +2; Spd 30 ft.; Defense 18, touch 16, flat-footed 16
1 given below are for a typical bounty hunter; the GM may
aMODERN
(•2 Dex, ~4 class. +211ght undercover shirt): BAB +l: Grap +3; Speak English, Speak Spanish, Swim +7.
Atk +3 melee (ld4+2, unarmed stnke). or •3 melee (ld4•2. *Includes -2 armor penalty for undercover vest.
tonfa); Full Atk +3melee (ld4•2. unarmed strike). or +3 melee Feats: Armor Proficiency (light), Brawl. Combat Martial
(ld4+2, tonfa), or •3 ranged (2d6, Colt Double Eagle); FS 5 ft. Arts. Dodge. Improved Combat Martial Arts. Personal Fire-
by 5 ft.; Reach 5 ft .. AL any: SV Fort •2. Ref +3. Will - 1: AP 0; arms Proficiency, Simple Weapons Proficiency.
Rep +0; Str 15. Dex 14, Con 12. Int 13. Wis 8, Cha 10. Possessions: Undercover vest. Colt Double Eagle (10mm
Occupation: Investigative (class skills: Gather Informa- autoloader), SO rounds of ammunition, tonfa, various gear
tion, Investigate). and personal possessions.
Skills: Craft (mechanical) •4, Drive +5, Gather Informa-
tion +3, Hide •5, Investigate •3, Knowledge (current events) Strong/Tough Ordinary
•4, Knowledge (streetwise) •4, Move Silently +5. Professioo
Sample characters or this archetype Include thugs, soldiers
+2, Read/Write English, Read/Write Spanish. Sleight of
of fortune, security guards, marines, mercenaries, amateur
Hand •5, Speak Fnglish, Speak Spanish.
wrestlers. bouncers. rootball players. and professional
Feats: Armor Prorlclency (light), Combat Martial Arts. Per-
movers. The statistics given below are for atypical thug: the
sonal Firearms Proficiency, Simple Weapons Proficiency.
GM may adapt these slatlstics ror other character types or
Possessions: Light undercover shirt. Colt Double Eagle
professions by changing the occupation. reallocatlng skill
(lOmm autoloader). 50 round~ of ammunition, tonfa. various points, and swapping feats as needed.
gear and personal possessions.
low-level Thug (Strong Ordinary 1/Tough Ordinary 1):
Mid-Level Bounty Hunter (Strong Ordinary ) / fast Ordi-
CR 1; Medium·si1e human; HD ld81 I plus ldlOt 2: hp 14: Mas 15;
nary 3): CR 5; Medium si1e hurnan: HD 3d8•3 plus 3d8+3: hp
lnit +l; Spd 30 ft; Defense 14. touch 13, rlat footed 13 ( 11 Dex.
33; Mas 12· lntt •2; Spd 30 ft., Defense 20, touch 18, flat-footed
+2 class, +1 leather 1acket); BAB +1: Grap +3; Atk +4 melee
18 (+/Dex, 16 class. •2 light undercover shirt); BAB •5; Grap (ld6+1 nonlethal. unarmed str1kr), or •4 melee (ld4 •2119-20.
+7; Atk 17 mele<' (1d6 •2. unarmed sir ike), or •7melee (ld4•2.
knife): Full Atk 14 melee (ld6• 2nonlethal, unarmed strike), or
tonfa): full Alk •7mc•lee (ld6• 2. unarmed strike), or +7 melee
+4 metee (ld4 •2/l9 iO. knife). or •2r.ingcd (2d6. Colt M1911):
(ld4 i 2, tonfa), or •7ranged (2d6. Colt Double l:agle): FS 5 ft
FS 5 ft. by 5 ft.; Reach 5II .. AL ,my; SV Fort 14, Ref •I, Will +O:
by Sfl.: Reach Sft., Al .my; SV Fort •4. Ref •5. WHI +1; AP O:
APO; Rep +O: 5tr 14. Dex 11, Con 15, Int 13, Wi~ 10, Cha 8.
Rep +1: Str 15, Dex 15, Con I/. Int 13, Wis 8. Cha 10.
Occupation: Blue c:ollar (cla~~ skills: Drive, Intimidate).
Occupation: Investigative (class skills: Gather Informa-
Skills: Craft (mechanical) • 5, Drive • 5, Intimidate +3.
tion, Investigate).
Knowledge (popular culture) •),Knowledge (streetwise)• 2,
Skills: Cltmb •4, Craft (rn1'Chanical) •4. Drive •7. Gather
Profession •4. Read/Write rngli~h. Redd/Write Spanish,
Information 15. Hide 16. Investigate •r,, Knowledge (current
Repair +2, Speak lngli~h. Speak Spanish, Swim +1
events) •4, Knowledge (streetwise) •4, Knowledge (tactics)
+3, Move Silently •6. Profrnion +4, Read/Write English.
Read/Write Spanish. Repair +3. Slerght of Hand +7, Speak
[ngllsh, Speak Spanish, Swim •4.
Feats: /\rmor Proficiency (light). Brawl, Combat Martial
Arts. Dodge. Persont1I rirearm\ Proficiency, Simple Weapons
Proficiency.
1l
-m
lJ
Possessions: Light undercovN shirt. Colt Double Eagle
(10mm autoloader). 50 rounds of ammunition, tonfa, various
gear and personal posse~ions.
U..I
ERN
Feats: Brawl. Builder (Craft [electronic] and Craft (mech- Feats: Armor Proficiency (light. medium). Combat Martial
anical}). Cautious, Gearhead. Personal Firearms Prof;ciency. Arts, Personal Firearms Proficiency, Point Blank Shot. Simple
Simple Weapons Proficiency Weapons Proficiency
Possessions: Various equipment and personal posses- Possessions: Tactical vest. Bcretta 92F (9mm autoloader).
sions. 50 rounds of 9mm ammunition. Beretta M3P 02-gauge shot-
gun). 10 12-gauge shotgun rounds. tonfa. various gear and
personal possessions.
Strong/Dedicated Ordinary
Sample characters of this archetype include police officers.
High-Level Police Officer (Strong Ordinary S/Dedi-
firefighters. bodyguards, construction workers. and farmers.
cated Ordinary 5): CR 9; Medium-size human; HD 5d8+10
The statistics given below are for a typical police officer. the
plus 5d6+10: hp 60: Mas 14: lnit •l; Spd 20 h.; Defense 24.
GM may adapt these statistics for other character types or
touch 17. flat-footed 23 (t l Dex, +6 class. +7 special response
professions by changing the occupation. reallocating skill
vest); BAB •8; Grap +11: Atk •11 melee (ld4+3. unarmed
points, and swapping feats as needed.
strike). or +ll melee (1d4+3, tonfa), Full Atk +11/+6 melee
(ld4+3, unarmed strike) or •11/•6 melee (ld4 •3. tonfa), or
Low-level Police Officer (Strong Ordinary l / Dedicated
+10/+S ranged (2d6, Beretta 92F). or +10/+5 ranged (2d8,
Ordinary 1): CR 1: Medium size human: HD ld8...l plus ld6...l:
Beretta M3P); FS 5 ft by 5ft.; Reach 5ft .. AL any; SY Fort +8,
hp 10; Mas 13; lnit +l; Spd 25 ft. Defense 17. touch 13. flat-
Ref •3. Will +6; AP 0; Rep +3; Str 16, Dex 12, Con 14. lnt 10,
footed 16 (+l Dex. +2 class, +4 concealable vest). BAB +l: Grap
Wis14, Cha 8.
• 3; Atk +3 melee (ld3+ 2 nonlethal. unarmed strike). or,.,.3
melee ~d4~2. tonfa): Full Atk +3 melee (ld3+2 nonlethal.
unarmed strike). or • 3 melee (ld4+2, tonfa). or +2 ranged
(2d6, Beretta 92F), or •2 ranged (2d8. Beretta M3P); FS Sft. by
5 ft.; Reach 5 ~.;AL any: SY Fort +3 Ref •l. Will +3; AP 0:
Rep •1: Str 15. Dex 12 Con 13. Int 10. Wis 14. Cha 8.
Occupation: Law enforcement (class skills: Drive.
Intimidate}.
Skills: Climb 11*. Drive +3. lnt1midate +l. lnvest1-
gate +2. Knowledge {current events} +2, Knowledge
(streetwise) +2, Knowledge (tactics) +2. Profession
•4. Read/Write English. Sense Motive +4, Speak
English. Spot +4. Swim •1 Treat Injury +4.
*Includes 3armor penalty for concealable vest.
Feats: Armor Proficiency (light. medium).
Personal Firearms Proficiency, Simple Weapons
Proficiency.
Possessions: Concealable vest. Beretta 91F
(9mm autoloader), 50 rounds of 9mm ammuni-
tion. Beretta M3P (12 gauge shotgun). 10 12-gauge
shotgun rounds. wnfa. various gear and personal
possessions.
,,
Read/Write German. Ride •4. Spenk E11ghsh. Speak Gerrnan.
Mid·Level Terrorist (Tough Ordinary 3/ Smart Ordinary 3):
Feats: Educated (Knowledge lc:1rl] and Knowledge [popu·
lar culture]). Personal firearms Pronc1ency. Renown, Simple CR 5; Medium \i1e human; HD 3dl0•6 plus 3d6-16; hp 39: Mas - - -·
15; Init I 1; Spd 30 rt.: Defense 16, touch 14. flat footed 15 (+1
Weapons Proficiency. Windfall.
Possessions: Pathfinder (.22 revolver). 30 rounds of .ll Dex. +3 cla~s. •2 light undercove1 shir1); BAB •3; Grap •4: Atk
+4 melee (ld3-1 I nonlethal, unarmed strike), or +4 melee
ammunition. various personal possessions.
{ld4+l, pistol whip); Full Atk +4 melee. {ld3+1 ~onlethal.
unarmed strike). or ,..4 melee (1d4•1. pistol whip). or +4
High-Level Dilettante (Fast Ordinary 5/ Charismatic
ranged (2d6. MAC Ingram MlO): FS 5ft. by 5ft.; Reach 5ft.: AL
Ordinary 5): CR 9: Medium-size human; HD 5d8 plus Sd6; hp
any: SV Fort +5, Ref •3. Will •3: AP 0: Rep •2: Str 12. Dex 13,
40; Mas 10; Init+l. Spd 30 ft .. Defense 19. touch 19. Oat-footed
Con 15. Int 15. Wis 10, Cha 8.
17 (+2 Dex, +7 class); BAB +5 Grap +4: Atk •4 melee (ld3-1
Occupation: Military (bonu~ class skills· Navigate. Pilot).
nonlethal. unarmed strike); Full Atk +4 melee (ld3-1 non-
Skills: Bluff +3. Computer Use ·~. Craft (chemical} +7,
lethal. unarmed strike). or •7 ranged (2d4. Walther PPK): FS S
Craft (electronic) +7. Craft (mechanical) •7, Craft (structural)
ft. by 5ft., Reach~ ft.: AL any: SV fort +4. Ref +8, Will +3; APO;
+7. Demolitions +6, D1sgu1se +3, Dnve -14. Forgery 1 6. Gather
Rep +8; Str 8. Dex 14. Con 10. Int 14. Wis 12. Cha 16.
Information +l. Intimidate +3. Knowledge (current events} +6,
Occupation: Dilettante {bonus class skill: Gamble).
Knowledge (tactics) +5. Knowledge (technology) •6, Knowl-
Skills: Bluff +11, Craft (visual art} +10, Diplomacy +JI. Drive
edge (theology and philosophy) +4, Navigate +4, Pilot •4,
+9, Gamble +9, Knowledge (art) +12, Knowledge (business) +6,
Profession +4, Read/Write English, Read/Write Language
Knowledge (current events) +12, Knowledge (popular cul-
(any three), Repair +4, Research +5, Search +4, Speak English,
ture) +14, Perform (keyboards) •11, Pilot +9, Profession +8
Read/Write English, Read/Write German. Ride +6, Speak Speak Language (any three). ..
Feats: Advanced Firearms Proficiency. Armor Prof1c1ency
English, Speak German.
(light), Deceptive. Personal Firearms Proficiency, Point Blank
Feats: Educated (Knowledge [art] and Knowledge [popu-
Shot. Simple Weapons Proficiency.
lar culture]), Personal Firearms Proficiency, Point Blank Shot.
Possessions: Light undercover shirt, MAC Ingram MlO (.45
Renown, Simple Weapons Proficiency, Windfall.
machine pistol), 50 rounds of 45 ammunition, various gear
Possessions: Walther PPK (.32 autoloader), SO rounds of
and personal possessions.
.32 ammunition. various personal possessions.
High-Level Terrorist (Tough Ordinary 5/ Smart Ordi- Low-Level Privat e Eye (Tough Ordinary 1/Dedicated
nary 5): CR 9; Medium size human; HD 5d10+10 plus 5d6+10: Ordinary 1): CR 1; Med1um-srze human; HD ldl0+2 plus
hp 65: Mas 15; lnit •2: Spd 30 ft.: Defense 19. touch 17 flat- 1d6+2: hp 13; Mas 15: lnit -1: Spd 30 ft.: Defense 11, touch 11,
footed 17 ('2 Dex, 1 5class. t 2 light undercover shirt); BAB +5; flat-footed 11 (-1 Dex. +2 class); BAB +0; Grap +l: Atk +2 rnelee
Grap +6; Atk +6 melee (ld3+1 nonlethal. unarmed strike), or (ld6+1 nonlethal. unarmed strike): Full Atk +2 melee (ld6+1
+6 melee (1d4+1. pistol whip): Full Atk +6 melee (ld3+l non- nonlethal, unarmed strike). or •O ranged (2d6. Colt Python):
lethal. unarmed strike), or •6 melee (ld4+1. pistol whip). or FS 5 ft. by 5 ft.: Reach 5ft.: AL any; SV Fort •4. Ref - 1, Will +3;
+7 ranged (2d6, MAC Ingram MlO or Uzi); FS 5 ft. by 5 ft.; AP 0: Rep •1: Str 13. Dex 8, Con 15. Int 10. Wis 14. Cha 12.
Reach 5ft.; AL any: SV Fort +6. Ref +4. Will +4; APO; Rep +6; Occupation: Investigative (bonus class skills: Gather
Str 12, Dex 14, Con 15, Int 15, Wis 10, Cha 8. Information. Research).
Occupation: Military (bonus class skills: Navigate, Pilot). Skills: Drive +1, Gather Information +3, intimidate +2,
Skills: Bluff ~4. Computer Use 1-5. Craft (chemical) +9, Investigate +6, Knowledge (behavioral sciences) +2, Knowl-
Craft (electronic) •9, Craft (mechanical) +9, Craft (structural) edge (streetwise) +2, Listen +4. Profession +4, Read/ Write
•9. Demolitions +7, Disguise +4, Drive +7, Forgery +6. Gather English, Research +2, Sense Motive +6. Speak English. Spot +4.
Information •4, Intimidate +6, Knowledge (current events) Feats: Attentive, Brawl, Personal Firearms Proficiency,
+6 Knowledge (tactics) +5. Knowledge (technology) ..6,
1 Simple Weapons Proficiency.
Knowledge (theology and philosophy) +S, Navigate +5, Possessions: Colt Python (.357 autoloader), 50 rounds of
Pilot +8, Profession •6. Read/ Write English. Read/Write .357 ammunition, various gear and personal possessions.
Language (any three). Repair +5, Research +6, Search +5,
Speak English. Speak Language (any three). Mid-Level Private Eye (Tough Ordinary 3/ Dedicated
Feats: Advanced Firearms Proficiency. Armor Proficiency Ordinary 3): CR S; Medium-size human: HD 3d10+9 plus
(light), Deceptive. Personal Firearms Proficiency. Point Blank 3d6+9; hp 45; Mas 19: lnlt -1; Spd 30 ft.; Defense 13, touch 13.
Shot, Renown, Simple Weapons Proficiency. flat-footed 13 (-1 Dex, +4 class); BAB +4: Grap +S: Atk +S melee
Possessions: Light undercover shirt. MAC Ingram MlO (.45 (ld6+l nonlethal unarmed strike): Full Atk +S melee (ld6•1
machine pistol), 50 rounds of .45 ammunition. Uzi (9mm nonlethal, unarmed strike), or +4 ranged (2d6, Colt Python);
submachine gun). 50 rounds of 9mm ammunition, various FS 5 ft. by 5ft.; Reach 5ft.; AL any; SV Fort +7, Ref +2, Will +5;
gear and personal possessions. APO; Rep +2; Str 13. Dex 8. Con 16, Int 10. Wis 14, Cha 12.
Occupation: Investigative (bonus class skills: Gather
Tough/Dedicated Ordinary Information, Research).
Skills: Drive +3, Gather Information +4, Intimidate +3,
Sample characters of this archetype include private eyes.
mob enforcers. militia recruits, forest rangers, activists, and Investigate +7, Knowledge (behavioral sciences) +2, Knowl-
cultists. The statistics given below are for a typical private edge (streetwise) +3, Lrsten +4, Profession •4, Read/Write
eye: the GM may adapt these statistics for other English, Research+ 3. Sense Motive+ 7, Speak English. Spot +4.
character types or professions by changing Feats: Attentive, Brawl. Improved Damage Threshold,
the occupation, reallocating skill points. Personal Firearms Proficiency, Point Blank Shot. Simple
and swapping feats as needed. Weapons Proficiency.
Possessions: Colt Python (.357 autoloader), 50 rounds of
.357 ammunition. various gear and personal possessions.
Computer hacker
High-Level Private Eye (Tough Ordinary 5/ Dedicated
Ordinary 5): CR 9; Medium-size human; HD SdlO+lS plus
5d6+15; hp 75; Mas 19; lnit -1: Spd 30 ft.; Defense 15, touch 15.
flat-footed 15 (-1 Dex, +6 class): BAB +6; Grap +8; Atk +10
melee (ld8•2 nonlethal. improved unarmed strike); Full Atk
+10/+5 melee melee (ld8+2 nonlethal, improved unarmed
strike), or •6/•l ranged (2d6. Colt Python); FS 5 ft. by 5 ft~
Reach Sft., AL any; 5V Fort +9, Ref+1. Will +6; AP 0; Rep +J:
Str 14. Dex 8. Con 16. Int 10. Wis 14. Cha 12.
Occupation: Investigative (bonus class skills:
Gather Information, Research).
Skills: Drive +4, Gather Information +5, Intimidate +S,
Investigate +8, Knowledge (behavioral sciences) +2,
Knowledge (streetwise) +3, Listen +S, Profession +4, Read/
Write English, Research •3, Sense Motive +8, Speak English,
Spot +S.
Feats: Attentive, Brawl. Improved Brawl, Improved
Damage Threshold, Personal Firearms Proficiency,
Point Blank Shot. Simple Weapons Proficiency.
Possessions: Colt Python (.357 autoloader). 50
rounds of .357 ammunition, various gear and personal
possessions.
r1 nMODERN
Occupation: Criminal (bonus class skills· Knowledge
Tough/Charismatic Ordinary [streetwise]. Sleight of Hand).
Sample characters of this archetype include drug dealers,
Skills: Bluff +8, Disguise +4, Gather Information +8, lntim-
crime bosses. and undercover cops. The statistics below are
idate +8, Knowledge (popular culture) +6, Knowledge
for a typical drug dealer; the GM may adapt these for other
(streetwise) +8, Read/Write English. Sleight of Hand +7.
character types or professions by changing the occupation,
Speak English.
reallocating skill points, and swapping feats as needed.
Feats: Dodge, Double Tap, Low Profile, Mobility. Personal
FirearmsProficiency, Point Blank Shot, Simple Weapons Pro-
Low·Level Drug Dealer (Tough Ordinary 1/Charismatic
ficiency.
Ordinary 1): CR 1; Medium-size human: HD ldl0+2 plus
Possessions: Light undercover shirt, Colt Ml911 (9mm
ld6+2; hp 13: Mas 15; lnit +1; Spd 30 ft.; Defense 14, touch 12,
autoloader), SO rounds of 9mm ammunition, various per-
flat-footed 13 (•1 Dex, +l class, •2 light undercover shirt):
sonal possessions.
BAB +O; Grap +1: Atk +1 melee (ld3+1 nonlethal. unarmed
strike). or +1 melee 0d4+1/19 20, knife): Full Atk +1 melee
(ldl~l nonlethal, unarmed strike). or •l melee (ld4+1/l9-20. Smart/Dedicated Ordinary
knife). or +l ranged (2d6. Colt M1911): FS 5 ft. by 5 ft.: Reach Sample characters of this archetype include crime lab tech-
5 ft.; AL any; SV Fort •4. Ref ~2. Will -1; APO; Rep +2; Str 12, nicians, doctors. paramedics. journalists, forensics experts.
Dex 13, Con 15. Int 10. Wis 8, Cha 14. scientists, academics, antiquarians. entrepreneurs. computer
Occupation: Criminal (bonus class skills: Knowledge hackers, and stockbrokers. The statistics given below are for
[streetwise]. Sleight of Hand). atypical crime lab technician: the GM may adapt these sta-
Skills: Bluff +4. Disguise +3. Gather Information +4, lntim- tistics for other character types or professions by changing
idate +4, Knowledge (popular culture) +4, Knowledge the occupation. reallocating skill points. and swapping feats
(streetwise) +5, Read/Wnte English, Sleight of Hand +S, as needed.
Speak English.
Feats: Double Tap. Personal Firearms Proficiency, Point low-Level Crime Lab Technician (Smart Ordinary 1/
Blank Shot. Simple Weapons Proficiency. Dedicated Ordinary 1): CR l; Medium-Sile human: HD ld6
Possessions: Light undercover shirt, Colt Ml911 (9mm plus ld6: hp 7; Mas 10; lnit +1; Spd 30 ft.: Defense 12, touch 12,
autoloader), SO rounds of 9mm ammunition, knife. various flat-footed 11 (+1Dex, +1 class); BAB +O; Grap 1; Atk- 1melee
personal possessions. (ld3-1 nonlethal, unarmed strike); Full Atk l melee (ld3-1
nonlethal, unarmed strike}. or +l ranged; FS S ft. by Sft:
Mid-Level Drug Dealer (Tough Ordinary l/Charismatic Reach 5 ft.; AL any; SV Fort ~-1. Ref +1. Will +4; APO; Rep +2:
Ordinary 3): CR 5: Medium-size human: HD 3d10+6 plus Str 8, Dex 13, Con 10. Int 15, Wis 14, Cha 12.
3d6+6; hp 39; Mas 15: lnit +1; Spd 30 rt . Defense 16, touch 14, Occupation: Technician (bonus class skills: Craft [chemi-
flat-footed 15 {+1 Dex. +3 class. +2 light undercover shirt): cal]. Knowledge [earth and life sciences], Research).
BAB +3: Grap +4; Atk +4 melee (1d3+1 nonlethal. unarmed Skills: Computer Use t6, Craft (chemical) t7, Crah (elec-
strike). or •4 melee (ld4+1/19-20, knife); Full Atk +4 melee tronic) •6. Craft (pharmaceutical) +9, Investigate ~ 7. Knowl- _ __
(ld3+1 nonlethal. unarmed strike). or +4 melee (ld4+1/19- 20, edge (earth and life sciences) +10, Knowledge (physical
knife), or +4 ranged (2d6. Colt M1911): FS Sft by 5 h_; Reach sciences) +9. Knowledge (technology) +6, Profession +7,
5 ft.: Al any; SV Fort +6, Ref +4. Will +l; APO; Rep +3; Str 11, Read/Write English, Read/Write Language (any two).
Dex 13, Con 15, Int 10. Wis 8, Cha 15. Research +7, Search +6, Speak English, Speak Language (any
Occupation: Criminal (bonus class skills: Knowledge two), Treat Injury +6.
[streetwise]. Sleight of Hand). Feats: Educated {Knowledge [earth and life sciences) and
Skills: Bluff +6. Disguise +4. Gather Information 6, Intimi-
4
Knowledge [physical sciences]). Medical Expert. Simple
date +S, Knowledge (popular culture) •5, Knowledge {street- Weapons Proficiency.
wise)+7. Read/Write English. Sleight of Hand +6, Speak English. Possessions: Various equipment and personal possessions.
Feats: Dodge, Double Tap, Mobility, Personal Firearms
Proficiency. Point Blank Shot. Simple Weapons Proficiency. Mid-Level Crime Lab Technician (Smart Ordinary l /
Possessions: Light undercover shirt, Colt Ml911 (9mm Dedicated Ordinary 3): CR S; Medium-size human; HD 3d6
autoloader). SO rounds of 9mm ammunition, knife. various plus 3d6: hp 21; Mas 10; lnit +1; Spd 30 ft.; Dereme 14, touch
personal possessions. 14. flat-footed 13 {+l Dex, +3 class): BAB +3; Grap +2; Atk +2
melee (ld3-1nonlethal. unarmed strike): Full Atk +2 melee
High-Level Drug Dealer (Tough Ordinary 5/Charismatic {ld3-1 nonlethal. unarmed strike), or +4 ranged; FS 5 ft by 5
Ordinary 5): CR 9: Medium-size human: HD SdlO+lO plus ft.; Reach 5 ft.; AL any: SV Fort +3, Ref +3, Will +6: AP O:
Sd6+10: hp 65; Mas 15: Init +l; Spd 30 ft.; Defense 19. touch 17, Rep +2: Str 8, Dex 13, Con 10. lntlS. Wis 15, Cha 12.
flat-footed 17 (+2 Dex, +S elm. +2 light undercover shirt); Occupation: Technician (bonus class skills: Craft (chemi-
BAB +S; Grap +6; Atk +6 melee (ld3+1 nonlethal. unarmed cal], Knowledge [earth and life sciences]. Research).
strike), or +6 melee nd4+1/19-20. knife): Full Atk +b melee Skills: Computer Use +8. Craft (chemical) +10. Craft(elec-
(ld3+1 nonlethal. unarmed strike). or +6 melee (ld4+1/l9-20. tronic) +6, Craft (pharmaceutical) +11. Decipher Script +6.
knife), or +7ranged (2d6. Colt M1911); FS 5ft. by 5 ft.; Reach Investigate +10. Knowledge (earth and life sciences) +10,
5 ft.; AL any: SV Fort f-8, Ref +6, Will +1; AP O; Rep +1; Str 12, Knowledge {physical sciences) +9, Knowledge (technology)
Dex 14, Con 15, Int 10, Wis 8, Cha 15. +7. Profession +8, Read/Write English, Read/Write Language
d2of\.10DERN
(any two). Research +13, Search +6. Speak English. Speak Lan- Mid-Level Politician (Smart Ordinary 3/ Charismatic
guage (any two), Treat Injury +6. Ordinary 3): CR 5; Medium-size human; HD 3d6 plus 3d6; hp
Feats: Educated (Knowledge [earth and life sciences] and 21: Mas 10 lnit •l Spd 30 ~;Defense 13. touch 13. flat-footed
Knowledge [physical sciences]). Medical Expert Personal l2 (•l Dex...2 class): BAB +2; Grap +l, Atk +1 melee (ld3-l non-
Firearms Proficiency. Simple Weapons Proficiency. Studious. lethal. unarmed strike); Full Atk +1 melee (ld3-l nonlethal.
Possessions: Vanous equipment and personal possessions. unarmed strike). or +3 ranged; rs 5 ft. by 5 ft.: Reach 5 ft: Al
any: SV Fort +3, Ref •4. Will +4. APO; Rep +6; Str 8. Dex 12,
High-level Crime lab Technician (Smart Ordinary Con 10. Int 14. Wis 13. Cha 16.
5/Dedicated Ordinary 5): CR 9: Medium-size human: HD Occupation: White collar (bonus class skills: Diplomacy,
5d6 plus 5d6; hp 35; Mas 10: lnit +1: Spd 30 ft.: Defense 16. Knowledge [civics]).
touch 16, flat-footed 15 (+1 Dex. +5 class): BAB +5; Grap +4; Skills: Bluff +9, Computer Use +8, Craft (writing) •8,
Atk +4 melee (ld3 1nonlethal. unarmed strike); Full Atk +4 Diplomacy +14, Gather Information +9, Intimidate +5, Inves-
melee (1d3-1 nonlethal. unarmed strike). or +6 ranged; FS tigate •8, Knowledge (business) •10, Knowledge (civics) +14.
5 ft. by 5 ft.; Reach 5 ft. AL any; SV Fort +4. Ref +5. Will +8; Knowledge (current events) +JO, Knowledge (history) +9,
AP 0; Rep +4; Str 8. Dex 13. Con 10, Int 16, Wis 15. Cha 12. Knowledge (popular culture) +9, Knowledge (theology and
Occupation: Technician (bonus class skills: Craft [chemi- philosophy) +8, Profession •9. Read/Write English. Read/
cal], Knowledge [earth and life sciences]. Research). Wnre language (any two). Research +6. Speak English. Speak
Skills: Computer Use +13. Craft (chemical)~15. Craft (elec- language (any two).
tronic) +10. Craft (pharmaceutical) +16, Decipher Script +9. feats: Educated (Knowledge {business] and Knowledge
Investigate +15. Knowledge (earth and life sciences) +14. [civics]). Personal Firearms Proficiency, Renown, Simple
Knowledge (physical sciences) -13. Knowledge {technology) Weapons Profrc1ency. Trustworthy.
+9, Profession +11, Read/Write English. Read/Wrire Lan- Possessions: Vanous personal possessions.
guage (any two). Research •16. Search +10. Speak English.
Speak Language (any two), Treat Injury •8. High-Level Politician (Smart Ordinary 5/ Charismatic
Feats: Educated (Knowledge [earth and life sciencesJand Ordinary S): CR 9; Med1um-s1ze human; HD Sd6 plus Sd6; hp
Knowledge [physical sciences]). Lightning Reflexes. Medical 35: Mas 10: lnit •l: Spd 30ft.Defense15, touch 15. Oat-footed
Expert. Personal Firearms Proficiency. Simple Weapons Pro- 14 (+1 Dex. +4 class); BAB +4; Grap +3; Atk +3 melee (ld3-l
ficiency, Studious. nonlethal, unarmed strike): Full Atk +3 melee (ldH non-
Possessions: Various equipment and personal possessions. lethal. unarmed strike). or +S ranged; FS 5 ft. by 5 ft.: Reach
5 ft.; AL any; SV Fort +4, Ref +S, Will +S; AP O; Rep +8; Str 8,
Smart/Charismatic Ordinary Dex 12, Con 10. Int 15. Wis 13. Cha 16.
Sample characters of this archetype include politicians. Occupation: White collar (bonus class skills: Diplomacy,
executives, lawyers. managers. teachers. and nightclub Knowledge [civics]).
owners. The statistics given below are for a typical politi- Skills: Bluff +11. Computer Use +8, Craft (writing) +10,
Diplomacy +18. Gather Information +11. Intimidate +7, Inves-
- - - - - cian; the GM may adapt these statistics for other character
types or professions by changing the occupation reallocat- tigate 10. Knowledge (business) +14. Knowledge (civics) +16,
T
ing skill points. and swapping feats as needed. Knowledge (current events) +14, Knowledge (history) +13,
Knowledge (popular culture) +13, Knowledge (theology and
Low-Level Politician (Smart Ordinary 1/ Charismatic philosophy) +10, Profession +14. Read/Write English. Read/
Ordinary 1): CR l: Medium-size human. HO ld6 plus ld6. hp Write language (any two}, Research +8, Speak English, Speak
7; Mas 10; lnit +1: Spd 30 ft .. Defense 11. touch 11 flat-footed Language (any rwo).
10 (+1 Dex •O class); BAB +0; Grap -1, Atk -1 melee nd3-l Feats: Educated (Knowledge [business] and Knowledge
nonlethal. unarmed strike); Full Atk -1 melee (ld3-1 non- [civics]), Personal Firearms Proficiency. Renown, Simple
lethal unarmed strike) or +l ranged. FS 5 ft by 5 ft.; Reach 5 Weapons Prof1C1ency, Trustworthy. Windfall.
ft.; Al any; SV Fort +1, Ref +2 Will +2. AP 0: Rep +3; Str 8. Possessions: Various personal possessions.
Dex 12. Con 10, Int 14. Wis 13. Cha 15
Occupation: White collar (bonus class skills: Diplomacy. Dedicated/Charismatic Ordinary
Knowledge [civics]) Sample characters of this archetype include reporters, musi-
Skills: Bluff +6, Computer Use +6. Craft (writing) -6. Diplo- cians, photographers. dancers, priests, gamblers, salespeo-
macy +7, Investigate +6, Knowledge (business) ..a. Knowledge ple. artists. evangelists. and disk jockeys. The statistics given
(civics) +10, Knowledge (current events) +6, Knowledge (his- below are for a typical reporter. the GM may adapt these
tory) +6, Knowledge (popular culture) +6. Knowledge (theol- statistics for other character types or professions by chang-
ogy and philosophy) +6, Profession +S, Read/Write English, ing the occupation. reallocating skill points, and swapping
Read/Write Language (any two}. Research +6. Speak English, feats as needed.
Speak language (any two).
Feats: Educated (Knowledge [busrness] and Knowledge Low-Level Reporter (Dedicated Ordinary 1/Charis-
[civics]), Personal Firearms Proficiency Simple Weapons matic Ordinary 1): CR 1: Medium-size human; HD ld6 plus
Proficiency. 1d6: hp 7; Mas 10; lnit i 1; Spd 30 ft.. Defense 12, touch 12, flat-
Possessions: Various personal possessions. footed 11 (+1 Dex, •l class); BAB +O; Grap 1; Atk -1 melee
(ld3-1 nonlPthal. unarmed strike), or 1melee 0d3 electric-
ity, stun gun): Full Atk -1 melee nd3-1 nonlethal, unarmed
strike}. or -1 melee (ld3 elec.tricily. stun gun). or+l ranged: FS
5 ft. by 5 ft.: Reach 5 ft.: AL any: SV Fort +2, Ref +2. Will +3:
AP 0: Rep +3; Str 8. Dex 12. Con 10. Int 13. Wis 14. Cha 15.
Occupation: Investigative (bonus class skills: Investigate.
Research).
Skills: Bluff +4, Craft (writing) +3, Diplomacy +6, Gather
Information +7, Investigate +6. Knowledge (civics) +3. Knowl-
edge (current events) +3, Knowledge (history) +3, Knowledge
(popular culture) +3, Knowledge (streetwise) +3. Listen +4. Pro-
fession •4. Read/Write English. Read/Write Spanish. Research
+4. Sense Motive +6. Speak English, Speak Spanish. Spot +4.
Feats: Attentive, Personal Firearms Proficiency. Simple
Weapons Proficiency, Trustworthy.
Possessions:Stun gun. various gear and personal possessions.
-
High-level Reporter (Dedicated Ordinary S/Charismatic heroic player characters. Any of the ordinary characters in
Ordinary 5): CR 9: Medium-size human; HD Sd6 plus 5d6; hp this chapter can be turned into a heroic supporting charac-
35: Mas 10; lnit ~1: Spd 30 ft.. Defense 16. touch 16, flat-footed ter by adjusting their statistics as follows.
15 {+I Dex, +S class): BAB +5; Grap +4: Atk +4 melee (ld3-l non- Challenge Rating: A heroic supporting character has a
lethal. unarmed strike). or ~4 melee (ld3 electricity. stun gun): Challenge Rating equal to his or her character level.
Full Atk +4 melee (ld3-1 nonlethal. unarmed strike), or +4 Hit Points: Heroic supporting characters gain maximum
melee (ld3 electricity. stun gun). or +6 ranged: FS 5 ft. by 5ft.; hit points at 1st level. just as heroic player characters do.
Reach 5 ft.: AL any: SV Fort •6. Ref +5. Will +6; AP 0; Rep +8; Action Points: Heroic supporting characters gain action
Str 8, Dex 12. Con 10. Int 13. Wis 15. Cha 16. points. However. few of them have the maximum number of
Occupation: Investigative (bonus class skills: Investigate, action points for their level (because they will have spent
Research). some of them). Assume that a heroic supporting character
Skills: Bluff +9. Craft (writing) +7, Diplomacy +11. Gather has a number of action points remaining equal to one-half
Information +12. Investigate+14. Knowledge (civics) +4. Knowl- his class level. For example. a Fast hero 2/Dedicated hero I
edge (current events) •8. Knowledge (history) +5. Knowledge supporting character has l action point.
(popular culture) +8, Knowledge (streetwise) •7, Listen +8, Pro- Class Features: Heroic supporting characters gain all the
fession +9, Read/Write English. Read/Write Spanish. class features (talents and bonus feats) available to the six
Research •8, Sense Motive +8, Speak English. Speak Spanish, basic heroic classes.
Spot •8. Access to Advanced Classes: Supporting characters
Feats: Alertness. Attentive. Dodge. Personal Firearms Pro- with levels in one or more heroic basic classes can take
ficiency, Renown, Simple Weapons Proficiency, Trustworthy. levels in an advanced class, provided they meet the prereq-
Possessions:Stun gun, various gear and personal possessions. uisites for that class.
Stephanie, Roberta, and Lily
battle a Shadow creature
-Gl
business swrs revealed by the famt spill of streetlight. Rus-
Shadow- either out of a sense of duty and respomibility, or
sell pegged them for some kind of 1ombies. He drew his
sword. its rune-encrusted edge pulsating with a cool
to ensure their own survival.
inner light It practically hummed m his powerful hands.
In this set ting. the modern world collide~ with a world of
'Chase them?" Russell said moving to meet the
supernatural horror populated by nightmarish monsters,
low-level magic. and the rare magic item For the most part,
zombies In the middle of the street 'Damn. I'm ready
to slice and dice and send them back to hell.~
Summary
the heroes must depend on the technology of our world
and each other, although research can put some amount of
magic into the heroes' hands.
In addition to the basic classes and the advanced classes,
z
Heroes kick ass on supernatural horrors that Invade the two additional advanced classes are available in this setting:
modern world,
Campaign in Brief
the Shadow Slayer and the Occultist.
The heroes might belong to a private Institution or gov-
ernment agency, to an ancient order of Shadow Chasers, or
1S:
SHADOW CHA~RS is one specific take on modern fantasy. The they might be on their own, with only each other to turn to
campaign focuses on heroic horror in the tradition of Resi- when the monsters appear.
dent Evil, Special Unit 2. Alone in the Dark. Angel, and
The monsters are here. Perhaps they've always been here.
Buffy the Vampire Slayer In this campaign, supernatural
but for some reason they have become more active in
monsters prowl the modern world. Heroes, sometimes recent days. Since most of the world won't or can't
called Shadow Chasers, fight these monsters and offer some acknowledge the existence of the Shadow creatures. 1t falls
small measure of hope in the face of overwhelming horror. to the heroes to fight the good fight and protect the inno-
cent from the terrors of the night. It might take a few
d20MODERN
adventures for the heroes ro come to grips with the true When Does a SHADOW CHASERS Campaign Take Place?
nature of the world once they achieve an awareness of In the here and now. Shadow Chasers fight monsters in the
the dark reality around them. but eventually they must modern world.
take up the charge or the monsters-and madness-will Why Do the Shadow Chasers Fight Monsters? Because
devour them. somebody has to. and because they know what's going on
Who Are the Shadow Chasers? The Shadow Chasers are (or at least they know more than the average person). And,
heroes who know and understand that monsters exist, and usually. a Shadow Chaser Is called to his or her mission by
they have the skills and abilities necessary to combat these some higher authority or feeling of destiny. At least, once
supernatural menaces. the awareness comes upon them 1t sure feels that way.
What Do the Shadow Chasers Do? They help defend
the world against the denizens of Shadow. fighting each
incursion they come across with whatever weapons and
Campaign Traits
SHADOW CHASERS is heroic horror with a cinematic edge. The
magic they can muster.
horror, in the form of monsters and supernatural situations.
Where Do the Shadow Chasers Operate? Wherever
must be intense and potentially overwhelming. Unlike a
you want them to. The denizens of Shadow threaten the
straight horror campaign. however, the heroes have the abil-
whole world. Your Shadow Chasers can operate in a single
town or city. or they can roam the world looking for mon- ity to fight against the monsters and. with luck and perse-
verance, win.
sters to destroy
Background
The monsters have always been with us, stepping out of
d20 ffiODERn Rules in SHROOllJ CHRS&RS their nightmarish dimension to emerge from the shadows of
This campaign adds three FX features to an otherwise our world. They gave rise to our most terrible legends and
contemporary setting: Supernatural monsters. asmall our worst nightmares. In some ages, the monsters were
amount of arcane magic. and a few judiciously pro- extremely active. bold in their ferocity and plentiful in
vided magic items number. In other times. the connection between Shadow
Feel free to use any monsters from Chapter Eight and our world was more tenuous. less solid and direct.
Friends and Foes, although those with supernatural Those were the days when the monsters were more diKreet
trappings work best. This 1s a campaign of heroic and their numbers were fewer.
horror, where the heroes fight toe-to-toe with the No matter what the age, as the denizens of Shadow
things of nightmares. So things like displacer beasts. spread across the world, heroes arise to combat them. In
fiends, flesh golems. gargoyles, invisible stalkers, every generation. a small number stand out due to circum-
monstrous spiders. mummies. skeletons. vampires, stances and the bad luck of having been able to see the
werewolves, and zombies fit the campaign best. If things of Shadow for what they really are. Of this number,
you are so inclined, feel free to draw other mon- those with the will and determination to make a difference,
sters out of the DUNGfONS & DRAGONs® Monster to fight back and live despite the encroaching madness,
Manual or similar tomes. In such a case, remember become the champions of the light. They go by many
that the Challenge Rating listed for a particular names, but we know them as the Shadow Chasers.
creature may actually be higher when pitted against By the start of the new millennium, the name that had
SHADOW CHASERS heroes. This is because heroes in started out as a mock title had taken on a deeper. resonat-
this campaign don't have access to high-powered ing meaning. Of course. the rest of the world considers
spells or magic items. You should consider giving these champions (when they notice them at all) to be
some monsters weaknesses that the heroes can dis- eccentric, weird. or even certifiably insane. Many snicker
cover and eKploit to make up for their lack of behind their backs or laugh at them openly. UStop chasing
magic. See Chapter Eight: rriends and Foes for more shadows.'' they say. "and get areal job." Few believe that the
Information. Shadows contain horrors that need to be chased-and
The Shadow Slayer and Occultist advanced staked. and shot. and hacked to pieces so they can't get
classes have limited access to magic or spell-like back up and kill again.
effects. Allow the Occultist to find some magic The truth of the matter is, the heroes can't stop chasing
through research and over the course of some the shadows. To do so would be to give up, to let the Things
adventures. but arcane magic should remain a risky of Darkness go unchecked. and thus damn the world to a
venture and rare occurrence. The same holds true hell we can't even begin to imagine.
for magic items. As GM. you need to provide some Today, Shadow is so close that it actually overlaps our
measure of help for the heroes. but this campaign is world in many places. These are the bad places. the dead
about horror. The heroes should have some of the zones, where the monsters lair and hunt with wild abandon.
toob they need, bul not all of them. Be stingy, and Shadow, if compared to a tide. is high and coming in. Its dark
make the discovery of magic items the point of waves wash a multitude of hungry, evil creatures onto our
many adventures. In any case. such treasure should shores. it is a time of horror, a time of madness. For some. It
require work and sacrifice. and discoveries should be might even be the beginning of the end of the world.
few and far between But not if the Shadow Chasers have anything to say
about it.
d2oMODERN
Oepartment-7 in SHADOW CHASERS The Three Key Conceits
Unless the heroes have come together to fight the Three conceits form the basis of the SHADOW (HA5CR5
monsters of their own accord. they work for Depart- campaign:
ment-7. If you want your campaign to have a hint of • Monsters exist in a world that otherwise mirrors our
government conspiracy about it, then Department-7 1s own:
part of the FBI or other federal law enforcem_enr • Shadow obscures and hides the true form of the
agency. For something a bit more free-wheeling, monsters from the world at large:
Dcpartment-7 can be part of a private institution or • Heroes emerge to protect the world and fight the
corporation. ostensibly charged with investigating the monsters.
mysteries of Shadow but practically 1t winds up hunt- Take the real world. mix in the above twists, and you've
ing down the creatures of Shadow and kilting them. got a ready-to-populate campaign setting that's as familiar
How Is Department-7 connected to the Fellowship to Gamemasters and players as our own world. and as fan-
(see page 289)?The two might be related, sec~etly In tastic and terrifying as your own imaginations can make It.
league. or even Incompetition. The GM can decide this Here's a brief look at how these conceits work in the earn
for his or her own campaign. paign. .
Monsters h ist: Any of the creatures detailed in Chapter
Eight: rriends and Foes can be a denizen of Shadow. From
The World of Shadows the more traditional monsters of horror such as the were·
SHADOW CllASCR.~ ls set In a world that looks exactly like the
wolf, vampire, and mummy. to less supernatural but no less
real world we know and love. It consists of simple, everyday monstrous creatures such as mind flayers. bugbear!>, and di!>-
things that we tend to take for granted. We've grown up placer beasts. Imagine any or all of these monsters set loo~e
with them and expect them to be there whenever we want in a world that looks and feels much like our own. The chaos
them. They make u~ comfortable and content. would be spectacular.
B11rgers C@ll phone5 DV05. A noi5e In the ba5ement.
A gang of vile wc•rewolves terrorizes a downtown neigh·
The world of S11A1>0w C11ASCRS mirrors our world. The borhood. A powerful vampire lord controls a crime ~yndi·
political climate. the entertainment landscape, and even ~e cate that operates throughout the city. A fiend hunb those
physical geography matches almost exactly. The only dif- who visit an uptown park In the dead of night. These mon
ferences are the ones the Gamemaster introduces to create strous rhreats and more slip from Shadow to prey upon
a fktional persona of our world. and the eventual changes people alt across the world.
that occur due to the actions of the her~ Shadow Obscures: Though the monsters exist. few
The Internet Flat-screen TVs Pillo A dark shape.
people can see them as they truly are-at least not until the
wrong In every way. glimpsed from the corner of
final moments when the terror reaches acrescendo and the
your eye creature reveals Itself to bask in Its victim's diuy111g fear
Other differences begin to cret!p into the picture as you before delivering the killing blow. The properties of Shadow
take acloser look at this fictionalized version of our world. work in conjunction with the natural defenses of the human
For one thing, even the brightest days seem to have agloom mind to shield people from the horrible monsters that walk
hanging over theni, and the light is dimmer, less vibrant than
among them.
the world we know. For another thing. the dark of mght 1s Three types of people occupy the world.1he first type is
deeper. more isolated than anything experienced in our blissfutly ignorant of the nature of the t~reat that
world. rile night as seen in the world of Shadow muffles all encroaches on us all. They can't see past the shadows. Their
sounds. ab~orbs all light, and reverberates with strange, dis- minds can't coinrrehend that creatures of darkness and evil
tant echoes of nightmare sounds that make the hair on your can actually cxi)t, and so they see what they expect to see:
arms stand on end. a large dog. a scurrying rat, a somewhat bulky and ugly
Notebook computers. Tacos. C05. Sharp. rending
bruiser m a business )Uit-never a hetlhound or a dire rat or
claw5 that caress your fle5h with ribbons of blood.
atroll When they do register that some I hing Is unusual and
Finally. the major differences between the world of otherworldly. these people dismiss it as acostume or a rrlck
S11.a.oow 01ASOb and the real world centers on the denizens of the light or a momentary hallucination.
of Shadow. In the world of SHAOOW CHASERS, monsters turk in The second type can sometimes catch a gt impse of a
the dark recesses They prowl the night They strike. instill- denizen of Shadow in its true form. These glimpses occur at
ing terror and fomenting an unidentifiable fear in everyone. the corner of their eyes. or in the sweep of a headlight, or in
everywhere. Supernatural horrors fill the night. Mythic cr~a the blink of an eye. They are partially aware of the reality of
tures roam the silent countryside and nest beneath the city Shadow. These individuals sometimes go mad because of
streets. Vampires. zombies. and werewolves-among a host the fleeting visions they see. Others maintain a hold on
of other terrible creatures of Shadow-hunt the innocent, their sanity, but secretly believe that monsters are real. They
the weak, and the frightened. try to go about their lives as best they can, but they often
/n/rne skates. Microwave ovens. Displacer beasts
leave a light burning as they attempt to slip into a peaceful
tearing chunks o( dripping meat from your still-
sleep that can never truly be theirs.
strugg/ing body as you succumb to a slow, painful
The third type has no problem peering past the veil of
death ...
Shadow. They see the monsters, and more often than not
the monstersare also aware of them. Seers, parapsycholo·
a20MODERt
gists, fortune-tellers, mystics, lunatics, and others attuned not to become the latest casualties in this unending war.
to Shadow emerge from this group. Finally. many of the The life of a Shadow Chaser isn't glamorous. Most people
heroes that arise to battle against the denizens of Shadow who have even the faintest hint of their existence consider
belong to this group of people who are fully aware of the them to be charlatans. con artists, or lunatics. They struggle
reality of Shadow. on, however, never ready to go quietly into the night.
To add to the mystery and unbelief in monsters. Shadow
reclaims its denizens when they die. When a monster is Other Shadow Chasers
killed or destroyed, its remains quickly fade away, melting While it may sometimes feel like your Shadow Chasers are
and evaporating like an ice cube on a hot sidewalk on a blis- alone against the darkness, there are others around the
tering summer day. worldl who carry on the same fight. Like the members of
Heroes Emerge: For whatever reason- fate. divine your team, they have been called to rail against the denizens
intervention, genetics, an ancient curse, or even coinci- of Shadow. to defend the light, to protect the night. How-
dence-some small subset of the human race is genetically ever, because Shadow is fluid and deceptive, different
predisposed to awareness of Shadow. These individuals Shadow Chaser teatns find it difficult to trust each other or
fall into either of the two latter types of people in the work to~ther. even if they belong to the same overarching
world; they either possess partial or full awareness. What organization- mostly because nothing is ever exactly the
unites them. what makes them the same regardless of way it appears to be.
which category they belong to, is their desire to protect Even so, sometimes another Shadow Chaser seeks you
the world from the denizens of Shadow. Now, not all of out. either looking for information on a specific threat or to
these heroes are altruistic or even good in the traditional provide you with knowledge that might aid you in your
sense. They battle against the darkness for self-preserva- struggles. Rarer still, a menace appears out of Shadow thats
tion, profit. or revenge as often as because it's the right just too big for a single teamto handle. Then Department-
thing to do. 7 or some other organization intervenes to compel two or
The Shadow Chasers all go through a similar evolution. more Shadow Chaser teams to work together.
An event-some chance meeting with the things of Not everyone who can see the things of Shadowfor what
Shadow-triggers the aYfclreness In an Individual. That indi- t hey really are can be called Shadow Chasers. There are
vidual is then motivated by hatred, revenge, or a genuine those who have become aware of the danger but aren't
de.Sire to represent the light. and so begins a crusade that equipped or capable enough to take up arms against the
lasts until t hat individual draws his or her last breath, for no monsters. These individuals, once discovered. can become
one expects to defeat the denizens of Shadow. They can the best friends a Shadow Chaser team can have. They pro-
only hope to fight back and preserve the light for another vide information, whispering the word on the street to the
hour, another day, or another year. Shadow Chasers. letting them know when something bad
Eventually, the Shadow Chasers meet up with others like has invaded the neighborhood or taken up residence in the
themselves. There is safety in numbers, as well a5 strength, abandoned subway station. They see, but they aren't heroes.
and it makes sense to combine efforts in the unending war
against the creatures of the night. But make no mistake, the
Shadow Chasers are the hunted as often as the hunters.
They are constantly on the move, seek-
ing monsters to defeat while trying ~
:.: .
Class
-~··l
Base Attack Fort
~:
Ref Will Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus
lst ~1 +l +l +l Detect Shadow +l +O
tnd ...1. +2 +2 +2 Shadow immuni!Y +1 +0
3rd +3 +2 +2 +2 Bonus feat +2 +O
4th ..4 +2 +2 +2 Sla}'.er weapon +-2 +0
5th +5 +3 +3 +3 Shadow enemy '1-3 +l
?>th +6 +j +3 +3 Bonus feat +3 +l
7th +7 +4 +4 +4 Shadow enemy_ +4 +l
8th +8 +4 +4 +A Fast heaUng +4 tl
9th +9 +4 +4 +4 Bonus feat +5 +2
10th +10 +5 +5 +5 Wor:<J of slaying +S
Crnture/ Objtct Rating
-----~~- ~~--~
Outsider HD
Magic item or spell ~____ Ca_
s~te_
r l_
ev_e_Ix_/,_~
Aberration, construct. dragon. HD x I/
elemental. undead creature_:____-=-~~~~~ Ruutll the Shadow Slayer and
All other demzens of Shadow HDx 1/i Roberta the Occultist
Each round, a Shadow Slayer can turn to detect the pres- ."
ence of Shadow In a new area. The ability can penetrate bar-
riers, but 1foot of stone, 1inch of metal. or 3 feet of wood
or dirt blocks It.
Shadow Immunity
At 2nd level. a Shadow Slayer gains damage reduction
against the natural weapons of the denizens of Shadow
(claws. bite, and so on). Shadow immunity doesn't reduce
the damage dealt by firearms. melee weapons. or haz-
ardous effects. The damage reduction 1s equal to
one-half of the Slayer's level in this advanced class.
rounded down.
Bonus feats
At 3rd, 6th. and 9th level. the Shadow Slayer gets a bonus
feat The bonus feat must be selected from the following
list, and the Shadow Slayer must meet all the prerequisites
of the feat to select it
Acrobatic, Advanced Combat Martial Arts. Alertness.
Cleave. Combat Reflexes. Defensive Martial Arts. Elusive
Target. Exotic Melee Weapon Proficiency. Great Cleave.
Power Attack. Unbalance Opponent.
Slayer Weapon
At 4th level. a Shadow Slayer gains the ability to empower
any melee weapon he wields An empowered weapon
behaves like a magic weapon in the hands of the Shadow
Slayer. providing an enhancement bonus equal to one-half
of the Slayer's level In this advanced class. rounded down.
(At 4th level, the enhancement bonus is +2.) This bonus
allows the weapon to deal extra damage and to hurt crea-
tures with damage reduction.
a20MODERN
Any melee weapon can be empowered by the Shadow creatures of Shadow.The word of slaying affects any d€nizens
Slayer, including the Shadow Slayer's unarmed strikes. It of Shadow within 15 feet of the Slayer. The ill effects depend
takes a fuH-round action to empower a weapon. An empow- on the Hit Dice of the creatures, as shown below,
ered weapon only acts as an empowered weapon in the
hands of the Shadow Slayer who empowered it. The HD Efftct
enhancement bonus lasts for a number of rounds equal to 12 or more Dazed
the Shadow Slayer's level in this advanced class. 8-11 Stunned
4-7 Paralyzed
Shadow Enemy 3 or less Kilted
At Sth and 7th level, a Shadow Slayer selects a type of
Shadow creature as a favored enemy. Due to his extensive A dazed creature can't act for ld4 rounds. A stunned crea-
study of these foes and training in the proper techniques ture is stunned for 2d4 rounds. A paralyzed creature can't
for combating them, the Shadow Slayer gains a+ 2 bonus on move or act for ldlO minutes. Akilled creature dies (if it is
Bluff, Listen. Search, Sense Motive, and Spot checks when living) or is destroyed {if it is a construct or an undead).
using these skills against creatures of this type. He also gets
a +2 bonus on weapon damage rolls against creatures of
this type. OGCULIIST
At each level after 5th. the Shadow Slayer may add +1 to The Occultist walks the narrow band of gray that sits
the value of the bonus against each of his favored enemy between the light of day and the dark of night. She
types. For example, a 5th-level Shadow Slayer could select embraces the things of darkness to learn from them, to
monstrous humanoid as his favored enemy type. He gets a master them, and to ultimately control them. The Occultist
+1bonus against creatures of that type immediately, and the doesn't see destruction as the only course of action when
bonus increases by +l with each new level he attains. Then dealing with the denizens of Shadow. She Isn't above making
he picks elemental as his other favored enemy type when deals with lesser evils to overcome greater threats, and she
he attains 7th level. That bonus also begins at +l and has as much curiosity about the things of Shadow as she has
increases by +l at each new level. So. when he reaches 10th desire to protect the world from their invasion.
level, his bonus against monstrous humanoids is +6 and his The Occultist plays a dangerous game. us111g the forces of
________ bonus against elementals is +4. Shadow to further her own ends. Ambitious, scholarly, and
In the case of humanoids, the Shadow Slayer must willing to walk the middle path, the Occultist uses Shadow
also choose an associated subtype, as indicated on the to battle Shadow. If her tenuous control ever slips, however,
table below. the Occultist might not be able to command the forces she
has placed a leash upon-and she might not be able to deal
Shadow Enemy Type (Subtype} Example with the danger they pose to her body and her mind.
Aberration lllithid Select this advanced class if you want your character
Construct Flesh golent. to learn the hidden arts and discover the ancient lore of
Dragon WJ.rm Shadow.
Elemental - - - - - - - Invisible stalker The fastest path into this advanced class is from the
Fey Tooth fairy Smart hero basic class, though other paths are possible.
Giant Ogre
Humanoid (goblinoid) Goblin
Humanoid (gnoll) Gnoll
Requirements
To qualify to become an Occultist, a character must fulfill
Humanoid {reptilian) Kobold
Lycanthrope the following criteria.
Werevrolf
Magical beast Skills: Decipher Script 6 ranks, Knowledge (arcane lore} 6
Displacer beast
Monstrous humanoid ranks, Research 6 ranks.
Minotaur
Outsider
-~~--~
~ : • I I
Class Base Attack Fort Ref Will Defense Reputation
level Bonus Save Save Save Special Bonus Bonus
lst +O +0 +O +l Arcane skills. spelt resistance +O +O
2nd +1 •O +O +2 Arcane research (scrolls) tl +O
3rd +1 +1 +] ..2 Bonus feat +1 +1
4th +2 t] •l -2 Shadov. contact +I +1
5th +2 +l +] +3 Bind Shadow creature +2 +1
6th +3 +2 •2 +3 Bonus feat •2 +2
7th t3 +2 +2 +4 Arcane research !items) +2 +2
8th +4 •l +i +4 Bind Shadow creature +3 +2
9th +4 .. 3 +3 -.1 Bonus feat +3 +3
10th +5 ·3 t} ,..5 Bani.sh +3 +3
c20MODERN
This skill use doesn't allow you to use the class feature of level 1 1 3 4 Research
another class. It JUSt lets you activate items as if you had the 1(DC20}
2nd 3
class feature. 3rd 4 2(DC 23)
If the class whose feature you are emulating has an alle- 4th 2 3(DC 25)
5
giance requirement, you must meet 1t. This may require a 3 4 (DC 28)
5th 5
separate check to emulate allegiance (see below). 6th 5 4 S(DC 30)
Emulate Ability Score: To cast a spell from a scroll, you
need a high ability score in the appropriate ability (Intelli-
7th 6 s 2 6 (DC 33}
8th 6 5 3 7 (DC 35)
gence for arcane spells, Wisdom for divine spel~s). Your 9th 6 s 4 8 (DC 38}
effective ability score (appropriate to the class you re emu- 10th 7 6 s 2 9 (DC 40)
lating when you try to cast a spell from a s~roll) equals your
check result minus 15. If you already have a htgh enough score So, at 2nd level. the Occultist gains three 1st-level arcane
in the ability, you don't need to make this check. . . spell scrolls. One of these spells can be selected by the
Emulate Allegiance: Some magic items have pos1t1ve or
Occultist if she makes a successful Research check (DC20);
negative effects based on your allegiance. You can ~se the other two spells are selected randomly. These are all the
these items as if you were of an allegiance of your choice. spell scrolls the Occult1st has until she attains 3rd level.
You can only emulate one allegiance at a time. Once a spell is used. it disappears from the scroll that con-
Use a Scroll: Normally. to cast a spell from a scroll, you
tained it. The Occultist may find other scrolls in the course
must belong to a class that has access to the arcane or of her adventures.
divine spell inscnbed therein. This use of the skill allows you The Occult1st uses the Use Magic Device arcane skill to
to use a scroll as if you were of the appropriate spellcasting cast aspell from a scroll (see above).
class The DC equals 20 + the caster level of the spell you
are trying to cast from the scroll. To cast a spell from a Bonusfeats
scroll, you must first decipher it. . .. At 3rd, 6th, and 9th level, the Occultist gets a bonus feat.
In addition, casting a spell from a scroll requires a mini- The bonus fear must be selected from the following list, and
mum score of 10 +the spell's level in the appropriate ability. the Occultist must meet all the prerequisites of the feat to
if you don't have a sufficiently high score. you must emulate select it.
the ability score with a separate check (see above). Alertness, Archaic Weapons Proficiency, Attentive, Confi-
- - - - Use a Wand: Normally, to use a wand you must belong
dent, Defensive Martial Arts, Focused, Frightful Presence.
to a class that has access to the arcane or divine spell ensor- Iron Will, Personal Firearms Proficiency, Point Blank Shot.
celled therein. This use of the skill allows you to use a wand
as if you were of the appropriate spellcasting class. . ShadowContact
Try Agam?: Yes, but if you ever roll a natural l while
At 4th level. an Occultist gains a denizen of Shadow as a
attempting to activate an item and you fail the check, then contact. The Shadow cieature can have HD equal to one-
you can't try to activate that item again ~or 24.hou_rs. . half the Occultist's class level or less. This Shadow creature
Special: You can't take 10 or take 20 with th1.s sktl~. Mag1C
may or may not be overtly hostile toward hum~ns. bu! it
is too unpredictable to make the use of this skill reliable. tolerates the Occultist. The Shadow creature will provide
information or other minor assistance as though its atti-
Spell Resistance tude toward the Occultist were friendly. (See page 57 for
An Occultist has spell resistance (see page 228) equal to 5 + more on attitudes.) It might still omit important details.
her Occultist level. It never interferes with her own spells, and depending on its relationship with the Occultist. The
she can voluntarily lower her spell resistance at any time. Shadow creature doesn't accompany the Occultist on
adventures, and it may not always be available when the
Arcane Research {Scrolls) Occultist wants it. In most cases. the Shadow contact can
Starting at 2nd level. an Occultist can research spells and be called upon once per week. and the creature requi.res
scribe scrolls. Indeed, the only way for an Occultist to cast an some form of compensation for each favor. Compensation
arcane spell is by using a scroll. The method and pr?'es~ is can be a favor in return or something appropriate to the
unique to the Occult1st. and 1t differs from the Mages scnbe creature in question. .
scroll ability. There is no purchase DC or XP cost for the scrolls If the Shadow creature dies. a new creature replaces 1t
the Occult1st gatns with each new level attained in this ~l~ss. when the Occult1st attains her next level in this class.
When the Occultist attains 2nd level. and upon atta1rnng
each new level thereafter, she uncovers spell scrolls through Bind Shadow Creature
arcane research and study. The GM randomly selects the At 5th level. an Occult1st can select a type of Shadow crea-
spells contained on the scrolls, though the Occultist can ture (any creature type other than animal or vermin) and
make a Research check to select a certain number of her bind one such creature into service. AShadow creature of
own spells. The table below shows how many scrolls of the appropriate type and Hit Dice (GM's choice) appears at
each spell level the Occultist receives upon gaining a new the Occultist's side in 1d6+1 days. Thereafter, It serves the
level. and how many of these can be researched at each Occultist. with an outward attitude of helpful (though it
level. Afailed Research check indicates that the Occultist might inwardly hate the Occult1st wh? has trap~ed it.into
instead discovers all random spells. service). It obeys the Occultist. providing protection, fight-
<110MODERN
ing at her side, and performing other services. It always
seeks to obey the letter of the Occultlst's command. and AOUEOTUBE SETUPS
can sometimes use this behavior to harm the Occultist or In a SHADOW CHASERS adventure. the monster is key. That's not
otherwise hinder as much as 1t helps. to say that you. as the Gamemaster, shouldn't develop a
At 5th level. the Occult1st can bind a Shadow creature clever plot and cool locations to set the action in. but the
with 2 HD or less. monster (or other opponent) is going to make or break your
At 8th level. the Occultist can bind a Shadow creature adventure. Pick any monster from Chapter Eight: Friends and
with 4 HD or less. Foes. Then think about how such a creature might behave if
dropped into a contemporary haunt In the modern world.
Arcane Research (Items) That becomes the first twist in developing a SHADOW CHASERS
Starting at 7th level, an Occulfot can perform research to monster. The second twist comes when you decide what, if
find magic items. The method and process is unique to the any. changes to make to Its abilities and attitudes. Finally, you
Occultist. There is no purchase DC or XP cost for the magic must decide what its ultimate weakness is. Providing hints
items the Occultist gains with each new level attained in throughout the adventure to help lead the heroes to the
this class. solution could make for some exciting scenes along the way.
When the Occultist attains 7th level. and upon attaining
each new level thereafter. she uncovers one magic item GuardBones (low-level adventure)
through arcane research and study. The GM randomly
Lets take a band of Medium-size skeletons, for example. They
selects the item. though the Occultist can make a Research
populate the dungeons and abandoned castles that litter the
check (DC 25) to specify the type of item gained.
landscape of fantasy settings in every direction. In a SHADOW
The item must be a wondrous item, a wand. a magic
G-!AstRs campaign. our band of skeletons resides in an old
weapon. or a set of magic armor.
warehouse, serving as guardians for the mysterious crates
The Occultist uses the Use Magic Device arcane skill to
being stored there. Use the statistics for human skeletons, on
use a magic item (see above).
page 256. There are six of them guarding the warehouse.
Banish In addition to all of their standard abilities and immuni-
ties, these skeletons shatter into scattered bones when their
At 10th level. an Occult1st comes into her full power. By
hit points drop to 0 or less. However, ld4 rounds later, those
spending 1action point and an attack action. the Occultist
bones slide together to reform a revived skeleton. To
can utter a word of power that forces a denizen of Shadow
destroy a skeleton completely, the heroes must discover the
to return to the Shadow dimension. The Shadow creature
secret to their animation. These skeletons can only be
gets a Will save {DC 10 + Occultist's level + Occultist's Cha
destroyed by removing the ancient coins that have be€n
modifier), adding a bonus equal to its HD to the save. If the
hidden within the hollow
save succeeds, the Shadow creature doesn't disappear but is
sockets where their eyes
instead stunned for ld4• 1rounds.
used to be.
Secre1 masters
The safety and status of reality depends on secrecy.
PSI is built around small squads that report to sec-
tion heads ("Control"). Control. in turn. reports to
higher levels of bureaucracy that are not accessi
ble to ordinary dgents. Squads are usually organ
ized regionally. though the regional areas may
range from relatively small areas with large
populations (New York or LA) to large regions
with extensive paranormal activities (most of
the northwest between the Ca~cades and the
Rockies north of Utah falls under the jurisdiction
of a single squad). In addition, particular
branches of PSI are dedicated to research, dis-
covery of new pslonic abilities, and recruit-
ment of new agents. In most cases, the local squads are
expected to show versatility. PSI expects the first agents
who arrive on the scene of a situation to see that situation
through to the end. Troy confronts his
Where does the chain of command end? That's anyone's sinister
replacement
guess, though lower echelons theorize that the ultimate
authority rests with the Joint Chiefs of Staff. the Oval
Office, or the Secretary General of the United Nations.
Others think that the chain of command stops with a par-
ticularly powerful member of the bureaucracy who secretly
d2oMODE
runs the government for its own good. Additional theories
involve foreign nationals. corporate powers. secret organi-
Rogue Talents
The majority of people with psionic abilities are not mem-
zations founded centuries ago. and space aliens.
bers of any organization. They themselves may not be aware
of their abilities, and without training might spend their
Power Groups entire lives without realizing they have psionic ability.
Who holds power In this campaign? That depends. There Stressful situations may cause latent psionic abilities to
are all kinds of power, from political to social to financial. emerge, but these usually subside and the event is Ignored
and there's a group holding that power somewhere in the or forgotten.
world. More often than not. untrained psioniclsts are unable to
control their powers. and therefore pose a danger to those
Hour Government around them. Sometimes their mindscan't handle thestress
The heroes work for the United States Paranormal Science involved in utilizing psionic powers and their personalities
and Investigation Agency. It has existed as a line item in the fracture. often turning psychotic and dangerous. Tales of the
budgets of vanous hierarchies in the government, includ- Jersey Devil and Bigfoot evolved from stories of emergent
ing at various times Health, Education. Historical land- psychics gone rogue.
marks. Transportation, and the Environmental Protection PSI has a stated policy that untrained or newly emerged
Agency. For two years. the Army funded PSI as part of the psionicists should be studied but not contacted unless
same budget that pays for military band instruments. there 1s an overt manifestation. If overt manifestation
The government likes PSI and 1s relatively good to its occurs, the psionicist should be recruited or at least trained
paranormal agents. The government has a policy to watch, to the degree that he no longer poses a danger to himself
regulate. and control psiomc abilities that may pose a threat or others.
to the general well being of the public and reality as we
know it. Cults and Conspiracies
As a result. PSI agents are treated a bit better than the Sometimes. an individual gains access to and control of hisor
average law-enforcement officer or government agent Each her psiomc abilitieswithout the government becoming aware
agent is aresource that the administration would prefer not of it. Such individualsmay fall into the hands of various cults
to lose. Of course. it would rather the world do without the {religious or otherwise) or independent organizations. These
talents of a particular agent than let that agent fall under individuals unite the powers of the mind with a potentially
the sway of another power group. malevolent organization, creatinga dangerous situation.
Cult s combine religious overtones with superiority rhet-
Other Governments oric, giving the new psionicists a sense of belonging and
Nothing is truly secret In the halls of power, and other purpose they might not otherwise attain. The psionicist
nations have their own Departments, Bureaus. Ministries. might rise to become the leader of a cult, or he might be
Services. and Academies dedicated to the discovery and used by the cult to accomplish some sinister purpose or
exploitation of psion1c abilities. Each tends to take the another.
development of psionics in traditionally nationalistic fash- Conspiracies tend to treat nascent psionic talents as
ions. Her Majesty's Paranormal Service (MSA) does things tools to be used, exploited and, if need be, broken in order
with style and uses unique high-tech gear. The French Direc- to gain their abilities. Once they have served their purpose.
tives (there are two with overlapping authorities) tend to be the pslonlc talents are discarded. Conspiracies range from
more social in their dealings. except when in competition various secret societies to criminal organizations. Psionics
with each other. The former Soviet Union had its People's are a means to an end, a way to increase temporal power. A
Revolutionary Mental Guards. which dispersed when the small criminal conspiracy could include a biker gang with a
superpower dissolved into a set of separate factions. The Battle Mmd leader, or a group of small-time hoods particu-
Chinese reportedly have experimented in breeding psi tal- larly lucky at avoiding the law thanks to the Telepath mtheir
ents. though their success isnot known. midst. Those aware of the nature of their power usually try
Smaller countries that can't afford their own paranormal to gather as much of it as they can by inducting (willingly or
programs may still have psionic agents. These freelancers not) other psychic individuals.
offer their services to the highest bidders and usually rep·
resent defections from one of theestablished programs run The media
by the various superpowers. Whether the truth is out there or not. newssells papersand
Relationships with other governments play out in a con- garner television ratings. Conductinga secret war for reality
tinual game of cat and mouse. The superpowers agree that is very difficult if everyone knows about it (or worse yet, if
psionic agents (whether acknowledged or not) should be everyone gets into the act). Most traditional media follow
kept within the confines of their native countries. They the traditional line that psionics and other mental abilities
similarly try to keep tabs on the various known psionic fall into the same category as pixie dust and demons-
agents. Experienced agents know their opposite numbers things that one doesn't talk about on the evening broadcast.
on sight (or from the slightest touch of the mind) and Large media corporations tend to require very little overt
extend to each other a level of professional courtesy- pro- control, as they are institutionally driven to maintain the
vided, of course, that the other agents keep their minds status quo. Individual reporters may crusade to find the
and their records clean. truth, and are usually dealt with through destruction of
,nnMODERN
evidence and ruination of reputation. The death or disap- as a resource. Whether they listen to what the PSI agents
pearance of a media gadfly only brings more attention to have to say is another matter entirely.
the people and organizations that would rather remain
hidden. so this tends to be the option of last resort. The Enli9htenmen1
Magazines, television shows, and radio programs that reg- A classic secret conspiracy whose members include rich and
ularly report on the existence of bat-boys. living mummies. powerful members of society. the Enlightenment is devoted
and space aliens who endorse presidential candidates are ~o nothing less than global domination. Psionic powers are
more closely watched by the PSI, since these outlets inad- 1ust one more tool to be used in the quest for control. The
vertently help spread disinformation regarding the true organization uses global forums such as the WTO, World
nature of the psionic war. Most of these organizations have Bank. and WEF to host meetings to plan for the future.
an agent 1n place. often on the editorial staff, to push con- The Enlightenment's ultimate goal is to create an indus-
tent in the desired direction. trio.us but content world population with a strong work
ethic, who leave the elite to make the decisions (and reap
the rewards). To the Enlightenment. money and power can
Allies and Opponents never reach a level of excess.
Most of the individuals heroes deal with in an AG£rm oF PSI .The Enlightenment avoids irritating PSI and similar oper-
campaign are human (or nearly so). The difficulty lies in ations; that would just be bad business. However, its indi-
knowing what sort of power they might hold. Psionic abili- vidual members occasionally run afoul of the agency,
ties can go wherever an agent goes. An agent can be especially the Enlightenment's own psionic operatives.
unarmed and still pose a lethal threat to his opponents.
n
Mindwreckers coosider the use of psionic power to be art
w~ll as to maintain the ever-growing archives (currently
for art's sake. Individuals without psionic talent are merely
being stored 1n an abandoned salt mine in northwestern clay to be molded. paint to be spattered on a greater
Pennsylvania). ca.nvas. May~em and destruction always accompany a
The Agency sponsors a string of private schools across M1~dwreckers performance, and they sometimes videotape
the United State~ intended to train future agents. This ini- their work to show later at Mindraves.
t1~~ive'~ primary purpose is to teach control and responsi- Mindwreckcrs like to target individuals with psionic
bility in regards to psionic abilities, but some of the power for destruction, u~ually after a secret tribunal in
students move on to join PSI as. well. which the "mindcriminal" is tried in absentia. The Mind-
Most agents of PSI take the Wild Talent feat sometime wreckers work to destroy not only the individual's life and
between 1st and 3rd level. Many aspire to gain [evels of livelihood, but also his or her mind. Some members of the
Telepath or Battle Mind as early as 4th level, for the best Mindwrecker tribunal are former victims who went insane
agentshave access to a wide range of pslonic powers. and were recruited thereafter.
All Mindwreckers have the Wild Talent feat, and the most
Other Government Agencies powerful among them go on to take levels in either
Most field agents in other agencies remain unaware of the Telepath or Battle Mind.
existence of the PSI. A local police branch. for example.
may have to call Washington to confirm a PSI agent's cre-
dentials. Relationships vary according to the situation, and
The Silent Walhers
AJapanese organization known derisively as "The Ninjas" by
may range from gladly passmg off a problem case to the other groups. the Silent Walkers date back to the 1600s
new arrivals to territorial protectiveness of leads. Shizuka N1 Ugoku ("Moving in Silence") combine mental dis-
resources. and information. cipline with physteal strength. They have a rigorous code of
PSI has a good relationship with the FBI. though the honor derived from that of the samurai. They hunt down
Bureau is always concerned about PSl's loose organization untrained ps1onics and rogues (which they call "oni"} and
and willingness to engage with the unknown. The CIA. on destroy them. They believe only ind1v1duals who have
the other hand. has no love of PSI and often works against attained perfection of the mind should be granted the great
the agency because it believes that PSI 1s adanger to the US, responsibility of mental powers.
despite its status and portfolio. The NSA has called in PSI The.Silent Walkers are relentless and deadly. They accept
agents on a number of occasions over the years for assis- the existence of other groups. but do not act against them
tan~e. Rumors persist that the agency is seeking to pick up
if their rivals stay out of )dpanese mterests and don't get in
PSI tn the next budget, swallowing the department whole. the way of their missions. They pursue oni beyond their bor-
Most other departments and agencies regard the PSI as "The ders, often into the jurisdictions of other organizations.
Pros from Dover"- the weirdness experts who may be used
Knightly Order of St. Bartholomew mental creations appear real to anyone who sees them.
Atruly ancient order whose roots date back to the Middle They have physicality and can interact with the wort~
Ages. the Order of Bartholomew (called_the "Barts" by the around them. When the individual who spawned them ts
rest of the pstonic intelligence community) has the advan· cured or killed. the 1d monster fades away. If the id monster
tage of huge amounts of gathered research rega.rding para· is confronted directly and killed or destroyed, it also fades
normal abilities. At the heart of their knowledge 1s the Black away. It will re-spawn in ld20 hours, however, once again
Library, a collection of banned, suppressed. and otherw!se brought to life bythe crazed talent's fears and anxieties.
anathema literature. This collection is the most exhaustive Acrazed talent always creates the same kind of monster.
description of paranormal activity. in existence..T~e He or she can create a single monster with Hit Dice equal to
archivists within PSI and other intelligence communities two times the crazed talent's character level. or a number of
crave the opportunity to get at the Barts' stacks. monsters whose total Hit Dice equal two times the crazed
More so than any intelligence operation. the Order talent's character level For example, if Cindi Quail, a
strictly limits its agents (usually but not always men of the 1st-level Chansmatic ordinary, develops a wild psionic talent
cloth) in regards to available information. Too much. kn~wl · that drives her insane. her unconscious mind could create a
edge equals too much temptation, and many invest1gat1ons single gnotl (HD 2d8+2), two skeletons (HD ld12 each}, or
hit a wall of silence. The Black library holds many secrets, four kobolds (HD 1/ d8 each).
most of which are not available to the general membership. Id monsters allow you to use supernatural creatures
without adding a supernatural element to your AGENTS OF PSI
monsters of the Id campaign. This lets you make use of the various creatures
Those individuals who develop wild psionic abilities nor· detailed In Chapter Eight Friends and Foes.
molly only have whatever low-level power the Wild Ta~ent
feat provides (see page 362). Most wild talents have a m!~or Other Antagonists . .
power that they either use or ignore as their personalities The following creatures, detailed in Chapter Eight Friends
dictate. and they never progress to become full-fledged and Foes. make great opponents for PSI agents without
psioniclsts. Some of these Individuals suffer guilt or anxiety resorting to the monsters of the id approach:
over the strange power; others embrace 1t and use the sli~ht lllithids: The mind flayers exist in the campaign. Some
edge it provides to best advantage. Some develop phobias are rogue individuals that prey on human brains or serve as
or other mental diseases. master villains for certain psionic plots. Others wo'.k
In rare cases, the onset of a wild talent drives the indi· together as part of an ancient cult devoted to the brain
vidual insane and unleashes the power of his or her inner eaters and the mental power boost that such an activity
mind. Using the energy derived from the individ~al's uni;on· supposedly provides. The illithids claim to be an ancient
scious needs and drives, the id unleashes psychic creations species that has been on Earth since before the st~rt of
that the individual isn't aware of or in control of. These recorded history. This may or may not be true, depending on
your campaign. Instead. they could be a genetic experiment
gone wrong, perhaps related to the moreaus or the replace-
ments (see below).
Moreaus: These animal-human hybrids were created
during the great (and secret) DNA experiments of the past
two decades. While such programs are now illegal, moreaus
continue to work for various agencies all over the world, and
there are more and more runaway moreaus hiding through-
out the world Some of the runaways work as mercenaries or
freelancers for intelligence groups, corporations. or cnminal
organizations. Some hunt other moreaus. Afew just want to
be left alone Today. some agencies and corporations secretly
continue to experiment with DNA hybrids, resulting in new
forms appearing when the PSI agents least expect it.
Puppeteers: Also known as spider £Ts. one story ~as an
expedition to Antarctica discovering these creature~ 1 ~.the
.ice fn the 1920s and bringing them back to the civilized
world. Another story claims that the puppeteers were found
among the wreckage of an alien spacec.rafl that c:ashed in
Roswell. New Mexico, in 1947. Most PSI agents believe that,
like replacements and moreaus (because who knows ~hat to
believe about the mind flayers!}, the puppeteers are simply a
genetic experiment gone terribly wrong.
Replacements: Vat-grown, ftash programmed genetic
duplicates used as spies and decoys. All agencies have
access to replacements, although the process used to create
them is difficult and time consuming.
d:wMODERN
Read/Write Language (none). Sense Motive (Wis), Speak
TELEPATH Language (none).
The Telepath manifests mental powers associated with
touching other minds, moving objects with a thought. and Skill Points at Each level: 5+Int modifier.
influencing the thoughts of others. These powers repre-
sent a different use for the bioenergy produced by the
mind and body of all living things. For the Telepath, mental
Class Peatures
All of the following features pertain to the Telepath
powers take the form of thoughts made real. Through
advanced class.
meditation and strict mental discipline, the Telepath finds
a deep reservoir of power within himself-power that can
be tapped to turn a thought into a strong defense or a
Psionic S~ills
A Telepath has access to the following psionic skills. These
deadly weapon.
skills are considered class skills for the Telepath. and he can
Select this advanced class if you want your character
use his skill points to buy ranks In them, just like other skills
to master the psionic art of mental contact and become
in the game. .
a Telepath.
Autohypnosis (Wis}: Trained only. You have trained
The fastest path into this advanced class is from the
your mind to resist certain injuries and threats while also
Charismatic hero baslc class. though other paths are possible.
gaining a few select benefits.
Check: The DC and effect depend on the task you
Requirements attempt.
To qualify to become aTelepath. a character must fulfill the
following criteria. Task DC
Skills: Bluff 6 ranks, Diplomacy 6 ranks, Gather Informa- Resist fear 15
tion 6 ranks. Memorize 15
Feat: Wild Talent (see page 362). Tolerate poison Poison's DC
Willpower 20
Class Information Resist Fear: In response to a fear effect. you can make
The following Information perldin~ to the Telepath
an Autohypnosis check on your next action even if you've - - --·
advanced class.
been overcome by fear. A successful check grants you
another saving throw with a +4 morale bonus to resist the
Hit Die fear effect.
The Telepath gains 1d6 hit points per level. The character's
Memorize: You can attempt to memorize a long string
Constitution modifier applies.
of numbers, a long passage of verse, or other particularly
difficult piece of information. Each successful check allows
Action Points you to memorize up to 250 words or the equivalent of
The Telepath gains a number of action points equal. to 6 +
what could be comfortably contained on an 8 / i·by-11-inch
one-half his character level. rounded down. every time he
sheet of paper. You always retain this Information; however.
attains a new level in this class.
you can only recall It with a successful Autohypnosis check.
Tolerate Poison: In response to being poisoned, you can
-m
Class Shills make an Autohypnosis check on your next action. A s~
The Telepath's class skllls are as follows.
cessful check grants you a +4 morale bonus on your saving
Autohypnosis (Wis), Bluff (Cha). Concentration (Con),
throw to resist the poison's secondary damage.
Diplomacy (Cha). Gather Information (Cha), Knowled~e
Willpower: If reduced to 0 hit points (disabled). you may
(behavioral sciences. current events. popular culture. phi-
z
make an Autohypnosis check. If successful. you can perform
losophy and theology) (Int). Profession (Wis), Psicraft (Int),
a strenuous action without taking 1 point of damage. A
_. • • I 1 •
••
Class Base• Attack •
Fort Ref w·11
1 · Defense Reputation
B
level Bonus Save Save Save · I
Spec1a Bonus onus
1st +O +O +O +2 Psionic skills, psionic powers +O +1
2nd +1 •O +O +3 Trigger power, pslonic powers +1 •1
3rd +1 +1 •l +3 Bonus feat. psionic powers +1 •l
4th +2 +1 +l +4 Power crystal. psionic powers +1 +2
5th +2 Il +1 +4 Trigger power, psionic powers +2 •2
6th +3 •2 +2 +5 Bonus feat, psionlc power5 +2 •2
7th +3 +2 •2 +5 Combat manifestation, psionic powers +) +3
8th ...4 +/ +2 +6 Trigger power, pslon1c powers •3 +3
9th +4 +3 +3 +6 Bonus feat, psionic powers +3
10th +S +3 +3 +7 Maximize power, psionlc powers +3
d2ofvlOOERN
failed check carries no penalties-you can choose not to
perform the strenuous action. If you do perform the stren-
uous action after failing the check. you take 1 point of
damage. as normal
Try Again?: For resist fear and memorize. you can make
a check once per round. You can't try again to tolerate
poison. You can't try again in the same round for willpower.
Tniy the Ttlepath •nd Special: You can take 10 on Autohypnosis checks. but
Roxanne the you can't take 20.
Battle Mind
Most uses of Autohypnosis areattack actions. Willpower
1s a free action that can be attempted once per round.
Concentration (Con): The normal Concentration
skill expands to Include pslonlc applications, as
defined below.
Check: You must make a Concentration
check whenever you may potentially be dis-
tracted while engaged In an activity, includ-
ing manifesting a power or concentrating on
an active power, that requires your full
attention.
If the check succeeds, you may continue with
the actron as normal. If the check fails, the action
automatically fails and Is wasted. ff you were in
the process of manifesting a power, the power is
lost. If you were concentrating on an active power,
the power ends
The table on page )3 summarizes the varrous types
of distractions. In situations where the distraction
occurs while you are manifesting a power. you add the
level of the power to the DC.
Try Again?: You can try again. but doing so doesn't
cancel the effects of a previous failure. If you lost a power,
the power Is lost.
Spec/a/: By making a check {DC 15 + power level}, you
can use Concentration to manifest a power defensively.
thus avoiding attacks of opportunity. If the check suc-
ceeds, you can attempt the atiion without incurring any
attacks of opportunity.
Psicraft (Int): frained only. Use this ~kill to Identify
psionic powers as they manifest or p~lonic effects already
in place.
Check: You can identify psionic powers and effects.
DC Task
15 + power level Identify apsionic power as 1t manifests.
(You must sense the power's display or
see some v1s1ble effect to identify a
_ _ _ _ P._Ower.) You can't try again.
20 ~ power level Identify a power that's already rn place
and in effect {You mu~t be able to see
or detect the effects of the power.) You
can't try .iga1n
20 + power level Identify materials created or shaped by
psionics. You can't try again.
30 or higher Understand a strange or unique psicnic
etfect You can't try again.
8th 27 5 4 3 2 1 and renewed his own reserves of power points for the day.
9th 34 5 4 3 3 2
(See Psionlc Powers. page 360).
10th 43 6 4 3 3 2
Combat ffianifestation
ATelepath ~an ~anlfest a certain number of powers per day At 7th level. a Telepath becomes adept at manifesting psi-
based on his available power points. (0-level powers have a onic powers in combat. He gets a +4 bonus on Concentra-
special cost: see page 361.) He just pays the power point cost tion checks to manifest a power while on lhe defensive.
of a power to manifest it, no preparation necessary. The
base number of power points available per day is shown on ffiHHimi2ePower
the tab~e above. This numb~r is improved by bonus points At 10th level. a Telepath learns to manifest ps1onic powers
determined by the Telepaths Charisma score, as shown on to maximum effect. All variable. numeric effects of a maxi-
the table below. mized power automatically achieve their maximum values.
A maximized power deals the most possible points of
Cha Score Bonus Power Points per Day
damage. affects the maximum number of targets, and so
12-13
14- -=--=
1s_ _ _ _ __
I forth, as appropriate. Saving throws and opposed checks are
3 not affected. Powers without random variables are not
16-17 5 affected.
18- 19 A maximized power costs a number of power points
20 21 9 equal to its normal cost +6.
22-13 11
.. . .. ;.
Class Base Attack Fort
fj~·
Ref Will oefense Reputat1on
·
level Bonus Save Save Save Special Bonus Bonus
lst •O •2 •O +0 Psionic skills. pstonic R_Qwers +1 +O
2nd •I +3 .. o +O Ps1·olade, imprint tattoo. psionic P.Owers ·2 +0
3rd +2 +3 +1 +1 Bonus feat, ps1onic powers +2 +O
4th +3 +4 +1 +l Ps chic shield. psionlc powers +3 +0
5th +3 +4 +1 +1 Combat manifestation, psionic powers +4 +l
6th +4 ...5 ·2 +2 Bonus feat ps1onic powers +4 +l
7th +S +5 +2 +2 lrni:iroved psi-blade, psionic powers +5 +]
8th +6 +6 +2 +2 Improved psychic shield, psionic powers +6 +]
9th +6 +6 +3 +3 Bonus feat, psionic powers +6 +2
10th .7 +7 +3 +3 Ulrimate psi-blade, psionic powers +7 +2
d2oMODERN
Most uses of Autohypnosis are attack actions. Willpower A Battle Mind can manifest a certain number of powers per
rs a free action that can be attempted once per round. day based on her available power points. She just pays the
Concentration (Con): The normal Concentration skill power point cost of a power to manifest it. no preparation
expands to include psionlc applications, as defined below. necessary. The number of power points available per day is
Check: You must make a Concentration check whenever shown above.
you may potentially be distracted while engaged in an
activity, including manifesting a power or concentrating on Psi-Blade
an active power, that requires your full attention. At 2nd level. a Battle Mind can manifest aglowing blade of
If the check succeeds, you may continue with the action mental energy. This 1-foot-long blade extends from the
as normal. If the check fails, the action automatically fails Battle Mind's fist. It can be manifested as a move action, and
and is wasted. If you were in the process of manifesting a it lasts for a number of rounds equal to the Battle Mind's
power, the power is lost. If you were concentrating on an level or until the Battle Mind wills it to dissipate. She can
active power, the power ends. create another one on her next move action, as long as the
The table on page 53 summarizes the various types of dis- Battle Mind's power point reserve Is 1or more.
tractions. In situations where the distraction occurs while The psi-blade deals ld6 points of piercing damage. At 3rd
you are manifosting apower, you add the level of the power level, her psi-blade gains a +1 enhancemenl bonus. At 5th
to the DC level the enhancement bonus Improves to •2. At 7th level. it
Tty Again?· You can try again. but doing so doesn't improves to +3, and at 9th level it Improves to •4.
cancel the effects of a previous failure. If you lost a power, The Battle Mind can apply the Weapon Focus or Weapon
the power is lost. Finesse feats to her psi-blade.
Spec ta/; By making a check (DC 15 .. power level}. you can
use Concentration to manifest a power defensively, thus Imprint Tattoo
avoiding attacks of opportunity. If the check succeeds. you Starting at 2nd level. aBattle Mind can create create tattoos
can attempt the action without incurring any attacks of on his body or someone else's that can be used to invoke
opportunity. psion1c powers A tattoo is asingle-use item that duplicates
the effect of a particular power. Imprinting a tattoo takes
PsionicPowers one day. The purchase DC for the raw materials to imprint a
The Battle Mind's main strength is her ability to manifest tattoo is 15 • the lilltoo\ power lrvel • the tattoo's mani- ____,
offensive psionlc powers. fester level.
A pslonic power 1s a one ·time psionic effect. Psionic The Battle Mind must aho spend experience points to
powers require power points to use. Unlike arcane spell- imprint a tattoo. The XP cost Is equal to the power level x
casters, Battle Minds don't have spellbooks and they don't the manifester level x the purchase DC of the raw materials.
prepare powers ahead of time. In addition. a Battle Mind Finally, the Battle Mind makes a Craft (visual arts) check.
can use psionics while wearing armor without risking the The DC for the check Is 10 • the power level • the mani·
failure of the power. fester level of the power. If the check fails, the raw materi-
A Bal tle Mind's level limits the number of power points als are used up but the XP are not spent. The Battle Mind
availcible for manIfesllng powers. In addition, a Battle Mind can try imprinting the tattoo again as soon as he purchases
mu~t have o key ability score equal to at least 10 • the more raw materials. Sec Chapter Ten: FX Ablliti~ for more
power's level to manifest a particular power. about tattoos.
The Batt le Mind's selectIon of powers Is extremely lim-
ited and tied to combat. At 1st level, a Battle Mind knows Bonus reats
two 0-level powers of your choice. At each level, the Battle At 3rd. 6th, and 9th level. the Battle Mind gets a bonus feat.
Mind discovers one or more previously latent powers, as The bonus feat must be selected from the following list, and
indicated on the table below. the Battle Mind must meet all the prerequisites of the feat
The DC for saving throws co resist a ps1onic power is 10 + to select it.
the power's level +the Battle Mind's key ability modifier. Archaic Weapons Proficiency. Athletic, Blind-Fight.
Cleave, Combat Martial Arts. Combat Reflexes, Exotic Melee
Battle Mind Powers Discovered by Level Weapon Proficiency. Focused, Improved Combat Martial
Level Pts/ Day 0 1 2 3 4 Arts. Power Attack, Weapon Finesse. Weapon Focus.
1st 2 2
2nd 3 3 Psychic Shield
3rd 4 3 1 At 4th level, a Battle Mind can manifest a shield of psychic
4th 5 3 2 energy, outlining her body In a barely perceptible glowing
5th 8 3 3 1 nimbus that provides a +3 equipment bonus to Defense.
6th 11 3 3 2 The shield can be manifested as a move action, and it lasts
7th 16 3 3 2 1 for a number of rounds equal to the Battle Mind's level or
8th 21 3 3 3 1 until she wills it to dissipate. She can create another shield
9th 26 3 3 3 2 on her next move action, as long as her power point
10th 33 3 3 3 2 reserve is 1or more.
d20MODERN
Combat ffianifestation incursions. most paranormal evidence (such as it is} exists to
At 5th level, a Battle Mind becomes adept at manifesting cover up psionlc activity.
psionic powers in combat. She gets a +4 bonus on Concen- In an AGENTS or PSI adventure, games of death and deceit are
tration checks to manifest a power while on the defensive. crucial to convey the espionage feel. The heroes are selected
for particular missions, though many of those missions boil
Improved Psi-Blade down to "find out what's gorng on. deal with it, and report
At 7th. ~evel, a Battle Mind's psr-blade increases in damage back to headquarters." The villain has amaster plan. and every
capabrltty. It now deals ld8 points of piercing damage on a conspiracy has multiple layers. Add In the complications and
successful attack. benefits of psionic powers and you have all the Ingredients
necessary to develop an adventure for your agents.
Improved Psychic Shield
At 8th level, a Battle Mind's psychic shield improves. It now ffiind Games(low-level adventure)
provides a +6 equrpment bonus to Defense. The h~roes are assigned to a~sist an ongoing investigation in
the Midwest, wherf' lhf'y must iden1 ify a wild talent who is
Ultimate Psi-Blade causing trouble in lhe area
At 10th level. a Battle Mind's psl·blade increases further in
damage capability. 11 now deals 2d6 points of piercing Bac~ground
damage on a successful attack. When thc onset of a psionic talent leads to madness, the
result can be dangerous tor everyone in the vicinity. Phan
tom\ and figment\ mwl out of the wild talent's sub-
ADUEOIUBE SETUPS consciou\ to become walking nightmilrP\ with minds of
AG£NT5 0 1 PSI adventures straddle the gray area between fact their own.
and fiction, In the land of odd conspiracies and odder con Robert Quail, d mid level mancigf'r di We\tern PrClessing.
splrators Often the strangeness within the world exists tor has uncovered a price fixing \cam imtigated by his company
a very good reason, but not lor the reason that people think. and agreed to by two of their competitors. Together, the
Rather than being the result of ancient astronauts or alien three companies control 61% of their market. The product is
Ready-to-UseTelepaths ster. tell phone. wallet with <.redit cards and ID.
Need a Telcpc1th for an c1dventure? Here are a couple of
ready-to use characters that can serve as either friends or Charismatic Hero l/Telepath 5: CR 8; Medium-size
foes for the heroes In your AGCN15 OI PSI campaign. humanoid; HD ~d6 1 6 plu\ 5d6'10; hp 44; Ma~ 14; lnit +l:
Spd 10 rt.; Defense 14, touch 14, flc1t footed 13 (+l Dex, +3
Charismatic Hero l / Telepath 1: CR 4; Medium size class); BAB 13: Grcip • 2; Atk •2 rnelee (ld3 elec.lricity, stun
humanoid; I ID 3d6 •6 plus ld61 ?; hp 72; Mas 14: Init+l: Spd gun); Full Atk +2 rnclee (ld3 electricity. stun gun) or +4
n. r
30 ft.; Dcfrnsc 12, 1ouch flat ooled 11 (I I Dex, '1class): ranged (/d6, Beret ta 92r): rs Sft. by 5 ft.: Reach ) ft.: SQ
BAB •l: Grap •O; At k •0 melee (kB 1. unarmed strike); Full Trigger powers (lesser mindli11k. lesser domination),
Atk •O melec (ld3 1, unti1mrd strike) or •2 ranged (2d6. power crystal: AL any; SV rort •5, Ref +4, Will•/: AP 4:
Beretta 92r); FS 5 ft. by 5 ft.; Reach 5 ~.: AL any; SV Fort Rep +4; Str 8. Dex 13, Con 14, Int 12. Wis 11. Cha 17.
+4, Ref +3. Will tS: AP 2; Rep •3; Sir 8, Dex 13, Con 14. Int Occupation: Creative (bonus class skills: Bluff.
12, Wis 11, Cha 16. Disguise. Spot).
Occupation: Creal ive {bonus class skills: Bluff. Skills: Autohypnos1s +6, Bluff +16. Concentration +8,
Disguise. Spot). Diplomacy +15. Dlsgurse +12. Gather Information +15,
Skills: Autohypno~i~ t2, Bluff +10. Concentration +4, Intimidate +9, Knowledge (current events) +7,
Diplomacy 1 ll. Drsgui~e +10, Gather Information +11 Knowledge (popular culture) •/, Profession •6. Psicraft
lntimidale +9, Knowledge (current events) +7, Knowledg~ •7. Read/Write English, Read/Write Cantonese. Speak
(popular culture) t7, Profession +6, Psicraft +3, English, Speak Cantonese.
Read/Write English. Read/Write Cantonese. Speak Feats: Deceptive, Iron Will, Personal Firearms
English. Speak Cantonese. Proficiency. Simple Weapons Proficiency, Trustworthy.
Feats: Iron Will, Personal firearms Proficiency. Simple Wild Talent (far hand).
Weapons Proficiency. Trustworthy, Wild Talent (far Talents (Charismatic Hero): Coordinate, inspiration.
hand). Power Points: 15.
Talents (Charismatic Hero): Coordinate. inspiration. Telepath Powers Known (4/3/2): 0-daze (DC 13),
Power Points: 7. detect psionics, lesser natural armor, telempathic
Telepath Powers Known (3/1): 0-daze (DC 13), projection (DC 13); 1st-charm person (DC 14), lesser
detect pslonlcs. lesser natural armor: 1st-object metaphysical weapon, object reading; 2nd-detect
reading. thoughts (DC 15}, inflict pain (DC 15).
Possessions: Beretta 92F (9mm autoloader), SO rounds Possessions: Stun gun, Beretta 92F (9rnm autoloader),
of 9mm ammunition, business outfit. concealed carry hol- 50 rounds of 9mm ammunition, business outfit. con-
o7oMODERN
genetically modified com that. Quail has also discovered. is The FBI agents believe that Individuals recruited by West-
nothing but ordinary corn The genetically modified crop ern Processing attacked them. and they worry that Quail is
failed, and Western is selling ordinary corn at the inflated leaking information. If they feel they have sufficient evi-
and fixed prices. dence, they call in a major raid against the company (which
Quail has been quietly cooperating with an FBI investiga- is innocent of the assault. though not of the price fixing or
tion into the illegal conspiracy to fix prices. The agentswere false claims of genetically modified corn}.
examining silos containing the falsely labeled corn when Over the next few nights, the agents come under assault
four small men wearing dog-masks and scaly costumes by monsters. The creaturesattack them on the road, in their
assaulted them. The agents escaped, but later investigation hotel rooms, and during night investigations. The PSI agents
showed no sign of the intruders. The reference to "small may have to act as bodyguardsto the increasingly frustrated
men in dog masks" tripped a switch in the computer at the FBI agents.
Paranormal Science and Investigation Agency. and PSI If pressured. the FBI introduces the PSI agents to Quail
offered to assist in the investigation. at his home, where Cindi can observe them. Now the
Robert Quail's twelve-year-old-daughter Cindi has recently heroes become targets, because Cindi recogniz.es the psi-
developed a pslonic wild talent. While it has not caused her onic ability in them and believes they are preparing to take
to exhibit any outward signs of mental disease, it is causing her away.
her nightmares to spin out of control. After secretly witness- The heroes must fend off the id monsters and track their
ing one of her father's meetings with the FBI agents. Cindi's manifestation back to Cindi. Once Cindi is treated for her anx-
anxiety built until she was sure they were here to hurt her iety. the attacks cease. Cindi may be tagged for later enroll-
father and take her away because of the weird things she was ment in an Agency-sponsored private school. If the heroes
suddenly able to do. As a result, when she sleeps. her anxiety prove helpful. they gain beneficial contacts within the FBI.
creates nightmare creatures that come alive to deal with the If theheroes cause too much trouble, they bring the atten-
cause of her stress. Cindi's id monsters resemble kobolds and tion of theEnlightenment to the area. Western's plan is upset.
have the statistics for those creatures (see page241). and Quail stopscooperating. The Enlightenment later recruits
Quail, placing his kids into private academies in hopes that
Supporting Cast they canbe developed into psionicists. The FBI agents will not
The FBI repre~en latives, Samuel Max.well and Melinda Bains. be happy if the heroes blow their investigation.
are the special agents in charge. They do not believe in para·
normal powers. Use the low-level police officer for their
statistics (see page 275).
The nest (mid-level adventure)
Two PSI agentshave disappeared. In thesearch to find them.
Their informer, Robert Quail, Is a mld·level manager. He
the heroes discover a much greater danger.
has a wife, Sheryl. and three children, Cindi (12), Bobby (9),
and Susan (7). Cindi has the for hand psionic power as a
wild talent. but she can't control it, and it is giving rise to a
Background
Three days ago. two agents in pursuit of a Mindwrecker dis-
mental disorder that is manifesting as id monsters.
appeared in rural New England. The agents and their quarry
Steve Western is Quail's boss. He is engaged in acolossal
all stumbled upon a nest of puppeteers and were captured
scam, involving price fixing and ordinary corn being passed
by the foul creatures. The heroes must rescue the agents
off as genetically superior grain. Steve is a slimy. unctuous
and retrieve the Mindwrecker. while avoiding becoming
individual who hints that he has friends in high places {he
hosts for the puppeteers themselves.
doesn't, but he seems like the sort who would set small men
in dog-masks on his opponents). Supporting Cast
The monsters of the id rotate each night among the fol-
PSI Agents Alice Zachery (Charismatic 3/Telepath 1) and
lowing types: four kobolds, one gnoll, and two goblins. Use
John Ross {Strong 3/Battle Mind 2) are the missing agents.
the statistics from Chapter Eight: Friends and Foes. Each
John hasbeen taken over by the puppeteers, while Alice is
monsters appearance is based upon Cindi's imagination and
being held prisoner until her resistance wanes.
nightmares. She has astuffed doll that looks like a kobold (a Fancy Charlie Ryker, a flamboyant and cruel Mindwrecker
scaly, dog-headed humanoid). The gnoll looks like an action
(Strong 4/ Battle Mind 3) on the run. has also has taken over
figure in Bobby's room, and the goblins resemble creatures
by the puppeteers.
in the book that Robert has been reading to Cindi's little
Amos Whatley, Joanne Stern, Cyrus Colby, Samuel Marsh,
sister, Susan, as a bedtime story recently.
and Eliza Pitts are natives of the area who have become
Western Processing isone of the leading food companies
hosts for the puppeteers.
in the Midwest. Several of the members of the board are
The puppeteers are described in Chapter Eight: Friends
affiliated with theEnlightenment, but none of themappears
and Foes.
to be involved in this situation.
retreat for reinforcements, they return to find the town "That· makes us even.'' Brandon said. "/hate murderers,
mostly abandoned, with only a token force left (including no matter what their species."
the now-controlled Alice). The other puppeteers moved on The two goblins glanced at each other. and Brandon
to form new identities and take over new towns. noticed the·slight nod they exchanged.
'Another time, mage," the other goblin shouted as he
tossed his knife at Brandon. Then the two of them
URBAN ARCANA turned and ran from the train.
Brandon easily dodged the knife. 'They always make
There were five or six other passengers when he got on
me chase them," he sighed. Then he was running after
the B-train at 34th Street, but most of them got off at
them. hoping to catch them before they slipped into the
Rockefeller Center, and the rest at Columbus Circle. As
tunnel beyond the light ofthe deserted platform. If they
the 'train sat in the station, its doors open, Brandon
got into the Wnne/, it was going to be a long night.
became acutely aware of the fact that no one else was
in his car. In fact, no one else was on the train at all, at
least as far as he could see. Certainly this was no cause Summary
for panic. He'd been alone on the subway before, and he Monsters and the magic of fantasy intrude upon the
usually found it quite refreshing (that much privacy was modern world, giving rise to heroes, villains. and a new age
rare in the Big Apple). But talk around the break room of colonization and exploration.
today had been about the four tourists found murdered
on the subway-this very line of the subway-just the
night before.
Campaign in Brier
The URBAN ARCANA campaign setting takes place in the world
Just then the express hurtled by on the middle track.
outside your window, but with a twist: The magic and men-
Brandon flinched as its speed brought noise and a vio-
sters of mythology and legend are real. In this setting, magic
lent roding to the stationary train. He raised his hand as
d20MODERN
and the stuff of fantasy collides with the modern world. d20 ffiOOERO Rulesin URBRO ARCRnR I
Suddenly magic and enchanted weapons and the monsters The URSAN AK.ANA campaign utilizes the majority of the
of ~antasy are set loose on the streets of Manhattan. Tokyo. rules found in this d20 MOOFRN Roleplayin8 Game.
Chicago. London. and Los Angeles. Thisintrusion of the fan- Advanced classes, modern weapons and gear, archaic
ta~tic remai~s largely a secret. as only a select few can per- equipment, arcane and divine magic, and monsters
ceive (or wish to comprehend) the reality of magic and combine to give this setting its unique flavor. (Psionics,
monsters. The heroes fall Into this select group. They are however. isnot a part of the UR6AN ARCANAsetting.)
touched by the fantastic, in some cases Imbued with its Characters should be introduced to the setting
magic, and equipped to protect the good and constructive slowly over the course of the first few adventures. As 1
facets while defending against the evil and destructive ele· they advance from l st to 2nd level they begin to learn 11
ments that also slip into our reality. about the changes in the world and the rising tide of
In the URBAN !«.ANA campaign. kobolds mingle with street Shadow. Your first adventure or two can be standard
toughs to form inner-city gangs while dragons of both the action-adventure stories. with perhaps a touch of the
good and evil persuasion set up residence in abandoned fantastic to hint at things to come. By the time the
subway tunnels and other deep places. Heroes learn arcane characters fully understand what's happening. they
and divine spells as magic infuses the world. Medusas should be advanced enough to take advantage of the
engage in hostile takeovers of large corporations. Displacer Mage and Acolyte advanced classes. Feel free to use the
beasts and bugbears stalk the night-shrouded streets of the Shadow Slayer and the Occultist in this campaign, too.
city. Most people. meanwhile. can't (or refuse to) see the
fantas.tic a_s it takes its plac~ in our world. To them. magic
doesn t exist, monsters aren t real, and the troll living in the Campaign Traits
bowels of their apartment complex 1s just an obnoxious URBAN ARC.A"lA is heroic fantasy in the modem world.
super with a taste for human flesh. Magic. both arcane and divine. infuses the world, giving it
This campaign presents the flip side of the SHADOW an equal measure of wonder and danger. Fantastic crea-
CHASERS setting. It shares some similarities with the horror tures wander our city streets. Some seek to find a place in
setting: monsters exist. Shadow obscures. heroes arise. This our world: others see weaknesses to exploit, conquer, or
campaign allows for a wider canvas, however. in that every- destroy. To the world at large, this infusion of magic ls a
thing of Shadow isn't necessarily a monster that must be secret occurrence. at least initially. The mundane mind has ----i--
destroyed. Shadow, In an URBAN ARCANA campaign. is a a hard time grasping the things of magic, and It prefers to
medium for allowing magic to Infuse our world, and i.t sets ignore such wonders or explain them away rather than
up the opportunities for a new and different age of explo- confront them.
ration and colonization. The heroes. however, merge the best of both worlds and
seek to_preserve the elell'l€flts that make each world special
and unique. They come to realize that not every denizen of
The Role of the Heroes Shadow is an evil mooster. and not every mundane human is
Heroes in an URBAN ARCANA campaign come from any back- good and pure and hooest. The heroes rush into every adven-
ground found in the modern world. A characters economic, ture with a sense of awe and wonder. Thanks to the touch of
ethnic. or cultural history is secondary to his or her deter- Shadow. there are new realms of magic on Earth to explore,
mination to seek out adventure and explore the awakened new magical creatures to meet. and new forms of knowledge
magic in the world. t~ _master. There are also new dangers, as well. for not every
Heroes have a nearly infinite range of motivations. goals. ot1zen of Earth or denizen of Shadow wants to play nice with
and agendas spurring them into lives of danger and adven- others. When magic and mundane meet. sometimes the out-
ture. The heroes band together for safety. common goals. come is amazing-but other times It's deadly.
complimentary abilities, and the need to complete a spe-
cific quest. among other reasons. Of course. most other Bachground
people m the world don't beheve that dragons and magic Shadow, that tenuous connection between our world and
exist. Allies come from the few who have accepted the new the world of the fantastic. has always touched our mun·
reality, and from fantastic creatures that are disposed to dane shores. In times past, Shadow has rolled in llke a tide.
providing advice and assistance as called upon. creating a high-water mark of magic and wonder that
The heroes find no shortage of villains to oppose in this changed the very nature of life on planet Earth. These
brave new world. Necromancers skulk through the back periods gave rise to our most cherished myths and leg·
streets of the city. abducting the unwary and the unfortu- ends, as well as our most enduring nightmares. In other
na~e to serve as raw material in their horrific experiments.
ages the tide rolled out, allowing our mundane reality to
Alligators are now among the least dangerous denizens of rise to prominence as the magic faded into the back-
the sewers. Monsters used to haunting the depths of ground. These were times of scientific discovery. when
medieval dungeons now make their homes In the tunnels imagination gave way to rational thought This ebb and
beneath ?ur feet. Goblins have learned that their pouches flow of Shadow has repeated since the dawn of time, and
of gold pieces and gems can be traded for uzis and grenades. now the tide is coming in again.
From mundane threats such as criminals and terrorists, to With each previous incursion of Shadow, magical species
the multitude of creatures emerging from Shadow, the and creatures migrated to our world. Like debris left behind
heroes face an ever-changing variety of foes.
d20MODERN
by the receding tide, some of these creatures remained here plot or the workings of some malevolent entity. As spring
after the magic faded. They went into hiding or hibernation, leads to summer, and fall gives way t o winter's cold
living in the desolate parts of our world. Others, however, embrace. so too does the prominence of the mundane give
turned away from their magical roots and tried to live as way to the rise of magic.
mundanes (see the facing page). Relics have also passed
from Shadow to us in ancient days, artifa<;ts of power and RSense or Wonder
import that have slipped into the realm of rnyth and legend. The incursion of fantastic creatures signals the rebirth of
In all <:ases, these creatures (or their descendants) and arti- magic. Wondrous creatures, items, and abilities manifest
facts are waiting patiently for the magic to return. with greater frequency as time goes by. Ancient spellbooks,
As with any rising tide, the signs of the return of magic long useless and ignored, now contain magical power within
have been obvious to anyone who knows what to look for. their elaborate incantations. Old museum pieces, analyzed
Slowly at first. the door that is Shadow began to open. A and displayed as mere art objects, suddenly ripple with
sliver. a crack, slowly creaking open until the door is arcane power. Gargoyles looming from the heights of grand
thrown wide and the tide of magic rises. We are now in cathedrals, their forms inert since the Middle Ages, now
the days of the rising tide. The magic has returned, along begin to shift with the urge to take wing.
with all the wonder, discovery, and danger that swim in The result is a growing sense of wonder and magic. This is
this ancient sea. a new force in our time, fresh and unpolluted by the worka-
day nature of mundane life. There are those who seek to
exploit it, tame it, and bring it to heel with the laws of our
Department-7in URBRn ARCROR reality, but for the moment it is a wild thing-it has not been
Department-7 is a private institution with a mysterious examined and explained, studied and controlled, packaged
benefactor. It recruits talented individuals who are not
and marketed. That's what makes it magic.
only aware of the changes that the world is going
Every manifestation is unique as well. In other times.
through, but are willing to act for the common good of
giants and enchanted swords and dragons might have been
both the mundane and the magical.
commonplace. In this transforming world, however, there
Department-7 re<:eives fund ing through a number
may be only a single giant or dragon, and the enchanted
of shell corporations and maintains a townhouse in
' your campaign locale that serves as a base of opera- blade wield is one of a kind.
tions and quarters for your heroes. {No one is forced
to live in the townhouse, though.) The heroes are ini- Anew Set of Tools
With.a new set of challenges also comes a new set of tools.
tially invited to this townhouse where the recruit-
The heroes of an URBAN ARCANA campaign are armed with the
ment takes place.
weapons of modern technology, but they also can gain
Department-Ts official contact to the heroes is Ms.
understanding and use of powers that have lain dormant for
Fellowes, who appears by means of an arcane spell in
long centuries. The most prominent of these is magic itself,
the townhouse's living room to deliver orders and pro-
which may be mastered by those withsufficient dedication.
vide information. Ms. Fellowes is a dark-haired, offi- In addition, magic items may be used to fight against (or
cious young woman with a slight British accent, usually 1 alongside) the arriving creatures of Shadow.
dressed in a business suit. She never meets the heroes
in person, only through the use of this spell.
Department-7 sends heroes on missions to explore
• Appearances Deceive
Humans, the supposed owners of this reality, are inherently
areas of magic intensity (places of arcane and divine
resistant to change. History is replete with examples of men
power), to locate magic items and artifacts, to deal
and women who were unable or unwilling to see what
with violent or destructive creatures of Shadow. and to
clearly was happening before them. Confronted with gob-
save peaceful or benevolent Shadow creatures from lins, they see gangbangers and muggers. Shown an ogre,
hostile mundanes, among others.
they see a powerful bouncer or biker. On seeing a red
The townhouse has no apparent servants or clean- dragon breathe destruction onto an apartment building, sur-
ing crew, yet the place is always clean, the cupboards 1
vivors may talk instead about a gas main explosion with sim-
are always stocked, and there's hot tea and coffee
ilar results.
waiting for the heroes whenever they arrive. Most humans cling to the nature of their known reality
for the sake of their own sanity. Others, such as the heroes
When magic Intrudes themselves. are open-minded enough to see things as they
The intrusion of Shadow isn't an invasion. There is no over- truly are. Keeping the truth a secret both safeguards the
arching plan to conquer our world. Instead, consider it a public's illusions of reality and allows the heroes freedom to
migration. A door has opened that allows the things of act without interference.
magic to wander into our world. As the incoming tide of In addition, Shadow has a tendency to clean up after
Shadow reaches toward its apex, the door opens wider. itself. When a creature of Shadow dies in our world, it
What started as a minor incursion becomes more wide- slowly fades away, returning to the Shadow portal that
spread as time advances. spawned it This may happen immediately upon a creature's
This commingling of our world and the denizens of death, or it may occur within hours or days of the creature's
Shadow occurs naturally. It isn't the result of a malicious demise, depending on the needs of the campaign.
rno MOOERN
Strangers in aStrange land Urban adventures thrive on the hustle and bustle of the
The new arrivals in this world find themselves in an alien city, where characters can be isolated and completely sur-
landscape of concrete, glass and asphalt. They range from rounded at the same time. In cities. the rush of modern life
adventurers to conquerors to immigrants migrating to anew and modern thinking comes into contact and conflict with
world. Now confronted with making a life for themselves in much older and, in some cases. much more powerful forces.
alien territory, some have embraced the new world, while Locations range from penthouses and corporate headquar-
others stick to the ways that benefited them in their native ters to alleyways and slums. from places of higher learning.
lands. For some newcomers, this means keeping the old lan- museums. and churches to meth labs. chop shops. and
guages alive; for others. it means hunting humans for their shooting galleries. The winds of magic swirl around all of
evening meals. these. and leave none of them unaffected.
Urban adventures may take place outside of the city
Distances far greater than any human immigrant has ever
known separate the newly arrived creatures of Shadow from center as well. in supposedly secure suburbia, corporate
their homes. They belong in a universe of dragons. magic. parks out by the interstate bypass. and wild rural areas
and swordplay, and Items such as televisions. guns, and cars where old stories and legends still flourish. Nevertheless,
are as wondrous to them as spellcasting is to the mundane there remains a constant conflict between modern life and
technology and the touch of the arcane.
population. Some arrivals embrace the new opportunities
and tools, while others reject them.
Power Groups
World in the Balance Power is spread among the magical and the mundane in this
!he world is in the process of transformation. Reality has setting. There is no overarching threat, no ultimate villain,
1ust begun to change under the mystic weight of Shadow's no all-in-one guild of helpful wizards. Instead, there are a
rising tide. Such a world is rife with both perils and oppor- million stories. some without a hint of magic. others drown-
tunities. and those who adapt the fastest stand a chance of ing in the tide of Shadow.
becoming power players in the new reality. The struggle
between awakened ancient powers. newly arrived beings, mundanes
and those few humans sensitive to thf' changes will deter- By far the largest group in thf' world, mundanes (ordinary
mine, quite literally, the shape of the future. people) depend on the mechanimis of their lives, including
government, commerce, law enforcement, and the certainty
Adventures that they understand how the world works. Ranging from bliss-
URBAN ARCANA adventures are heroic in nature, set in a fully unaware to intentionally ignorant, they do not notice the
modern world that Is slowly being altered by the rise of rising tide of magic around them. Indeed. for them to do so
magic. Adventures are fraught with risk. and involve dear (or might risk their entire view of reality. Not everyone can handle
mostly dear) moral choices and more than just a whiff of sharing the universe with goblins. minotaurs. and dragons.
the wondrous and fantastic. The heroes may be ordinary
individuals who inadvertently become
aware of the fantastic in
their world, or profes
sionals who have
made it their busi
ness to seek out
the new magic
d20MODERN
Mundanes retain a self-imposed worldview. Call it a accidental tourists at best-individuals who opened the
deception, a delusion. or a mental masquerade, it is the wrong door or had the wrong spell blow up in their faces. As
hard-wired tendency of people to see what they want to the tide of Shadow nses, however, organized parties of
see, a tendency reinforced by the society around them. explorers seek to ride the waves between worlds. Explorers,
They seek to explain things in their terms, and they react in settlers, and small armies may come through at any time.
a negative fashion when confronted with things they do Initial meetings with most new arrivals. whether mon-
not understand. strous or humanoid, tend to be confrontational in nature.
Introducing mundanes to the truth is a perilous task at Heroes quickly pick up the ability to analyze and react to
best. They may respond with understanding, react in denial, the sudden appearance of a minotaur in the mall or a vam-
go catatonic, or panic. (The 1938 War of rhe Worlds radio pire in a nightclub. Determining the threat (if any) and
broadcast provides an example of the hysteria that can reacting in an appropriate manner is vital in dealing with
result when humanity allows Itself to believe in the impos- the new arrivals.
sible.) Consequently, most Individuals aware of the truth
take pains to conceal their activities, thereby allowing the The Shadows of the Past
mundanes to retain their Illusions of normalcy. The tides of Shadow have risen before, bringing magic to
The necessity for concealing the presence of magical our world. When they subsided, things were left behind.
creatures and effects can make life difficult for the heroes. Legends. Artifacts. The occasional mythical creature.
A hero who becomes the sole suspect in a series of arsons Some of these creatures died when the magic receded,
won't get very far trying to explain that agroup of sentient, unable to adapt to a new reality. Others, such as mummies
serpentine fire elementals arc responsible. At best. the and gargoyles, slumbered in the absence of magic, waiting
character may be sent lo the local mental health clinic for a for the environment to return to a more hospitable state.
determination of competence to stand trial. A high Bluff Still others adapted as best as they were able, putting aside
skill helps in dealing with mundanes. but keeping a low pro- their now ordinary swords and now useless grimoires to
file helps even more assimilate among the mundanes.
With the return of magic, the adapted beings (at least
Early Rdap1ers those thilt arc long-lived) find their own strengths returning.
In contrast to the mundanes, some natives of this world For some. it is an opportunity to regain ;.illics and lost power.
_.__ _ _ have fully embraced the ncw tools and challenges of the For others, it may prove an opportunity to seek revenge and
intruding reality. Thc\c adapt Iv<' pcoplc manipulate arcane consolidate their own power. Some prepared elaborate plans
and divine forc:es that have suddenly become accessible, in tor this event. while others adjusted entirely into their new
addition to using the full resources of the modern world. land and reject the return or their old traditions.
Early i!dapters includr mosl heroes and their rivals, neu- The remnantsor previous Shadow tides are particularly
tral individual~ who can ~ee things as they truly are, and wily adversaries as well as potentially powerful allies,
those who seek to command, defeat. align with, or destroy combining the knowledge of the modern age with the
these new immigrants. power of magic..
Early adapters have their own agendas, which range from Of course. there are also the descendents of the crea-
embracing the enchantments and abilities of Shadow to tures that were stranded without magic. These beings have
using tho~e tools as weapons against those who they per- passed from one generation to another without more than
ceive as invaders. the slightest hint of the arcane. Now, as the magic returns,
In general. early adapters are aggressive, creative, and so do dreams and visions and powers of a bygone age. Some
flexible. [arly adapters are more likely to have magical pro- will remember. Others won't want to.
tections on their property and arcane guardians in their
homes. They learn from their experiences. and if defeated, The Secret masters
withdraw in order to return later with more powerful allies Those who know the truth about Shadow are prepared for
and abilities the phenomena to repeat Itself. Within secret societies,
gatherings of men and women plan for the return of
The new Arrivals magic and their proiected use of it. During the past few
The denizens of Shadow are as varied as the individuals and centuries, they hunted art1fa<.h and sought out lost cities.
nations of this world The arrivals range in power from gob- but now they know that the power of real magic is within
lins and kobolds through powerful wizards and mind flayers. their grasp.
Some are human or may pass for human to mundane eyes, The Hellfire Club, the Order of the Golden Dawn. and
while others arc clearly creatures of magical origin. other similar organizations have unpleasant reputations-
Like the natives of this world, the new arrivals include the and not without good reason. These groups use the mys-
equivalent of mundanes and early adapters. Some want noth- tique of supernatural power to dominate weak minds and
ing more than to continue their native lifestyles, which might increase their Influence. Now they are determined to move
Include regular raids on the local populace. Others discover quickly and decisively to control (or If necessary, destroy)
thewonders of this world (cars, electric lights, and automatic the new sources of power in the world.
weapons) with the same enthusiasm as the early adapters The Secret Masters appear In any number of forms,
among the humans show for spells and magic items. including the steering committee of a political party. a fra-
The majority of the new arrivals, particularly early on, are ternal brotherhood, an undying cult, or the board members
of a major corporation. Such individuals rarel~ dirty their by the arriving creatures and abilities arising from Shadow.
own hands with direct action. but rather recruit others to Similarly, the Knights can be a rival group, which seeks to
carry out their deeds. investigate. recruit. and if necessary remove the organiza-
tions that threaten their protection of the mundanes.
The Par Side of Shadow The Corsone Syndicate
For all intents and purposes, as far as this campaign Is
concerned, there is no far side of Shadow. Sure, the The pursuit of power In any form can be its own reward.
magic and creatures come from somewhere, but it:s a Whether using spells or firearms, the principle remains the
one-way trip. The point of the campaign 1s to com~ ine same: The one with the most power wins. The Corsone Syn-
magic with the modern world, not. to send man~es dicate, a rising crime family headed by Louis Corsone, l iv~s
into a fantasy setting. Your heroes might do some dig- by this theory and understands the appli~ati~n of force tn
ging into the possibility of crossing through Shadow to all forms. With the rise of Shadow, their directed force
see what's on the other side, but it ain't going to includes swords and spells as well as firearms and bank
happen. Even for the creatures that come through to accounts.
our world, the full memory of their past existence is a Louis Corsone is in fact a recently arrived lllithld (use the
rapidly fad ing dream. They have their instincts and statistics for the Dedicated/Smart hero Ill Ith Id on page 241}
prior experiences, but the context of that other world who has allied with a pair of minotaurs (see page 243) to
1s a tune '!'lhose vocals are too distant to hear. corner the market on extortion and loan sharking In what-
ever city your heroes are based. The trio makes a very effec-
tive team, and Corsone has already consumed some of the
Allies and Opponents . best minds In local organized crime. In effect, he has created
a small duchy with himself as the local crime lord.
The heroes receive help and hindrance from many different
areas. Some of these are mundane. others magical in nature. Despite his success in this world, Louis .cors~ne has a
Here are some examples. medieval view on life. He believes he owns his territory. and
if anyone poaches on his turf, he sends the minotaurs to
Knights or the Silver Dragon have a chat with them. He only responds to equa Ithreats of
During the Dark Ages. the Knights of the Silver Dragon was power and can be cowed by a similar show of force.
an order of rnonks in Ireland. In the Middle Ages. It was a Mundanes describe Corsone as an obese, fleshy man with + -- -t--
knightly order in France. During the Enlightenment, it .was a white beard. His aides are seen as big, grunting lugs. To
a Masonic brotherhood in England. In the Amencan those truly aware of the syndicate leader's nature, he Is a
colonies, It was a band of rebels on the frontier. In the corpulent mind flayer with pale-grayskin, backed up by two
modern age, it is a secret organization of those who know minotaur bruisers.
the truth about Shadow and have sworn to act as the pro-
tectors of all things innocent and good-no matter where Infinite Serpents
they come front The yuan-ti (see page 266} have returned to this world and
The group takes its name from its founder and mentor: a are quickly establishing themselves as the dealmakers and
silver-scaled dragon who first appeared In England over fif- would-be controllers of the new magical order. They know
teen hundred years ago and was trapped in human form where to find magic items and equipment, and they have
when the tide of Shadow receded. He made this world his discovered the true treasures in the museum displays and
home, creating various organizations over the centuries to attics. They also know where to get weapons cheaply and
deal with all things relating to the arcane Individuals with illegally. The yuan-ti have seen an opportunity in this mun-
open minds and adaptable attitudes have trained to dane world and seized it.
become his front-line knights. The serpent people hide behind a fraternal order known
This silver dragon, whose ability to shift back into dragon as the Circle of the Infinite Serpent, its symbol a snake grasp-
form has returned, serves as mentor to a number of cells, ing its own tail They have established a fortlike shrine in an
each unaware of the others As a result of his dispersed old city block. In the outer rooms, those seeking Information
anentions, he is not always available when his servants meet with the more humanoid of the yuan-ti half-breeds.
need him. While he has grown in power with the increase Word has circulated among both new arrivals and mundanes
of magic, he is unable to be everywhere at once. Further, that this is a place to go to acquire the unacqulrable, to learn
while he possesses extensive knowledge. he has been the unleamable, and to hire specialists who can deal with sit·
betrayed a number of times by individuals who used what uatlons that arise when Shadow meets mundane.
they learned from him for their own ends. (The dragon The yuan-ti are fixers. movers, and shakers. They may be
claims Merlin as one of his students. He does not speak encountered as potential employers, as dealers for goods
highly of the mage.) Now that magic has returned, his stu- and services, as rivals in search of a common artifact, and as
dents have the opportunity to exercise what they have enemies. Yuan-ti attitudes permeate rheir transactions, and
learned. They must stand on thelf own, and their training their superior, even smug, attitude influences their dealings
will be severely tested. with other races. Always condescending, always playing all
The Knights of the Silver Dragon may sponsor promising sides against the center, always treating others as p~tential
adventurers, providing information and background for prey-these attitudes are predominant among the Circle of
those who see both the threat and opportunity presented the Infinite Serpent.
c120MODERN
art, current events, earth and life sciences, physical sciences,
ID AGE popular culture, technology) (Int). Profossion (Wis),
The Mage follows a long tradition of myth and legend, part Read/Write Language (none), Research (Int), Speak lan-
of the same exclusive club that Merlin. Morgan le Fey, and guage {none}. Spellcraft (Int).
Prospero belong to. He studies ancient texts. researches lost
languages. and masters the secrets of the past The Mage Skill Points at Each Level: 7 + Int modifier.
tames the wild energies of magic itself, making it do his bid-
ding. A scholar and master of arcane forces, the Mage can Arcane Spells and Armor
conjure solid ob1ects out of thin air, fling lightning and fire The Mage can become proficient in the use of armor. but he
from his fingertips, and even utilize words of power to still has a difficult rime casting most arcane spells while
render himself invisible or intangible. wearing it. Armor restricts movement, making it harder to
learning arcane spells through discovery and memoriza- perform the complicated gestures needed to cast spells
tion, the Mage mixes ancient knowledge with modern tech with somatic components (see page 330). When casting an
nology Gone are the robes and pointed hats and dusty arcane spell with a somatic component, the chance of
tomes. replaced by Armani suits and notebook computers. arcane spell failure depends on the type of armor being
Select this advanced class If you want your character to worn and whether the Mage has the appropriate Armor Pro-
master the arcane arts and become a spellcaster. ficiency feat. as shown below.
The fast-est path into this advanced class is from the
Smart hero basic elm, though other paths are possible. Armor Arcane Spell Arcane Spell
Type Failure (Proficient)
Failure (Nonproficient)
l l_ght 10% 20%
Requirements Mt'Chum 10% - - -- 30%
l o qualify to become a Mage, a character must fulfill the
Heavy 30% 40%
following crile1 ia.
Skills: Craft (chemical) 6 ranks, Decipher Script 6 ranks,
Knowledge (arcane lore) 6 ranks, Research 6 ranks.
Spellbool?s
The Magt> must ~tudy hi~ spcllbook each day to prepare his
spells, The Mdge can't prepare any spell not recorded in his
______ Class Information spellbook (except for read magic, which the Mage can
The following information pertains to the Mage advanced prepare from memory). The Mage begins play with a spell·
class. book contdining all 0 levc>I arrane spells and three !st-level
arcane spells of the player's choice. (Arcane spells are
Hit Die listed and describt>d fn Chapter Ten: FX Abilities.) For each
The Mage gains ld6 hit points per level. The character's Con- point of Intelligence bonus the Mage has, his spellbook
stitution modifier applies. holds one additional 1st level arcane spell. Each time the
character attains a new level of Mage. he gains two new
Action Points spells of any level or levels that he can cast, according to
fheMage gains anumber of action points equal to 6 +one- his new level. The Mage can also add spells found in other
half his character level, rounded down, every time he attains Mages· spellbooks.
a new level in this class. Aspellbook can be an rJ.rtual book or any other informa-
tion storage device. such a~ a notebook computer. desktop
Class Shills computer. or PDA (personal data assistant).
The Mage's class skills are as follows.
Computer Use lint). Concentration {Con), Craft (chemical)
llnt). Craft (pharmaceutical) llnl), Craft (writing) (Int), Deci-
Class reatures
pher Script (lnr), Investigate (Int). Knowledge (arcane lore. All of the following features pertain to the Mage advanced
class.
! : • • ~~ ~
. • • • , I
cia~s Base At;ack fort Ref Will Defense Reputation
Level Bonus Save Save Save Speeta
· I Bonus Bonus
1st +O +2 +O +2 Divine skills, divine spells •l +2
a: 2nd
3rd
4th
+l
+2
+3
+3
+3
t4
+Q
+I
+1
+3
+3
+4
Turn or rebuke undead, divine spells
Bonus feat, divine spells
Spontaneous cast, divlne spells
+1
+2
+2
+2
+2
+3
~
5th +3 +4 +l +4 Combat casting, divine spells ·3 +3
6th +4 +5 +2 +5 Bonus feat. divine spells +3 +3
7th t5 +5 +2 +5 Turn or rebuke magical beast. divine spells +4 +4
8th +6 +6 +2 +6 Turn or rebuke outsider. divine spells +4 +4
9th +6 +6 +3 +6 Bonus feat. divine spells +5 +4
10th +7 +] +3 *7 Maximize spell, divine spells - - - - - -+5- - ,,5
Skills: Knowledge (theology and philosophy) 6 ranks. activity. including casting a spell or concentrating on an
listen 6 ranks. Sense Motive 6 ranks active spell. that requires your full attention
Allegiance: At the time that the character receives her If the check succeeds, you may continue with the action
first level in the AcolytE' advanced class. she must decide if as normal. if the check fails. thE' action automatically fails
her faith leans toward the positive energy or negative energy and is wasted. If you were in the process of casting a spell,
of the universe. Thi~ choice add> either the good (positive) or the spell is lost. If you were concentrating on an active spell.
evil (negalive) allegiance to the character, and determines the spell ends.
how the Acolyte um certain aspects of her faith. The table on page 5~ summarizes the various types of
Holy Symbol: When the characlC.>r declares her alle- distractions. In situations where the dlstrdction occurs-
gidnce, she rnust designate one of her personal possessions while you are casting a spell, you add the level of the spell
as a symbol of her dedication 10 her allegiance. This pos- to the DC.
session can be either an actual religious object or some Try Again?: You can try again, but doing so doesn't
other item of personal significance. as agreed upon by the cancel the effects of a previous failure. If you lost a spell.
player and the GM. the spell is lost.
This ob1ect is referred to as the Acolyte's holy symbol. It is Special: By making a check (DC 15 • spell level). you can use
typically of Tiny or Diminutive size. so that it can be easily Concentration to cast a spell defensively, thus avoiding attacks
held and manipulated in one hand. and its weight is negligi- of opportunity. If the check succeeds. you can attempt the
ble, so that 1t does not aftect the Acolyte's carrying capactty. casting without incurring any attacks of opportunity.
An Acolyte needs her holy symbol in order to cast certain Spellcraft (Int): Trained only. Use this skill to identify
divine spells. It is also necessary for the Acolyte to be able spells as they are cast or spells already in place.
to turn or rebuke undead (see below). Check: You can identify spell'> and magic effects.
Additionally. certain spells allow you to gain information
about magK provided that you make a Spellmfl check as
Class Information detailed in the spell description.
The following information pertaim ro the Acolyte advanced Try Again?: See above.
elm. Time· Unless otherwise indicated. Spellcraft 1s a move
action.
Hit Die
fhc Acolyte gains ld8 hit points per level. Ihe character's DC Task
Constitution modltler applies. 15 + spell level Identify a spell beinR cast. (You musr
see or hear the spcll's verbal or somat-
nction Points ic components.) You can't try c1gain.
The Acolyte gains a number of action points equal to 6 +
15 + spell level When casting detect magical aura.
one-half her character level. rounded down, every time she determine the school of magic
attains a new level in this class. involved in the aura of a single Item or
creature you can see. {If th" aura Isn't a
Class Skills spell effoct. the DC 1s IS + one-half
The Acolytes class skills are as follows. caster level.)
Concentration (Con). Craft (structural. visual arts. writing) 20 • spell level Identify a spdl that's already in place
(Int), Diplomacy (Cha). Knowledge (behavioral sciences, earth and in effect (You must be able to see
and life sciences. theology and philosophy) (Int). Listen (Wis}. or detect the effects of the spell.) You
Profession (Wis). Read/Write Language (none), Sense can't try again.
Motive, Speak Language (none). Spellcraft (Int). Treat Injury 20 • spell level ldrot1fy materials created or shaped by
{Wis). magte. such as noting that an iron wall
is the result of a wall of iron spell. You
Skill Points at Each Level: 5 • Int modifier.
can't try again.
20 + spell level Decipher a written spell (such as a
Class Peatures scroll) without using read magic. One
All of the following featu res pertain to the Acolyte try per day.
advanced class. 25 + spell level After rolling a ming throw agamst a
spell targeted at you, determine what
Divine Shills spell was cast upon you. This is a reac-
An Acolyte has access to the following divine skills. These tion.
skills are considered class skills for the Acolyte. and she can 25 Identify a potion. This takes l minute.
use her skill points to buy ranks in them. just like other skills 20 Draw a diagram to augment casting a
in the game. dimensional anchor on a summoned
Concentration (Con): The normal Concentration skill creature. Takes 10 minutes. You can't try
expands to include divine applications. as defined below. again. The GM makes this check.
Check: You must make a Concentration check whenever 30 or higher Understand a strange or unique magical
you may potentially be distracted while engaged in an effect You can't try again.
Diuine Spells to cower in her presence. (In the text that follows, up to
The Acolyte's key characteristic is the ability to cast divine the section o~ Effect and Duration of Turning. "turnmg"
spells. (See Chapter Ten: FX Abilities for a list and descrip- refers to turning or rebuking, whichever is appropriate
tions of divine spells.) for a particular Acolyte)
How Turning Works: An Acolyte can turn undead (or
The Acolyte 1s limited to a certain number of spells of
each spell level per day, according to her Acolyte class level. other types of creatures at higher level) as an attack action.
In ~ddition, the Acolyte receives bonus spells based on her Doing so does not provoke an attack of opportunity. An
W1~dom score. Determine the Acolyte's total number of
Acolyte must present her holy symbol to make a turning
spells per day by consulting the two tables below. attempt. holding it In one hand In such a way that it is visi-
ble to the creatures she wants to affect.
Times per Day: An Acolyte may attempt to turn a
Acolyte - -Spells per Day by Spell Level - -
Level 0 1 l 3 4 s number of times per day equal to 3 •her Charisma modifier.
1st 3 I
Range: The Acolyte turn5 the closest turnable creature
2nd 4 3
first. She can't turn creatures that are more than 60 feet
3rd 2
away or that have total cover.
4 3
4th ) 4 3
Turning Check: First. roll a turning check to determine
5th 5 3
how powerful a creature you can turn. This is a Charisma
4 2
6th s 4 A
check (ld20 • Charisma modifier). The table below shows
3
the ~it Dice of the most powerful creature you can affect,
7th 6 5 4 3 2
8th 6 5
relat1vt> ~o your Acolyte level. With a given turning attempt,
4 3
9th
10th
6
6
5
5
5
s
4
4
" 3
4
2
3
you cant turn any creature whose Hit Dice exceeds the
result of your turning check.
The assumption that the police are working from is that four wrecks so far (he has no action points left at this stage).
these are kids engaged in joyrides. but Department-7 The rest of his band are normal goblins (see page 239).
believes there's a touch of Shadow to this case. The heroes are not alone in their search. Louis Corsone is
expanding his operation, and has dispatched one of his
Supporting Cas1 . . minotaur legbreakers to "have a chat" with the goblin leader
The criminals responsible arc a band of eight goblins led by and steer his wayward charges into more profitable ventures.
a Fast hero (see page 239 for statistics). The Fast hero goblin
is fascinated with speed and loves the "magical wagons" the Things to Consider
humans call "cars:· He insists on driving whatever vehicles The first challenge is finding the car thieves. Keeping track on
catch his interest, and he has managed to walk away from a a police scanner provides reports as they come in, but the
DnMOOERN
heroes will be following in the wake of the crime. Just main- as a mystic circle sketched into the barn's floor There are
taining a high profile in the area being affected may allow twelve stations around the circle. and one in the middle-
them to catch the car thieves mthe act (they may be targets there should have been thirteen people present. not twelve.
of the thieves themselves). Most of the thefts are in an area The survivor is in intensive care, and further connections
that combines warehouses and apartment complexes, pro- may be needed to access her te~tirnony. She is feverish and
viding both a plethora of targets and place~ to hide. babbles about demon lions that came through and attacked
Where is the goblins' lair? Possibilities include an old the group. They were everywhere at once, she says.
warehouse, a storage unit, or an abandoned (but not yet The displacer beasts strike the next night killing Dobson's
destroyed) gas station. Thegoblins have taken some of their parents in an effort to find him. The Dobson farm is outside
prim to their lair lo try to figure out how they are made town, and the deaths may not be discovered right away. The
(resulting in a messy, oily collecticm of broken parts). next morning, Jim Dobson hitchhikes to the next town and
The goblins consider the vehicles to be nothing more grabs abus for the city. The displacer beasts follow, spurring
than another type of magic you follow the ritual and the reports of large black cats and torn bodies in their wake. If
car does what you want it to (and if it doesn't, you obvi- the heroes do not locate and stop the creatures, they soon
ously messed up the ritual). They understand the basics of turn the city Into thelf hunting grounds.
hotwiring and steer1ng. Things such as braking and traffic
laws are an alien concept to them.
The goblins aren't evil (at least not yet). The heroes need
Hostage Crisis (high-level adventure)
A crowded street corner becomes a killing zone for a mon-
to reach them before Corsone does, and then help divert
strous bank robber who takes hostages on a city bus.
their interests to more productive endeavors.
Bachground
Call of the Beast (mid-level adventure) Krub, a troll Tough hero (use the statistics on page 261),
A group of would-be demon worshipers puncture Shadow knocked over a bank earlier in the day. He got away with a
and draw something through that was best left alone. bundle of cash, abar of gold, and an assortment of rings and
watches he acquired from the customers. [very police offl·
Bach ground cer who encountered the troll since the robbery has gone
A multiple homicide Is reported in 11 rural county tar from down hard. They have no idea what lhey'1e actually dealing
the city. Twelve youths, including members of the high with, slncr most of thf'm seP nothing more rhan a hugP guy - - - -
school tootball team, were found in a bam. Eleven dead. in a trlght mask and armed with an .mault rif le.
one survivor. The early media reports show a symbol of a An hour ago, Krub boarded an uptown bus. That's when
skull engulfed in flame. I leroes with Knowledge (arcane things really got out of hand. Now the bus sits blocking three
lore) or experience in arcane or divine spellcasting recognize lanes of traffic. The troll uses the passengers as cover while
this as the symbol of an ancient and forgotten god. threatening to "eat their flesh and spit out their bones" if the
The youths were trying to raise ademon. usmg an old book cops don't clear out. Atense standoff exists, and it won't be
In one boy's possession. A decade before, the spell would long before Krub starts making good on his threat.
have fizzled. but with the nsing tide of magic, the spell Why did Krub rob the bank7That's up to you. Krub could
worked. 1n a manner of speaking. The doors between worlds just need the money, or it might bt' a trap to lure the heroes
opened. and a pair of displacer beasts stalked through. into a battle they might not be able to win-at least not
Thirteen young people were involved in the summoning. without suffering some heavy casualtlrs.
Ihe beasts killed eleven of them and left a twelfth badly
Injured. The thirteenth was Jim Dobson, who escaped with Supporting Cast
the book and Is now being pursued by the beasts. The troll has a busload of hos tag~. Figure that there are 18
1st-level ordinaries trapped on the bus. including men,
Supporting Cast women. and children There are also police, reporters, and
The youth on the run is fourteen year-old Jim Dobson. who other spectators at the scene, including acop who wants to
found the old book in his attic. The displacer beasts feel a move in despite the danger to the hostages
connection to the book and are pursuing the one holding it.
The dlsplacer beasts' statistics are on page 233. TRings to Consider
Krub is tough. With a variety or troll abilities, including
Things to Consider regeneration, as well as hero talents, 3action point~. and an
This is a rural encounter, taking place fa1 from the comfort- assault rifle, this troll won't go down ea5ily. He won'l hesi·
ing lights of the city. For urban based characters, stress the tale to kill hostages or use them as cover, but he also won't
oddness-it is quiet in the evening except for natural sacrifice hostages needlessly; he knows that If it looks like
sounds, and the woods at night are black and impenetrable. the hostages are doomed, the cops will charge the bus.
The natives of the small town are self-reliant and suspicious The heroes need to come up with a plan of action and
of strangers. all the more so with the sudden invasion of tbe then try to defeat Krub without lo~ing too many of the
media showing their town in a less than satisfactory light hostages. Krub wants to wait until nightfall so that he can
The heroes need to gain access to the site of the crime, try to sneak away in the darkness. He has no problem fight-
either officially with the help of law enforcement officers ing to the death if it comes to that: he feels particularly
or on their own. Within they ftnd the arcane symbol, as well invincible thanks to his various talents and abilities.
Brandon Cross punches the buttons on his
PDA, and arcane symbols scroll up. He
smiles and commits to memory the gylphs
and fonts that will allow him to cast Are-
balls and become invisible. Brandon is a
Mage and uses arcane spells.
Lily Parish goes up to her loft apartment
and meditates, reaching within herself to
touch that inner flame that some call self
and others call God. She feels a surge of
energy, the power to heal the injured and
punish the guilty. Lily is an Acolyte and uses
divine spells.
Troy Bellarosa focuses his mind in a few
moments of daily relaxation. When the time
comes, he will reach within himself and
draw upon the raw power of the mind, fuel-
ing his ability to read minds and alter wills.
Troy is a Telepath and uses psionlc powers.
Arcane spells, divine spells. and psionic
powers are all representative of abilities
beyond the scope of most ordinary individu-
als, and are called as a group FX abilities Oust
as in the film industry, FX is short for ~special
effects"). FX abilities are features of a few
advanced classes. and are not available to
basic classes. FX ab1l1t1es have a number of
similarities to each other as well as obvious
differences. This chapter examines the basics
of casting spells, manifesting psionic powers,
and using special items that have magical or
psionic powers.
-
of death. unlife, and the life force. Spells involving undead
creatures (animate dead) belong to this school. as do the
How to Read aSpell Description various inflict spells, such as inflict critical wounds.
Spells have a number of defining characteristics that distin- Transmutation: Transmutation spells (enhance ability.
guish each spell from the others. Each spell description levilale, magic weapon) change the properties of some
includes most or all of the following pieces of information. creature, thing, or condition.
d2oMODERN
Universal: A small number of spells (detect magical Divine Focus (DF): Some divine spells require the caster
aura, read magic) belong to no school and are designated to provide a divine focus An Acolyte's holy symbol (see
as universal. The type of magic they involve does not fall page 323} serves as the divine focus for the casting of a spell.
into one of the above categories. unless some other divine focus is specified In the spell's
descriptive text
Descriptors Sometimes the Components entry of a spell description
Descriptors are a way of classifying spells (often from dif- contains the entry "M/DF" (see the tongues spell for an
ferent schools) that have some common characteristic. For example). This indicates a spell that can be cast as either an
instance, magic missile (from the Evocation school) and arcane spell or a divine spell-a Mage casting it needs the
shield (from the Abjuration school) both carry the force specified material component, while an Acolyte casting it
descriptor, because each of them uses magic to manipulate needs to provide a dlvine focus.
force (and for this reason, a shield spell protects against a
magic missile attack). Casting Time
Aspell's descriptors (if any) appear in brackets on the line This entry tells how much time is needed to complete the
identifying the school. Descriptors used for the spells in this casting of a spell once it is begun.
book include cold, electricity, fear. fire, force, language- Casting a spell with a casting time of 1action Is an attack
dependent. light, mind-affecting, and sonic. action. The spell takes effect immediately.
Casting a spell with a casting time of 1full round is a full-
Leuel round action. You can take a 5-foot step before, during. or
The relative power of a spell is indicated by its level-lst- after casting, but you cannot otherwise move. The spell
level spells are more powerful than 0-level spells, and so on. takes effect at the beginning of your turn m the round after
Aspell's level also indicates whether a particular spellcaster you began to cast it. You then act normally after the casting
is capable of preparing and casting the spell (see the is completed
Acolyte and Mage class descriptions in Chapter Nine}. A spell that takes 1 minute to cast {such as break
Spell Slots: Every spellcaster can prepare as many spells enchantment} comes into effect just before your turn 1
every day as he or she has spell slots. (See Arcane Spells, minute later (you spend each of those 10 rounds casting as
page 319, for the Mage's spell slots and Divine Spelts, page a full-round action).
324, for the Acolyte's spell slots.) When you begin a spell that takes 1 full round or longer
Spell slots have levels just as spells do: a spell slot of a to cast, you must continue the Invocations. gestures. and/or
certain level is de~igned to hold a spell of that level. It's pos- concentration from one round to just before your turn in
sible. however, to place a lower-level spell in a higher-level the next round (at least). If you lose concentration a~er
spell slot if you desire. You don't have to fill all your spell starting the casting and before it is complete, you lose the
slots with prepared spells every day (although it usually spell (see Concentration, page 53).
makes sense to do so). For more information, see Preparing You retain your Dexterity bonus to Defense while casting
Mage Spells, page 334. a spell.
Attacks of Opportunity: Generally. if you attempt to
Components cast a spell, you provoke attacks of oprortunity from
Every spell has at least one type of component that the threatening enemies. Table 10-1: FXActions in Combat spec-
spellcaster must provide at the time of casting. ifies whether a certain activity provokes anacks of oppor-
Verbal (V): To cast a spell with a verbal component. you tunity (AoO). If you t~ke damage from an attack of
must speak in a firm voice. If you're gagged or in the area of opportunity, you must make a Concentration check (see
a silence spell, you can't cast such a spell. Aspellcaster who page 53) or lose the spell you were trying to cast
has been deafened has a 20% chance to spoil any spell he Casting on the Defensive: You may attempt to cast a
tries to cast 1f that spell has a verbal component. spell while on the defensive. This option means casting the
Somatic (S): To cast a spell with a somatic component spell while paying attention to threats and avoiding blows.
you must gesture freely with at least one hand. You can't cast In this case, you are no more vulnerable to attack than you
a spell that has asomatic component while bound, grappled, would be if you were just standing there, so casting while on
or with both your hands full or occupied (clinging to a cliff or the defensive does not provoke an attack of opportunity. It
swimming, for instance). If a Mage casts a spelt with a does, however, require a Concentration check (DC 15 + spell
somatic component while wearing armor. the armor may level) to pull off. Failure means you lose the spell.
bring with it an arcane spell failure chance (see page 318).
Material (M): A material component Is an object or a Range
small amount of some substance that the caster must have Aspell's range indicates how far from you it can reach-
on hand. It Is expended and disappears when the spell is the maximum distance from you that the spell's effect can
cast. Preparing these materials is a free action. The purchase occur, as well as the maximum distance at which you
DCs for expensive material components are included in the can designate the spell's point of origin. If any portion of
spelt descriptions;if no value is given. assume a purchase DC the spell's area would extend beyond the range, that area
of 2. is wasted.
Focus (F): A focus is similar to a material component, Aspell's range usually falh into one of the following
except that it is not expended when the spell is cast. categories.
discharge the spell). You can touch one friend (or yourself)
as an attack action, or up to six friends as a full-round
Activate a ring. rod. staff, wand, or wondrous item No action. If you cast another spell, the touch spell dissipates.
Cast a sr,ell (attack action casting nme) Yes Close: The spell reaches up to 25 feet away from you. The
Concentrate to maintain an active spell or power No maximum range increases by 5feet for every two full class
Dismi~s a spell or power No levels (Mage or Acolyte).
Drink a potion Yes Medium: The spell reaches up to 100 feet + 10 feet per
Manifest a power (attack c1ct1on manifestation time) Yes class level.
Read a scroll Yes Long: The spell reaches up to 400 feet t 40 feet per class
Turn or re>buke undcad No level.
Use spell-like ability Yes Range Expressed in Feet: Some spells (such as bless)
Use supernatural abi11ty No have no standard range category, JUSt a range expressed in a
Use extraordinary ability No unit of measurement (usually feet).
Use rouch spC'll on self No
Targe1
Move Actions AoO? Some spells have a specific target or targets. You u~e these
Direct or redirect an active spell or power No spells directly on creatures or obiects, as defined by the
spell itself. You must be able to see or louth the target. and
Full-Round Actions AoO? you must specrfically chome that target For example. you
Cast a spPll (full round action casting time) Yes can't fire a magic missile spell (which always hits tis target)
ManifP\I a power into a group of bandits with the in~1ruct1on to "strike the
(full round aclton manifestation time) Yes leader." lo strike the leader, you musl be able to identify
u~ touch \pPll on up 10 SIX l1irnds Yes and see the leader (or gues~ which is the leader and get
lucky). However. you do not have to select your target until
Free Actions AoO? you finish casting the spell.
Cease concentrarlon on a spt'll or power No If you cast a targC?ted spell on thP wrong soil of target.
Prepare spell components to cast a spell No such as using a doz<? spell on a humanoid with ~ Hit Dice.
MakP Sf)E'llcraf1 check 011 tounterspell attempt No the spell has no effect
If the target of a spell is yourself ("Target: You"). you do not
Personal: The spell affoC'tS only you. receive a saving throw. and spell resistance doe\ not apply.
Touch: Yo11 m11~t to1Kh a ncature or object to affect it. Subject: l he descriptive text of spells make\ a dislinc
To use a touch spell. you cast the ~pell and then touch the tion between "target" and "subiect." The target of ci spell is
subject. eithPr in the same round or any time later. In the the creature(s) or object(s) it is diretted agaimt. A target
~ame round that you c:asl the spell. you may also touch (or becomes a subject If It falls a savrng throw agdinst the spell
attempt to touch) the rarget. You may take your move and is thus affected by the magic.
before {cJSl111g the ~pell. arter touching the target or
between tasting the ~pell dnd touching the target. You can Effect
automalkally 1011< hone friend 01 ll\P rhe spell on yourself, Some spells create or summon things rather than affecting
but 10 to11th ,m opponent, you must succeed on an attack. things that are already present. You must designate lhe
Touch Attacks: Since you only need to touch your location where these things are to appear, either by seeing
enemy. you rndke a touch at tack instead of a regular attack. it or defining it. Range determines how far away an effect - - - -
Touching an opponent with a touch spell is considered to can appear, but if the effect is mobile It can move regardless
be an armed attack and therefore does not provoke attacks of the spell's range.
of opportunity when it 1s discharged on ,in armed oppo- Ray: Some effects are rays (see searmg light for an
nent. However. the act of casting a spell does provoke example). You aim a ray as 1f using a ranged weapon, though
attacks of opportunity. so you may want to tast the spell typically you make a ranged touch attack rather than a
and then n1ove to the target instead of vice versa. normal ranged attack As with a ranged weapon. you can fire
Touch attacks come rn two type~: melee touch attacks into the dark or at an inv1s1ble creature and hope you hit
(for touches made with, say. your hand) and ranged touch something. You don't have to see the creature you're trying
attacks (for touches made with magic rays. for example). to hit, as you do with a targeted spell. Intervening creatures
You can score critical hits with either type of attack. Your and obstacles, however. can block your line of sight or pro-
opponent's Defense against a touch attack does not include vide cover for the creature you're aiming at.
any equipment bonus or natural armor bonus. His size mod- If a ray has a duration, it's the duration of the effect that
ifier and Dexterity modifier both apply normally. the ray causes. not the length of time the ray itself persists.
Holding the Charge: You do not have to touch your Spread: Some effects, notably clouds and fogs (see
target Immediately after casting a touch spell. Instead, you cloudkill for an example), spread out from a point of origin
can "hold the charge," waiting to discharge the spell at a to a distance given in the spell description. The effect can
later time. If you touch anything with your hand while hold- extend around corners and Into areas you can't see. Figure
ing a charge, the spell discharges. Otherwise. you can make distance by actual distance traveled, taking into account
touch attacks round after round, until you succeed (and thus turns the spell effect takes. You must designate the point of
origin, but need not have line of effect (see below) to all is canceled by a solid barrier. it's like line of sight for ranged
portions of the effect. weapons, except it's not blocked by fog. darkness, ancJ other
factors that limit normal sight.
Area You must have a clear line of effect to any target that you
Some spells affect an area You select where the spell use a spell on. or to any space in which you wish to create
starts. but otherwise you don't control which creatures or an effect You must have a clear line of effect to the point
objects the spell affects. Sometimes a spell describes a spe- of origin of any spell you cast or power you manifest. such
cially defined area, but usually an area falls into one of the as the central point of a fireball. For bursts, cones, cylin-
following categories. ders. and emanation spells, the spell only affects areas,
Burst: As with an effect, you select the spell or power's creatures, or ohjects to which it has line of effect from its
point of origin The spell or power hursts out from this origin (a burst's point, a cone's starting point. a cylinder's
point affecting whatever it catches in its area. For instance, circle. or an emanation spell's point of origin).
if you designate a four-way intersection of corridors to be Ahole of at least l square foot is sufficient to allow a line
the point of origin of a dispel magic spell, the spell bursts of effect through an otherwise solid barrier. If any given 5-
in all four directions, possibly catching creatures that you foot length of barrier contains such an opening, that 5-foot
can't see. length is not considered a barrier for purposes of a spell's
A burst spell has a radius that indicates how far from the line of effect (though the rest of the wall still counts as a
point of origin the spell's effect extends. barrier as normal). For example, if a fireball is cast in a cor-
Cone: When you cast a spel I with a cone area (see cone ridor, Its spread is contained by the walls on either side. If
of cold for an example). the cone shoots away from you in one walI contains a small window (larger than l square foot),
the direction you designate. A cone starts in a square adja- the 5-foot section of wall containing the window is treated
cent to you and widens out as it goes. Acone's width at a as if it weren't there to block the fireball'> spread. The rest
given distance from you equals that distance. Its far end is of the wall. and the wall on the other side, block the spread
as wide as the effect is long. (A 25-foot long cone is 10 as normal, however.
feet wide at 10 feet along its length and 25 feet wide at its Directing or Redirecting Effects: Some spells. such as
far end.) detect magical aura. allow you to redirect the effect to
Creatures: Some spells affect creatures directly (as a new targets or areas after you cast the spell. Redirecting a
spell with a target does). but they affect creatures in an area spell requires a move action that does not provoke attacks
of some kind rather than individual creatures you select. The of opportunity. It also doesn't require concentration.
area might be a burst, a cone, or some other shape.
Many spells affect "living creatures; which means all Duration
creatures other than constructs and undead. The sleep Once you've determined who's affected by a spell and how.
spell, for instance. affects living creatures If you cast sleep you need to know for how long. The Duration entry of a
in the midst of goblins and skeletons, the sleep spell ignores spell description tells you how long the effect of the spell
the skeletons and affects the goblins. The skeletons do not lasts.
count against the creatures affected. Timed Durations: Many durations are measured in
Cylinder: As with a burst. you select the spell's point of rounds, minutes. hours, or some other increment. When the
origin {see Ice storm for an example). This point is the time is up, the magical energy goes away and the spell ends.
1
center of a horizontal circle, and the spell shoots down If a spell's duration is variable (see cause fear for an exam-
from the circle, filling a cylinder. ple). the DM rolls it secretly.
·- - - - Emanation: Some spells. such as silence, have an area Instantaneous: The spell energy comes and goes the
like a burst except that the effect continues to radiate from instant the spell is cast, though the consequences of the
the point of origin for the duration of the spell. spell might be long-lasting. For example, a cure llght
Quarter-Circle: Some spells, such as detect magical wounds spell lasts only an instant, but the healing it
aura have a quarter-circle-shaped area. Uke a cone. the bestows never runs out or goes away.
effect starts 1n a square adjacent to you and widens out as Permanent: The effect remains indefinitely. but is sus-
it goes. tained by lingering magical energy. If the energy goes away,
Spread: Some spells, such as a fireball. spread out like a so does the effect. This means the spell is vulnerable to
burst but can turn corners. You select the point of origin, dispel magic
and the spell spreads out a given distance In all directions. Concentration: The spell or power lasts as long as you
Figure distance by actual distance traveled, taking into concentrate on it, possibly up to a specified maximum
account turns the spell effect takes. amount of time (sec detect magical aura for an example).
Other: Aspell or power can have a unique area, as defined Concentrating to maintain a spell is an attack action that
in its description (see burning hands for an example). does not provoke attacks of opportunity Anything that
(S): If an Area or Effect entry ends with "(Sr (standing for could break your concentration when casting a spell can
·shapeable"). you can shape the spell (see wall ofstone for also break your concentration while you're maintaining one.
an example). Ashaped effect or area can have no dimension causing the spell to be ruined {see Concentration, below).
smaller than 10 feet. You can't cast a spell while concentrating on another one.
Line of Effect: A line of effect is a straight. unblocked Sometimes a spell lasts for a short time after you cease
path that indicates what a spell can affect. Aline of effect concentrating (see wall of fire for an examp le). In these
d'oMODERN
cases, the spell keeps going for the stated length of time the relevant ability (Intelligence for a Mage. Wisdom for an
after you stop concentrating. Acolyte).
Subjects, Effects, and Areas: If a spell affects creatures Succeeding at a Saving Throw· Acreature that success-
directly (for example. freedom of movement), the result fully saves against a spell without obvious physical effects
travels with the subjects for the spell's duration. If the spell feels a hostile force or a tingle. but cannot deduce the exact
creates an effect, the effect lasts for the duration. The nature of the attack. For example. if you secretly cast hold
effect might move or remain still. Such an effect can be person on a character and his saving throw succeeds, he
destroyed prior to the end of its duration (such as insect feels the tingle of the magic trying to affect his mind. (If he's
plague being dispersed by smoke). If the spell affects an familiar with magic use. he recognizes the touch of a spell.
area, such as silence does. the spell stays with that area for though he can't tell what you were trying to do. An ordinary
the spell's duration. Creatures become subject to the spell person who has never experienced magic, however. is
when they enter the area and are no longer subject to it unlikely to recognize the sensation.)
when they leave. Likewise, if a creature's saving throw succeeds against a
Discharge: A few spells last for a set duration or until targeted spell. such as hold person, you sense that the
triggered or discharged (see protection from arrows/bul- spell has failed. You do not sense when creatures succeed at
lets for an example). The spell remains in place until the saving throws against effect and area spells.
triggering condition is met (at which point it takes effect) or Voluntarily Giving up a Saving Throw: Acreature can
the maximum duration is reached (at which point it dissi- voluntarily forego a saving throw and willingly accept a
pates, with no effect). spell's result. Even a character with a special resistance to
(D): If the Duration entry ends with "(D)" (standing for magic can suppress this resistance if he or she wants to.
"dismissible"). you can dismiss the spell at will. You must be Items Surviving after a Saving Throw: Unless the
within range of the effect of the spell to dismiss it Dismiss- descriptive text for the spell specifies otherwise. all items
ing a spell is an attack action that does not provoke attacks carried and worn are assumed to survive a magical attack.
of opportunity. A spell that depends on concentration is If an item 1s not carried or worn and 1s not magical. it
dismlssible by its very nature. and dismissing it does not does not get a saving throw. It 1s simply dealt the appropri-
require an action (since all you have to do to end the spell ate damage.
is to stop concentrating).
Spell Resistance
Sauing Throw Spell resistance is a special defensive ability that protects
Most harmful spells allow an affected creature to make a against spells.
saving throw to avoid some or all of the effect. The Saving Each spell description includes an entry that indicates
Throw entry in a spell description defines which type of whether spell resistance applies to the spell (if so, Yes; if
saving throw the spell allows and describes how saving not, No). In general. whether spell resistance applies
throws against the spell work. depends on what the spell does:
Negates: This term means the spell has no effect on a Targeted Spell: If the spell is targeted at a creature, spell
creature that makes a successful saving throw. resistance applies. If the spell targets multiple specific crea-
Partial: The spell causes an effect on 1ts subject, such as tures, spell resistance applies to those individuals that have it.
death. A successful saving throw means that some lesser Area Spell: if the target is within the area of a spell. its
effect occurs (such as being dealt damage rather than spell resistance applies. The spell resistance protects the
being killed). resistant creature without affecting the spell itself.
Half: The spell deals damage. and a successful saving Effect Spell: Most effect spells summon or create some-
throw halves the damage taken (round down). thing and are not subject to spell resistance. For instance, a
None: No saving throw is allowed. wafl of iron is not subject to spell resistance. but a wait of
Disbelief: Asaving throw 1s not allowed purely on the fire Is. Effect spells that affect a creature more or less
basis of encountering the spell. Rather, the creature gets directly such as the web spell. are sometimes subject to
a saving throw only after interacting with or carefully spell resistance.
studying the spell. A successful save lets the subject level Check: If your spell is being resisted by a creature
ignore the effect with spell resistance. you must make a level check (ld20 +
(Object): The spell can be cast on ob1ects, which receive caster level) and get a result at least equal to the creature's
saving throws only 1f they are magical in nature, or if they spell resistance for the spell to affect that creature. If the
are attended (held, worn, or grasped) by a creature resisting caster fails the check, the spell doesn't affect the defender.
the spell, in which case the object gets the creature's saving The defender's spell resistance 1s like a Defense score against
throw bonus unles~ its own bonus is greater. (This notation magical attacks.
does not mean that a spell can only be cast on objects. (Harmless) and (Object): These terms mean the same
Some spells of this sort can be cast on creatures or objects.) thing in a spell resistance entry as they do for saving throws.
(Harmless): The spell is usually beneficial, not harm- A creature with spell resistance must voluntarily drop the
ful. but a targeted creature can attempt a saving throw if resistance in order to receive the effects of a spell noted as
it wishes. harmless without the level check described above. Doing so
Saving Throw Difficulty Class: Asaving throw against a is an attack action that does not provoke an attack of
spell has a DC of 10 +the level of the spell +your bonus for opportunity. Once a creature lowers its resistance, it remains
down until the creature's next tum. at the beginning of which Spell Failure
it automatically returns. Acreatures spell resistance never
If you ever try to cast a spell in conditions where the char-
interferes with i~ own spells. powers. items. or abilities. acteristics of the spell (range, area. and so forth) cannot be
Only spells and spell-like abilities are subject to spell made to conform. the effort fails and the spell is wasted.
resistance. Extraordinary and supernatural abilities (includ-
Spells also fail if your concentration is broken (see Con-
ing enhancement bonuses on magic weapons) are not. A
creature can have some abilities that are subject to spell centralion, page 53). Arcane spell~ (but not divine spells)
might fail If you're wearing armor while casting a spell that
resistance and others that are not.
has a somatic component.
Spell resistance does not stackwith power resistance (see
page 227), and vice versa.
w
-
ld4 ability damage.
Remove Paralysis. Frees one or more creatures from paral-
ysis. hold, or slow
Resist Energy. Ignores 10 points of damage/round from one
True Seeing. See all things as they really are.
Wall of Stone. Creates a stone wall that can be shaped.
-
1- Bless
Enchantmem (Mind Affecting]
Level: Acolyte 1: Components: V, S, DF: Casting Time:
10 ft. long, centered on your hands; Duration: Instanta-
neous; Saving Throw: Reflex half. Spell Resistance: Yes
Attack action; Range: 50 ft.; Area: All allies within 50 ft.: A thin sheet of searing name shoots from your outspread
Duration: l minute/level; Saving Throw: None: Spell fingertips. You must hold your hands with your thumbs
Resistance: Yes (harmless) touching and your fingers spread. The sheet of flame is
about as thick as your thumbs. Any creature in the area of
Bless fills your allies with courage. They gain a morale bonus the flames lakes ld4 points of fire damage per your caster
of +1 on their attack rolls and a morale bonus of +1 on saving level (maximum 5d4). Flammable materials such as cloth.
throws against fear effects. paper, parchment, and thin wood burn if the flames touch
Bless counters and dispels bone. them. A character can extinguish burning items as a fult-
round action.
d:> nMODERN
you cast the spell.) Because the vapors are heavier than air.
Cause Pear they sink to the lowest level of the land, even pouring down
Necromancy [Fear, Mind-Affecting] sewer gratings and into basements. It cannot penetrate liq-
Level: Acolyte 1, Mage 1: Components: V, S: Casting Time: uids, nor can it be cast underwater.
Attack action; Range: Close (25 ft. + S ft.12 levels):
Target: One living creature; Duration: ld4 rounds· Command
Saving Throw: Will negates: Spell Resistance: Yes ' Enchantment [Language-Dependent, Mind-Affecting]
Level: Acolyte l; Components: V; Casting Time: Attack
The affected creature becomes frightened It suffers a -2 action: Range: Close (25 h. + 5 ft./2 levels): Target: One
mo~ale penalty on attack rolls. weapon damage rolls. and
living creature; Duration: 1 round; Saving Throw: Will
saving throws. It flees from you as well as it can If unable to negates; Spell Resistance: Yes
flee. the creature may fight. Creatures with 6 or more Hit
Dice are immune. Cause fear counters remove fear. You give the subject a single command, which he obeys to
Note: Mind-affecting spells do not affect nonintelligent the best of his ability at his earliest opportunity. You may
creatures, and fear spells do not affect undead. select from the following options.
Approach: On his tum, the subject moves toward the
Change Selr caster as quickly and directly as possible for 1round. He may
Illusion do nothing but move during his turn, and he incurs attacks
Level:. Mage 1: Components: V, S; Casting Time: Attack of opportunity for this movement as normal.
action: Range: Personal; Target: You; Duration: 10 min- Drop: On his turn, the subject drops whatever he is hold-
utes/levet (D) ing. He can't pick up any dropped item until his next turn.
Fall: The subject immediately falls to the ground and
You make yourself-including clothing. armor. weapons, remains prone for l round. He may act normally while
and equipment-look different. You can seem 1foot shorter prone, but takes any appropnate penalties.
or taller. thin, fat. or in between. You cannot change your Flee: On his turn, the subject moves away from the caster
body type. For example. a human caster could look human as quickly as possible for l round. He may do nothing but
h~manoid, or like any other generally human-shaped move during his turn.
bipedal. creature. Otherwise. the extent of the apparent Holt: The sub1ect stands in place for 1 round. He may not
change is up to you. You could add or obscure a minor fea- take any actions, but may defend himself normally.
ture, such as a mole or a beard. or look like an entirely dif- If the subject can't carry out your command on his next
ferent person. tum. the spell automatically fails.
The spell does not provide the abilities or mannerisms of
the c~sen form. It does not alter the perceived tactile (touch) Comprehend languages
o~ audible (sound) properties of you or your equipment. A
Divination
pistol made to look like a handbag still functions as a pistol. Leve~: Acolyte 1, Mag~ 1; Components: V,S, M/DF: Casting
If you use this spell to create a disguise. you get a +10 Time: Attack action: Range: Personal; Target: You;
bonus oo the Disguise check. Duration: 10 minutes/level
Note: Creatures get a Will save to recognize the illusion if
they Interact with it (such as by touching you and having You can understand words spoken or written in a language
that sensory input not match what they see). you do not know (including the unique languages of some
Cloudhill
creatures; see Chapter Eight). In either case, you must touch ----1....-
the speaker or the writing. Note that the ability to read
Conjuration (Creation) does not necessarily impart insight into the material, merely
Level: Mage S; Components: V, S; Casting Time: Attack its literal meaning. The spell enables you to understand or
action: Range: Medium (100 ft. + 10 ft./level); Effect: read an unknown language, not speak or write it.
Cloud spreads 30 ft. wide and 20 ft. high; Duration: l Written material can be read at the rate of one page (250
minute/level; Saving Throw: See text: Spell Resis- words} per minute. Magical writing cannot be read, other
tance: Yes than to know 1t 1s magical, but the spell is often useful when
deciphering treasure maps. This spell can be foiled by cer-
This spell generates a bank of fog. similar to a stinking tain warding magic. It does not decipher codes or reveal
cloud except that its vapors are ghastly yellowish green and
messages concealed in otherwise normal text.
lethal. They kill any living creature with 3 or fewer HD (no Arcane Material Components: A pinch of soot and a
save) and cause creatures with 4 to 6 HD to make Fortitude few grains of salt.
saving throws or die. Living creatures above 6 HD, and crea-
tures of 4 to 6 HD who make their saving throws. take ldlO Cone or Cold
points of damage each round while m the cloud. Holding Evocation [Cold]
one's breath doesn't help. Level: Mage S; Components: V, S. M: Casting Time: Attack
~e cloudki/I moves away from you at 10 feet per round,
action: Range: Close (25 ft.+ Sft.12 levels); Area: Cone;
rolling along the surface of the ground. (Figure out the Duration: Instantaneous: Saving Throw: Reflex half;
cl~u.d's new spread each round based on Its new pomt of
Spell Resistance: Yes
origin, 10 feet farther away from the point of origin where
l120MODERN
Cone of cold creates an area of extreme cold, originating at When laying your hand upon a living creature, you channel
your hand and exrending outward in a cone. It drains heat. positive energy that cures ld8 points of damage -.1 point per
causing ld6 points of cold damage per caster level (maxi- caster level (up to +S).
mum 10d6). Since undead are powered by negative energy, this spelt
Motenal Component: A very small prism. deals damage to them instead of curing their wounds. An
undead creature can attempt a Will save to take half
Conrusion damage.
Enchantment [Mind-Affecting}
Level: Mage 4: Components: V. S. M: Casting Time: Attack Cure ffiinor Wounds
action: Range: Medium (100 ft. + 10 ft/level): Targets: Conjuration (Healing)
All creatures In cl I~ ft. radius: Duration: l round/level; Level: Acolyte 0
Saving Throw: Will negates: Spell Resistance: Yes
As cure light wounds, except cure minor wounds cures
Creatures affected by this spell behave randomly, as indi only l point of damage.
cated on the following table.
Cure moderate ffiounds
dlO Roll Behavior Conjuration (Healing)
I Wander away for I minure {unless prevented) Level: Acolyte 7
1-6 Do nothing for I round
7-9 Attack nearest creature for 1round As cure light wounds, except cure modarote wounds
10 Act normally ror 1round cure~ :>dB points of damage
• l point per caster level (up to
•10).
Except on a result of I. roll again each round on the crca
ture's turn to see what the sub1ect does in that round. Wan Cure Serious Wounds
dering creatures leave the scene as 1f disinterested. Conjuration (Healing)
Attacker~ are not at any special advantage when attacking Level: Acolyte 3
them. Any confused creature who is attacked automatically
at tacks its attackers on its next turn. As cure light wot1nds. except cur£> serious wounds cures
Arcane Mate11al Component A set of three nut shells. 3d8 points or damage •1point per caster level (up to• 10).
Create Water Oar~uision
Conjuration (C.reatlon) Trammutation
Level: Acolyte O: Components: V, S; Casting Time: Attack Level: Mage 2: Components: V, S. M: Casting Time: Attatk
action: Range: Close (2) ft. t ) ft./2 levels): Effect: Up to action; Range: Touch: Target: Creature touched: Dura-
2 gallons of water/level: Duration: Instantaneous: tion: 1 hour/level: Saving Throw: Will negates (harm-
Saving Throw: None: Spell Resistance: No less): Saving Throw: None: Spell Resistance: Yes
(harmless)
Ihis spell generates wholesome, drinkable water. just like
clean rainwater. Water can be created in an area as small a!. The subject gains the ability to see 60 feet even in total
-..---- will actually contain the liquid, or In an area three times as
large (possibly creating a downpour or filling many small
darkness. Darkvision is black and white only but otherwise
like normal sight. Darkvision does not grant the ability to
receptacles) see in magical darkness.
Note: This spelt cannot create water within a creature. Material Component: A pinch of dried carrot.
Water weighs about 8 pounds per gallon. One cubic foot of
water conta111s roughly 8 gallons and weighs about 60 Oa2e
pounds Enchantment (Mind-Affect1ng]
Level: Mage O: Components: V. $. M. Casting Time: Attack
Cure Critical Wounds action: Range: Clo~e (25 ft. · 5 ft./2 levels); Target: One
Conjuration (Healing) person: Duration: I round: Saving Throw: Will negates:
Level: Acolyte 4 Spell Resistance: Yes
As cure light wounds. except cure critical wounds cures This enchantment clouds the mind of a humanoid of
4d8 points of damage •1 point per caster level (up to +10). Medium-size or smaller so that he takes no actions.
Humanoids of 5 or more HD are not affected. The dazed
Cure Light Wounds subject is not stunned (so attackers get no special advan-
Conjuration (Healing) tage cJ.gain~t him), but he can't move. cast spells, use mental
level: Acolyte 1: Components: V. S: Casting Time: Attack abilities, or perform any other actions requiring awareness
action; Range: Touch: Target: Creature touched: Dura- or concentration.
tion: Instantaneous: Saving Throw: Will half (harmless) Material Component. A pinch of wool.
(see text): Spell Resistance: Yes (harmless)
d20MODERN
Each round, you can turn to detect things in a new area.
Delay Poison The spell can penet rate barriers, but 1 foot of stone, 1
Conjuration (Healing) inch of common metal, a thin sheet of lead, or 3 feet of
Level: Acolyte 2: Components: V, S, DF: Casting Time: wood or dirt blocks it.
Attack action: Range: Touch; Target: Creature touched:
Duration: 1 hour/level; Saving Throw: Fortitude Dimension Door
negates (harmless); Spell Resistance: Yes (harmle~) Conjuration (Teleporting)
level: Mage 4; Components: V; Casting Time: Attack
The subject becomes temporarily immune to. poison. action; Range: Long (400 ft + 40 ft/level); Target: You
Any poison in the subject's system, or any poison the and touched ob1ects or other touched willing creatures
subject is exposed to during the spell's duration, does weighing up to 50 lb./level; Duration: Instantaneous;
not affect the subject until the spell has expired. Delay Saving Throw: None and Will negates (object); Spell
poison does not cure any damage that a poison may
Resistance: No and Yes (object)
have already dealt.
You instantly transfer yourself from your current location to
Detect magical Aura any other spot within range. You always arrive at exactly the
Universal spot desired-whether by simply visualizing the area or by
Level: Acolyte 0, Mage 0; Components; V, S; Casting Time: stating direction, such as "900 feet straight downward." o~
Attack action: Range: 60 ft.; Area: Quarter-circle ema- "upward to the northwest, 45-degree angle, 1,2?0 feet:'
nating from you to the extreme of the range; Duration: After using this spell. you can't take any other actions until
Concentration. up to 1minute/level (D); Saving Throw:
your next turn. . .
None; Spell Resistance: No If you arrive in a place that is already occupied by a solid
body, you are transported to a rando.m open space. on a
You detect magical auras. The amount of information suitable surface within 100 feet of the intended location. If
revealed depends on how long you study a particular area there is no free space within 100 feet. you appear in a free
or sub1ect. space within 1,000 feet. If there's no free space within 1.000
1st Round: Presence or absence of magical auras. feet, the spell fails and you remain where you are.
2nd Round· Number of different magical auras and the
strength of the strongest aura. Discern Lies
3rd Round· The strength and location of each aura.
Divination
Magical areas. multiple types of magJC, or strong local Level: Acolyte 4; Components: V, S, OF: Casting Time:
magical emanations may confuse or conceal weaker auras. Attack action; Range: Close (25 ft. + 5 ft.12 levels); Tar-
Aura Strength: An aura's magical power and strength gets: One creature/level. no two of which can be more
depend on a spell's functioning spell level or an Item's than 30 ft. apart; Duration: Concentration, up to 1
caster level. round/level; Saving Throw: Will negates; Spell Resis-
tance: No
Functioning Item
Spell Caster Aura Each round. you concentrate on one subject, who must be in
Level level Power range. You know if the subject deliberately and knowingly
0-level or Lingering aura Dim
speaks a lie by discerning disturbances in her aura caused by - - - - ·
lingering aura lying. The spell does not reveal t~e truth, uncov~r uninten-
1st-2nd 1st-3rd Faint tional inaccuracies, or necessarily reveal evasions. Each
3rd 4th-5th Moderate round, you may concentrate on a different subject.
4th 6th-7th Strong
5th 8th-10th Overwhelming Dispel ffiagic
If an aura falls Into more than one category (for Instance. if Abjuration . .
Level: Acolyte 3, Mage 3; Components: V, S; Casting Ttme:
a functioning spell and a magic item are in the same place Attack action- Range: Medium ~00 ft. + 10 ft/level);
and each emits an aura), detect magical aura indicates the Target or Area: One spellcaster. creature, or ob1ec~ or
stronger of the two. 30-ft.-radius burst. Duration: Instantaneous; Saving
Length Aura Lingers: How long a magical aura Iingers Throw: None; Spell Resistance: No
after the source has vacated the location depends on the
aura's original strength. Because magic Is powerful, so, too, is the ability to dispel
Original Strength Duration magic. You can use dispel magic to end ongoing s~lls that
have been cast on a creature or object, to temporarily sup-
Faint ld6 minutes press the magical abilities of a magic item, to end ongoing
Moderate - - - - - - ld6x10 minutes spells {or at least their effect s) within an area. A dispelled
Strong 1d6 hours spell ends as if its duration had expired. Dispel magic can
Overwhelming _______ ld6 days dispel (but not counter) the ongoing effects of supernatural
d20MODERN
abilities as well as spells. Dispel magic affects spell-like placement does not prevent enemies from targeting him
effects just as it affects spells. normally. True seeing reveals his true location.
Note: The effects of spells with instantaneous duration Material Component: Asmall strip of leather made from
can't be dispelled, because the magical effect is already displacer beast hide, twisted into a loop (purchase DC 9).
over before the dispel magic can take effect. Thus, you
can't use dispel magic to repair fire damage caused by a Energy Trap
fireball or to turn a petrified character back to flesh. (The Abjuration
magic has departed, leaving only burned flesh or perfectly Level: Mage 4: Components: V, S, M; C~sting Time: 10 min-
normal stone in its wake.) utes; Range: Touch; Target: Object touched; Dur~tion:
You choose to use dispel magic in one of two ways: a Permanent until discharged (D): Saving Throw: Reflex
targeted dispel or an area dispel: half (see text); Spell Resistance: Yes
Targeted Dispel: One object, creature, or spell is the
target of the spell. You make a dispel check against the spell Energy trap creates an explosion of one energy type (acid.
or against each ongoing spell currently in effect on the cold, electricity. fi re, or sonic/conr:ussion) when an
object or creature. Adispel check is ld20 +l per caster level intruder opens t he item that the trap wards. The energy
(maximum +10) against a DC of ll +the spell's caster level. trap can ward any closeable item (book. box, bottle, chest,
If the spellcaster targets an object or creature that is the coffin, door, drawer, and so forth). When casting energy
effect of an ongoing spell (such as·a wall of fire), she.makes trap, you select the energy type and a point on the item as
a dispel check to end the spell. the spell's center. When someone other than you opens the
If the object that you target is a magic item, you make a item, the resulting explosion fills the area within a 5-foot
dispel check against the item's caster level. If you succeed, radius around the spell's center. The energy blast deals ld4
all the item's magical properties are suppressed for ld4 points of damage (of the given energy type) +l point per
rounds. after which the item recovers on its own. A sup- caster level. The item protected by the trap is not harmed
pressed item becomes nonmagical for the duration of the by this explosion.
effei:t. R.emember that a magic item's physical properties are The warded item cannot have a second closure or ward-
unchanged: Asuppressed magic sword is still a sword. ing spell placed on it.
You automatically succeed on your dispel check against Aknock spell does not affect an energy trap in any way,
any spell that you cast yourself. because knock only opens things, and the energy trap in no
Area Dispel: The spell affects everything within a 30- way prevents one from opening the trapped item. An unsuc-
foot radius. c:essful dispel magic spell does not detonate the spell.
For each creature that is the target of one or more spells, Underwater, the acid and fire versions of this spell deal
you make a dispel check against the spell with the highest half damage.
caster level. If that fails, you make dispel checks against pro- As the caster, you can use the trapped object without dis-
gressively weaker spells until you dispel one spell (which charging it, as can any individual to whom the spelt was
discharges the dispel so far as that target is concerned} or specifically attuned when ca.st. "Attuning" to an individual
fail all your checks. The creature's magic items are not usually involves denoting a password that you can share
affected. with friends.
For each object that is the target of one or more spells, Asuccessful Search check (DC 29) finds an energy trap,
you make dispel checks as with creatures. Magic items are and a successful Disable Device check (DC 29) Silfely
not affected by area dispels. removes it.
- For each ongoing area or effect spelt centered within the Material Components: A quantity of gold dust jpur-
dispel magic's area, you make a dispel check to dispel the chase DC 10) sprinkled on the warded object. Attuning an
spell. energy trap to another individual requires a hair or finger-
I For each ongoing spell whose area overlaps that of the nail from that individual (no cost).
dispel, you make a dispel check to end the effect, but only
within the area of the dispel magic. Enhance Ability
You may choose to automatically succeed on dispel Transmutation
checks against any spell that you have cast. Level: Acolyte 2, Mage 2; Components: V. S. M/DF; Casting
Time: Attack action; Range: Touch; Target: Creature
Displacement touched: Duration: l minute/level; Saving Throw: Will
Illusion negates (harmless): Spell Resistance: Yes (harmless)
Level: Mage 3; Components: V, M: Casting Time: Attack
action: Range: Touch: Target: Creature touched: Dura· The spell grants a temporary +5 enhancement bonus to one
tion: 1 round/level (D); Saving Throw: Will negates ability score (Strength, Dexterity, Constitution, Intelligence.
(harmless); Spell Resistance: Yes (harmless) Wisdom. or Charisma) chosen by you at the time of casting.
Atemporary increase to Intelligence or Wisdom does not
Emulating the natural ability of the displacer beast, the sub- allow Mages or Acolytes to gain extra spells. but the save
ject appears to be about 2feet away from his true location. DCs for their spells increase. Atemporary increase in Intel-
He benefits from a 50% miss chance as if he had total con- ligence doesn't grant extra skill points.
1 cealment. However, unlike actual total concea!ment, dis- Arcane Material Component: An origami animal rep-
r1?nN\ODERN
resenting one of the six abilities: bull {Strength), cat {Dex- The creatures or objects affected fall slowly (though faster
terity), bear {Constitution). fox (Intelligence). owl (Wisdom). than feathers typically do). The rate of falling is instantly
or eagle (Charisma). changed to a mere 60 feet per round (equivalent to the end
of a fall from a few feet). with no damage incurred upon
faith's fury landing while the spell ls in effect. However, when the spell
Evocation duration ceases. a normal rate of fall resumes.
Level: Acolyte 4; Components: V, S: Casting Time: Attack The character can cast this spell with an instant utter·
action; Range: Medium 000 ft. + 10 ft/level); Area: ance, quickly enough to save herself if she unexpectedly
20·ft.·radius burst; Duration: Instantaneous; Saving falls. Casting the spell is a free action.
Throw: Fortitude partial (see text); Spell Resistance: This spell has no effect on ranged weapons unless they
Yes are falling quite a distance. If the spell is cast on a falling
item, such as a boulder dropped from the top of a castle
You draw upon holy (or unholy) power to smite enemies wall, the item does half normal damage based on weight
with one of the following allegiances. as chosen by you: (see page 214) with no bonus for the height of the drop.
chaos, evil, good, or law. The spell deals ld8 points of The spell works only upon free-falling objects. It does not
damage per two caster levels (maximum )d8) to creatures affect melee weapon attacks or charging or flying creatures.
with the designated allegiance and blinds them for l round.
Asuccessful Fortitude saving throw reduces damage to half Pireball
and negates the blinding effect Evocation [Fire]
The spell docs not affect creatures that do not have the Level: Mage 3; Components: V, S. M; Casting Time: Attack
chosen allegiance. action; Range: Long (400 ft.+40 ft./level); Area: 20-ft.-
An outsider with the designated allegiance instead suf- radius spread, Duration: Instantaneous; Saving Throw:
fers ld6 points of damage per caster level (maximum l0d6). Reflex half. Spell Resistance: Yes
In addition to the obvious effects. a blinded creature suf-
fers a 50% miss chance rn combat (all opponents have total Afireball spell is a burst of flame that detonates with a low
concealment). loses any Dexterity bonus to Defense. grants roar and deals 1d6 points of fire damage per caster level
a +2 bonus on opponents' attack rolls (they are effectively (maximum 10d6) to all creatures within the area. Unat-
invisible), moves at half speed, and takes a -4 penalty on tended objects also take this damage. The explosion creates
Search checks and most Strength- and Dexterity-based no concussive force.
skill checks. You point your finger and determine the range {dis-
tance and height) at which the fireball is to burst. A
fear glowing, pea·sized bead streaks from the pointing digit
Necromancy [Fear, Mind Affecting] and, unless it impacts upon a material body or solid bar-
Level: Mage 4; Components: V, S, M; Casting Time: Attack rier prior to attaining the prescribed range, blossoms into
action; Range: Close (25 ft. + 5 ft.12 levels): Area: Cone; the fireball at that point (an early impact results in an
Duration: 1 round/level; Saving Throw: Will negates; early detonation). 1r you attempt to send the bead
Spell Resistance: Yes through a narrow passage, such as through an arrow slit,
you must "hit" the opening with a successful ranged
An invisible cone of terror causes living creatures to touch attack or else the bead strikes the barrier and det-
become panicked. They suffer a - 2 morale penalty on onates prematurely.
saving throws. and they flee from you. A panicked creature The fireball sets fire to combustibles and damages
has a 50% chance to drop what it's holding. chooses its objects in the area. It can melt metals with a low melting
path randomly (as long as it is getting away from immedi- point. such as lead. gold, copper, silver, or bronze. If the
ate danger). and flees any other dangers that confront it. If damage caused to an interposing barrier shatters or breaks
cornered, a panicked creature cowers. Acowering creature through it. the fireball may continue beyond the barrier if
loses its Dexterity bonus, can take no actions. and takes a the area permits: otherwise it stops at the barrier just as any
-2 penalty to its Defense. other spell effect does.
Material Component. Either the heart of a hen or a Material Component: Apinch of sulfur.
white feather.
flaming Projectiles
Peafher fall Transmutation [Fire]
Transmutation Level: Mage 3; Components: V, S, M; Casting Time: Attack
Level: Mage 1; Components: V; Casting Time: See text; action: Range: Close (25 ft. + 5 ft./2 levels); Target: 50
Range: Close (25 ft. + 5 ft.12 levels): Targets: Any free- projectiles. all of which must be in contact with each
falling objects or creatures in a 10-ft. radius whose other at the time of ca~ting, Duration:10 minutes/level;
weight does not total more than 300 lb./level: Dura- Saving Throw: None; Spell Resistance: No
tion: Until landing or Iround/level; Saving Throw: Will
negates (harmless) or Will negates (object); Spell Resis· You turn ammunition (such as arrows. bolts. bullets, and
tance: Ye> (object) shuriken) into fiery projectiles. Each projectile deals an
extra ld6 points or fire damage to any target it hits. The
d20MODERN
flaming projectiles can easily ignite flammable materials or This spell enables you or the creature you touch to move
structures, but won't ignite creatures struck. and attack normally for the duration of the spell, even
Material Component: Alighter. under the influence of magic that usually impedes move-
ment, such as hold person, slow, and web spells.
Flaming Wrath The spell also allows a character to move and attack nor-
Evocation [Fire] mally while underwater, even with slashing and bludgeoning
level: Acolyte 5; Components: V, S, DF; Casting Time: weapons. provided that the weapon is wielded in the hand
Attack action; Range: Medium (JOO ft. + 10 ft/level); rather than hurled. The freedom of movement spell does
Area: Cylinder (10-ft. radius, 40 ft. high); Duration: not, however, allow water breathing.
Instantaneous; Saving Throw: Reflex half; Spell Resis- Material Component: Astrip of leather (no cost) bound
tance: Yes around the arm.
Glyph of Warding
Abjuration
Level: Acolyte 3; Components: V,S, M; Casting Time: 10
minutes; Range: 1ouch: Target or Area: Object touched
or up to 5 sq. ft./ level: Duration: Permanent until dis-
chdrged (D); Saving Throw: See text; Spell
Resis1ance: Yes (object)
--
1-
warded area or object. A
glyph can guard a car or a cor-
ridor, ward a door, trap a chest or
a file cabinet, and so on.
You set the condrtions of the ward.
Glyph of wardmg
li20MODERN
good. evil, law. or chaos}. They cannot be set according to negates (harmless. ob1ect): Spell Resistance: Yes
class. Hit Dice. or level. Glyphs respond to invisible crea- (harmless. object}
tures normally Multiple styphs cannot be cast on the
same area However. 1f a file cabinet had three drawers. This spell gives a weapon an enhancement bonus to attack
each could be separately warded and damage of +l. This bonus increases to +2 at 8th caster
When casting the spell. you weave a tracery of faintly level. An enhancement bonus does not stack with a master·
glowing lines around the warding s1gil The glyph can be craft weapon's bonus to attack
placed to conform to any shape up ro the limitations of Alternatively. you can affect up to fifty arrows. boles, or
your total square footage. When the spell is completed. the individual bullets. or a single magazine of up to SO rounds.
glyph and tracery become nearly invisible. The projectiles must be of the same type. and they have to
Glyphs cannot be affected or bypassed by such means as be together (such as in the same quiver). Projectiles (but not
physical or magical probing. though they can be dispelled. thrown weapons} lose their transmutation after use.
Nonmagical disguises cannot fool aglyph of warding. You can't cast this spell on a natural weapon such as an
Read magic allows you to identify a glyph of warding unarmed strike
with a successful Spellcrafr check (DC 13). ldentifying the Arcane Material Components: Powdered lime and
glyph does not discharge it and allows you to know the carb()n.
basic nature of the glyph (version. type of damage caused.
what spell is stored). Halt Undead
Detecting the glyph requires a successful Search check Necromancy
(DC 18), and safely removing it requires a successful Disable Level: Mage 3: Components: V. S. M: Casting Time: Attack
Device check (DC 18). action: Range: Medium (100 ft. + 10 ft./level); Targets:
Depending on the version selected a glyph either blasts Up to three undead no two of which can be more than
the intruder or activates a spell. 30 ft. apart Duration: 1round/level. Saving Throw: See
Blast Glyph: Ablast deals 1d8 points of damage per two text Spell Resistance: Yes
caster levels to the intruder and to all within S feet of the
intruder (maximum Sd8). This damage is acid, cold. fire. This spell renders up to three undead creatures immobile.
electricity, or sonic/concussion (caster's choice, made at Nonintelligent undead (such as skeletons and zombies) get
time of casting). Those affected can make Reflex saves to no saving throw: intelligent undead (such as vampires} do. If
take half damage. the spell is successful. it renders the undead immobile for
Spell Glyph: You can store any harmful spell of up to 3rd the duration of the spell (similar to the effect of hold
level that you know. All level-dependent features of the person on a living creature). The effect Is broken if the
spell are based on your level at the time of casting. If the halted creatures are attacked or take damage.
spell has targets, it targets the intruder. If the spell normally Material Component· A pinch of powdered garlic.
affects an area. the area or effect is centered on the
intruder. All saving throws operate as normal. except that Haste
the DC is based on the level of the slyph. Transmutation
Material Component· You trace the glyph with Level: Mage 3; Components: V, S. M; Casting Time:
incense. which must first be sprinkled with a powdered dia· Attack action; Range: Close (25 ft. .,. S ft.12 levels);
mond (purchase DC 15). Target: One creature: Duration: 1round/level; Saving
Throw: Fortitude negates (harmless): Spell Resis-
Greater Command tance: Yes (harmless) ----·
Enchantment (Language-Dependent. Mind-Affecting]
Level: Acolyte 5 Targets: One creaturt>/level. no rwo of The transmuted creature moves and acts more quickly than
which can be more than 30 ft. apart. Duration: 1 normal. This extra speed has several effects
round/level When making a full attack action. the sub1ect may make
one extra attack with any weapon he is holding. The attack
As command. except that up to one creature per level may is made using the character's full base attack bonus. plus
be affected. and the activities may continue beyond 1round. any modifiers appropriate to the situation. (This benefit
At the start of each commanded creature's action after the does not actually grant an extra action. so you can't use it
first, it gets another Will save to attempt to break free from to cast a second spell or otherwise take an extra action in
the spell the round.)
He gains a +1dodge bonus to Defense. Any condition that
Greater magic Weapon makes you lose your Dexterity bonus to Defense (if any) also
Transmutation makes you lose dodge bonuses.
Level: Acolyte 4, Mage l Components: V, S. M/ DF; Cast- All of the sub1ect's modes of movement (including normal
ing Time: Attack action: Range: Close (25 ft - S ft.12 movement. burrow clfmb. fly. and swim) increase by 30 feet
levels): Target: One weapon or 50 projectiles (all of (to a maximum of double the subject's normal speed).
which must be in contact with each other at the time of Hasre dispels and counters slow
casting}; Duration: 1 hour/level. Saving Throw: Will Material Componenr· Acan of soda (not diet).
d2oMODERN
As inflict light wounds. except you deal 4d8 points of
Hold monster damage +l point per caster level (maximum +10).
Enchantment [Mind-Affecting]
level: Mage S: Components: V, S. M; Target: One living Inflict Light Wounds
creature Necromancy
level: Acolyte 1; Components: V, S: Casting Time: Attack
As hold person. except this spell holds any living creature a~tion; Range: Touch; Target: Creature touched; Dura-
that fails its Will save. tion: Instantaneous; Saving Throw: Will half; Spell
Material Component: One hard metal bar or rod. which
Resistance: Yes
can be as small as a nail.
vyhen laying your hand upon a creature. you channel nega-
Hold Person tive energy that deals ld8 points of damage +l point per
Enchantment [Mind-Affecting] caster level (maximum +5).
Level: Acolyte 2. Magel: Components: V. S. F/DF: Casting Since undead are powered by negative energy. this spell
Time: Attack action: Range: Medium (100 ft. + 10 cures them of a like amount of damage rather than harm-
ft/level): Target: One Med1um-s1ze or smaller human- ing them.
oid; Duration: l round/level (D}; Saving Throw: Will
negates; Spell Resistance: Yes Inflict ffiinor Wounds
Necromancy
The subject freezes in place standing helpless. He is aware Level: Acolyte O: Saving Throw: Will negates (see text)
and breathes normally but cannot take any physical actions.
ev~n speech. He can. however execute purely mental
As inflict l1ghr wounds, except yoo deal 1point of damage.
actions (such as using psionic powers).
Awinged creature who 1s held cannot flap its wings and Inflict moderate Wounds
falls. Aswimmer can't swim and may drown. Necromancy
Arcane Focus: Asmall. straight piece of iron.
l evel: Acolyte 2
Hold Portal As inflict light wounds. except you deal 2d8 points of
Abjuratioh damage +1 point per caster level (maximum +10).
Level: Magel: Component: V: Casting Time: Attack action;
Range: Medium (100 h. + 10 ft/level); Target: One Inflict Serious Wounds
portal. up to 20 sq. ft/level: Duration: 1 minute/level: Necromancy
Saving Throw: None; Spell Resistance: No Level: Acolyte 3
This spell magically bars a door. gate. window. or shutter of As inflict light wounds, except you deal 3d8 points of
woo~. metal. or stone. The magic holds the portal fast. just
damage +1 point per caster level (maximum +10).
as 1f 1t were securely closed and normally locked. Aknock
spell or a successful dispel magic spell can negate the hold Insect Plague
portal. For a portal affected by this spell. add S to the Conjuration (Summoning) [see text]
normal DC for forcing the portal. Level: Acolyte S: Components: V, 5, DF: Casting Time: Full-
·:- --- round action: Range: Long (400 ft .... 40 ft/level):
Ice Storm Effect: Cloud of insects 180 ft. In diameter: Duration: l
Evocation [Cold] Minute/level: Saving Throw: See text; Spell Resis-
Level: Mage 4; Components: V. S M. Casting Time: Artack tance: No
action: Range: Long (400 ft 40 ft/level}: Area: Cylin-
der (20-ft. radius. 40 ft high) Duration: l round. Saving A horde of creeping. hopping, and flying insects swarm in a
Throw: None; Spell Resistance: Yes thick cloud when you cast this spell. The insects limit vision
to 10 feet. and spellcasting within the cloud is impossible.
Gn~at hailstones pound down for one full round, dealing 3d6 Creatures inside the Insect plague. regardless of Defense.
1 points of bludgeoning damage and 2d6 points of cold
1
susta!n 1 po~nt of damage at the end of each round they
damage to creatures in their path. Listen checks made remain within. due to the bites and slings of the insects.
within the ice storm's effect lake a -4 penalty. and all Invisibility is no protection. All creatures with 2 or fewer HD
ground movement within its area is at half speed. At the end are driven from the cloud at their fastest possible speed in
of the duration. the hail disappears, leaving no aftereffects a random direction and flee until they are at least 100 feet
(other than the damage inflicted). away from the insects. Creatures with 3 to SHD flee as well
Material Components: Apinch of dust and a few drops
though a Will save negates this effect (This urge to flee is a~
of water (no cost). extraordinary fear effect.)
Heavy smoke drives off insects within its bounds. Fire also
Inflict Critical Wounds drives insects away. For example. a wall of fire in a ring
Necromancy shape keeps a subsequently cast msect plague outside its
Level: Acolyte 4
twfV\ODERN
confines but a fireball spell simply clears insects from its As invisibility except this spell confers invisibility upon all
blast area for 1round. Asingle torch is 1neffect1ve against this creatures within 10 feet of the recipient The center of the
vast horde of nsect~ Lightning. cold. and ice are likewise effect 1s mobile with the recipient.
ineffective, while a strong wind (21+ mph) that covers the Those affected by this spell cannot see each other but
entire plague area disperses the insects and ends the spell. can see themselves. Any affected creature moving out of
the area becomes visible, but creatures moving into the area
Invisibility after the spell ls cast do not become invisible. Affected
Illusion creatures (other than the recipient) who attack negate the
Level: Mage 2: Components: V. S, M; Casting Time: Attack invisibility only for themselves. If the spell recipient attacks,
action; Range: Personal or touch; Target: You or a crea- the invisibility sphere ends.
ture or object weighing no more than 100 lb./level;
Duration: l minute/level (0); Saving Throw: Will Jump
negates (harmless) or Will negates (harmless. object); Transmutation
Spell Resistance: Yes (harmless) or Yes {harmless. level: Mage l. Components: V. S, M; C.asting Time: Attack
object) action: Range: Touch; Target: Creature touched; Dura-
tion: 1 minute/level (D); Saving Throw: Will negates
The creature or object touched vanishes from sight. even (harmless); Spell Resistance: Yes
from darkvision If the recipient is a creature carrying gear:
the gear vanishes, too. If you cast the spell on someone else. The subiect gets an enhancement bonus on Jump checks.
neither you nor your allies can see the subject unless you The enhancement bonus is +10at1st level. +20 at 3rd level.
can normally see invisible things or employ magic to do so.
Items dropped or put down by an invisible creature
and +30 at Sth level (the maximum).
Material Component A grasshopper's hind leg. which
349 .1
become visible; items picked up disappear if tucked into the you break when the spell is cast
clothing or pouches wom by the creature. Light. however.
never becomes invisible. although a source of light can Keen Edge
become so (thus. rhe effect is that of a light with no visible Transmutation
source). Any part of an item that the subject carries but that level: Mage 3; Components: V, S; Casting Time: Attack
extends more than 10 feet from It becomes visible. such as action: Range: Close (25 rt. ~ S ft.12 levels); Targets:
a trailing rope. One weapon or SO projectiles. all of which must be in
Of course, the subject is not magically silenced. and cer- contact with each other at the time of casting; Dura-
tain other conditions can render the recipient detectable tion: 10 minutes/level; Saving Throw: Will negates
(such as stepping in a puddle). The spell ends if the subject (harmless. object); Spell Resistance: Yes (harmless.
attacks any creature. For purposes of this spell. an ·attack" object)
includes any spell targeting a foe or whose area or effect
includes a foe. (Exactly who is a foe depends on the invisi- This spell makes a weapon magically keen, improving its
ble character's perceptions) Actions directed at unattended ability to deal telling blows. This transmutation doubles the
objects do not break the spell. Causing harm indirectly is threat range of the weapon. Athreat range of 20 becomes
not an attack. Thus. an inv1s1ble being can open doors. talk. 19-20. A threat range of 19-20 becomes 17-20. A threat
eat, climb stairs, cut the ropes holding a rope bndge while range of 18-20becomes15-20. The spell can be cast only
enemies are on the bridge remotely trigger traps. open a on piercing or slashing weapons (and it does not stack with
portcullis to release attack dogs. and so forth If the subject itself). If cast on arrows or crossbow bolts, the keen edge -----
attacks directly. however it immediately becomes visible on a particular projectile ends after one use. whether or not
along with all its gear Note that spells such as bless that the missile strikes its intended target.
specifically affect allies but not foes are not attacks for this You can·t cast this spell on a natural weapon. such as an
purpose. even when they include foes in their area unarmed strike
An invisible creature gains a +40 bonus on Hide checks if
immobile, or a +20 bonus on Hide checks if moving. Pin- Knock
pointing the location of an invisible character who isn't Transmutation
attempting to hide requires a Spot check against DC 40 if Level: Mage 2; Components: Y: Casting Time: Attack
immobile or DC20 if moving (as lf she had rolled a 0 on her action; Range: Medium (100 ft. + 10 ft./level); Target:
Hide check). One door. box. or chest with an area of up to 10 sq.
See Table 5-5: Attack Roll Modifiers. page 144. for the ft/level; Duration: Instantaneous (see text); Saving
effects of Invisibility on combat. Throw: None; Spell Resistance: No
Material Component An eyelash enclosed in a bit of
transparent tape (no cost). The knock spell opens stuck. barred. locked, or magically
held or sealed doors. It opens secret doors. as well as locked
Invisibility Sphere or trick-opening boxes or chests It also loosens welds,
Illusion shackles. or chains (provided they serve to hold closures
level: Mage 3; Components: V. S. M. Area: 10-~-radius shut). In all other cases, the door does not relock itself or
sphere around the creature or object touched become stuck again on its own Knock does not raise barred
d20MODERN
?ates or similar impediments (such as a portcullis), nor does Lightning Bolt
1t affect ropes, vines, and the like. Note that the effect is lim· Evocation (Electricity)
ited by the area. A3rd-level Mage can cast a knock spell on level: Mage 3; Components: V, S, M; Casting Time: Attack
a door of 30 square feet or less (for example, a standard 4· action: Range: Medium (100 ft. +10 ft./level) or 50 ft. +
foot-by-7-~oot door). Each spell can undo up to two means 5 ft/level; Area: 5ft. wide to medium range (100 ft.+ 10
of preventing egress. Thus if a door is locked, barred, and ft/level); or 10 ft. wide to 50 ft.+ 5 fl./level; Duration:
held (by means of the hold portal spell). or quadruple Instantaneous; Saving Throw: Reflex half: Spell Resis-
locked, opening it requires two knock spells. tance: Yes
Lesser Restoration You re~ease a powerful stroke of electrical energy that deals
Conjuration (Healing) 1d6 points of damage per caster level (maximum 10d6) to each
Level: Acolyte 2; Components: V, S, Casting Time: 3 creature within its area. The bolt begins at your fingertips.
r~unds; Range: Touch: Target: Creature touched; Dura- The lightning bolt sets fire to combustibles and dam-
tion: Instantaneous; Saving Throw: Will negates (harm- ages ob1ects in its path. It can melt metals with a low melt-
less), Spell Resistance: Yes (harmless) ing point. such as lead. gold, copper, silver, or bronze. If the
damage caused to an interposing barrier shatters or breaks
Lesser restoration dispels any magical effects reducing through it, the bolt may continue beyond the barrier if the
one of the subject's ability scores or cures ld4 points of spell's range permits; otherwise, it stops at the barrier just as
temporary ability damage to one of the subject's ability any other spell effect does.
scores. It does not restore permanent ability drain. Material Components: Abit of fur and an amber, crys·
tal. or glass rod.
Levitate
Transmutation Locate Object
Level:.Mage 2; Components: V, S, F; Casting Time: Attack Divination
action; Range: Personal or dose (25 ft.+ S ft./2 levels); level: Acolyte 3; Components: V, S, DF: Casting Time:
Target: You or one willing creature or one object (total A~ack action: Range: long (400 ft. + 40 ft./level); Area:
we1~ht up to 100 lb./level); Duration: 1round/level (D); Circle, centered on you, with a radius of 400 tt. + 40
Saving Throw: None; Spell Resistance: No ft./level; Duration: l minute/level; Saving Throw:
None; Spell Resistance: No
Levitate allows you to move yourself, another creature, or
an object up and down as you wish. Acreature must be will- ~ou sen.se the direction of a welt-known or clearly visual-
ing to be levitated, and an object must be unattended or ized ob1ect. The spell locates such objects as apparel, jew·
possessed by a willing creature. You can mentally direct the elry. furniture, tools. and weapons. You can search for
subject to move up or down as much as 20 feet each round· ge~eral items such as a stairway. a handgun. or a phone, in
doing so is a move-equivalent action. You cannot move th~ which case you locate the nearest one of its type 1f more
rec1p1ent horiz~ntally. but the subject could clamber along than one is within range. Attempting to find a specific item,
the face of a chff, for example. or push against a ceiling to such as a particular piece of jewelry. requires a specific and
move la.ter~lly (generally at half its base speed). accurate mental Image; if the image is not close enough to
Alev1tatmg creature that attacks with a melee or ranged the actual. object, the ~pell fails. You cannot specify a
______.._ weapon finds itself increasingly unstable; the first attack is unique obiect (such as 'Doctor James Halloway's BMW")
made with a -1 penalty, the second -2. and so on, up to a unless you have observed that particular item fi rsthand (not
maximum penalty of -5. A full round spent stabilizing through divination).
allows the creature to begin again at -1. The spell is blocked by even a thin sheet of lead. Crea-
Focus: ~ither a small leather loop or a piece of golden tures cannot be found by this spell.
wire bent into a cup shape with a long shank on one end.
ffiage Rrmor
Light Conjuration (Creation) [Force]
Evocation [Light] Level: Mage 1: Components: V, S, F: Casting Time: Attack
Level: Acolyte 0, Mage O; Components: V. M/DF; Casting action; Range: Touch: Target: Creature touched· Dura-
Time: Attack action; Range: Touch: Target: Object tion: 1 hour/level (D): Saving Throw: Will ~egates
touched; Duration: 10 minutes/level (D}; Saving (harmless): Spell Resistance: Yes (harmless)
Throw: None; Spell Resistance: No
An invisible but tangible field of force surrounds the subject
~his ~pell causes an object to glow like a torch. shedding of mage armor. providing a +4 equipment bonus to
light in a 20-foot radius from the point you touch The effect Defense. Unlike mundane armor. moge armor carries no
is 1mmobile, but it can be cast on a movable object. Light armor penalty. maximum Dexterity bonus, arcane spell fail-
taken into an area of magical darkness does not function. ure chance, or speed reduction.
Arcane Material Component: A firefly or a piece of Focus: Astrip of leather.
phosphorescent moss.
d20MOOERf\J
c~n be as general or as detailed as desired, although only
mage Hand
Transmutat1on visual and audible triggers can be used, such as the follow-
level: Mage O: Components: V, S; Casting Time: Attack ing: "Speak only when a venerable female human carrying a
action, Range: Close (25 ft. • 5 ft.12 levels}: Target Non- sack sits cross-legged within l foot of this location." Triggers
~ag1cal. unattended object we1gh1ng up to 5 lb., Dura-
react to what appears to be the case. Disguises and illusions
tion: Concentration: Saving Throw: None; Spell can fool them. Normal darkness does not defeat a visual
Resistance: No trigger. but magical darkness or invisibility does. Silent
movement or magical silence defeats an audible trigger.
You point your finger at an object and can lift it and move Audible triggers can be keyed to general types of noises
it at will from a distance. As a move action. you can move (footsteps. metal clanking) or to a specific noise or spoken
the object up to 15 feet in any d1rect1on, though the spell word (when a pin drops, when anyone says "Boo"). Actions
ends if the distance between you and the object ever can serve as triggers if they are visible or audible. For exam-
exceeds the spell's range. ple, "Speak when any creature touches the statue" is an
acceptable command if the creature is visible. A magic
magic ffiissile mourh cannot distinguish allegiance. level, HD. or class
Evocation (Force] except by external garb.
Level: Mage 1; Components: V, S; Casting Time: Attack The range llmit of a trigger is 15 feet per caster level. so a
action; .Range: Medium (100 ft. +10 ft./level): Targets: 6th·level caster can command a magic mouth to respond
Up to five creatures. no two of which can be more than to triggers up to 90 feet away. Regardless of range, the
mouth ~an respond only to visible or audible triggers and
15 ft. apart; Duration: Instantaneous. Saving Throw:
None; Spell Resistance: Yes actions m line of sight or within hearing distance.
Material Component: Asmall bit of honeycomb and a
~ missile of magteal energy darts forth from your tinger-
small quanmy of jade dust (purchase DC 12).
t1p and unerringly strikes its target dealing ld4+l points of
damage magic Weapon
The missile strikes unerringly. even 1f the target is in Transmutation
melee or has anything less than total cover or concealment Leve~: Acolyte l, Mage 1; Components: V, 5, OF; Casting
Specific parts of a creature can't be singled out. Inanimate Time: Attack action; Range: Touch: Target: Weapon
objects are not damaged by the spell touched; Duration:1minute/level: Saving Throw: Will
For every two levels of experience past 1st. you gain an negates (harmless, object); Spell Resistance: Yes (harm-
additional missile. You have two at 3rd level. three- at Sth less. object)
level, four at 7th level, and the maximum of five missiles at
9t~ level If you shoot multiple missiles. you can have them
Magic weapon gives a weapon a +l enhancement bonus on
strike a single creature or several creatures. Asingle missile attack and damage rolls.
can strike only one creature You must designate targets You can't cast this spell on a natural weapon, such as an
before you roll for spell resistance or roll damage. unarmed strike.
This spell imbues the chosen object or creature with an Positi.ve energy spreads out in all directions from the point
enchanted mouth that suddenly appears and speaks its of ong1n. curing 1d8 points of damage +1 point per caster
message the next time a specified event occurs The mes- level to nearby living allies.
sage, which must be twenty-five or fewer words long, can Like other cure spells. mass cure light wounds deals
-
be in any language known by you and can be delivered over damage to undead in its area rather than curing them.
a period of 10 minutes. The mouth cannot speak verbal
components. use command words. or activate magical mass lnrlict ~ight Wounds
effects. It does, however. move: if 1t were placed upon a
statue. the mouth of the statue would move and appear to
Necromancy
level: Acolyte S. Components: V, S: Casting Time: Attack
action: Range: Close (25 ft. +5ft.11 levels); Target: One
r
=i
-
speak. Of course. magic mouth can be placed upon a tree.
rock. or any other object or creature creature/le.el. no two of which can be more than 30 ft
The spell functions when specific conditions are fulfilled apart: Duration: Instantaneous: Saving Throw: Will half
according to your command as set in the spell Commands (harmless) Spell Resistance: Yes (harmless)
a20 MODERN
Negative energy spreads out in all directions from the point Oeutrali2e Poison
of origin. dealing ld8 points of damage +1 point per caster Conjuration (Healing)
level to nearby living enemies. Levet: Acolyte 4: C-0mponents: V, S. M/DF: Casting Time:
Like other inflict spells. mass inflict light wounds heals Attack action: Range: Touch; Target: Creature or object
undead in its area rather than damaging them. of up to 1 cu. ft/level touched: Duration: 10
minutes/level: Saving Throw: Will negates (harmless.
message object); Spell Resistance: Yes (harmless, object)
Transmutation [Language-Dependent]
Level: Mage O: Components: V, S, F; Casting Time: Attack You detoxify any sort of venom in the creature or object
action; Range: Medium (100 ft. + 10 ft/level): Targets: touched. Apoisoned creature suffers no additional damage or
One creature/level; Duration: 10 minutes/level; Saving effects from the poison, and any temporary effects are ended.
Throw: None: Spell Resistance: No but the spell does not reverse instantaneous effem. such as
hit point damage. temporary ability damage. or effects that
Y~u c~n whisper messages and receive whispered replies don·~ go away on their own. For example. if a poison has dealt
with httle chance of being overheard. You point your finger 3 points of temporary Constitution damage to a character and
at each creature to be included In the spell effect. When threatens to deal more damage later. this spell prevents the
you whisper. the whispered message Is audible to all of the future damage but does not repair the damage already done.
targeted creatures who are within range. Magical silence, 1 ~he creature ~s immune to any poison it is exposed to
foot of stone, 1 Inch of common metal (or a thin sheet of during the duration of the spell. Unlike with delay poison.
lead), or 3 feet of wood or dirt blocks the spell. The mes- such effects aren't postponed until after the duration-the
sage, _however. does not have to travel in a straight line. It creature is simply immune to all poison effects for the
can circumvent a barrier if there is an open path between length of the spell.
you and the subject, and the path's entire length lies within This spell can instead neutralize the poison in a poison·
the spell's range. The creatures who receive the message can ous creature or object for the duration of the spell. at the
whisper a reply that you hear. The spell transmits sound. not caster's option.
meaning. It doesn't transcend language barriers. Arcane Material Component. A bit of charcoal.
Focus: A short piece of copper wire.
Passwall
minor Globeof lnuulnerability Transmutation
Abjuration Level: Mage 5: Components: V. S, M; Casting Time: Attack
Level: Mage 4; Components: V. S, M. Casting Time: Attack action; Range: Close (25 ft.+ 5ft./2 levels); Effect: S·ft.-
acti.on: Range: 10 ft.; Area: 10-ft.-radius spherical ema- by-8 ft. opening, 1ft/level deep; Duration: Ihour/level
nation. centered on you: Duration: 1 round/level· (D): Saving Throw: None; Spell Resistance: No
Saving Throw: None; Spell Resistance: No '
You create a passage through wooden. plaster, or stone
An immobile, faintly shimmering magical sphere surrounds walls, but not through metal or other harder materials. If
you and excludes all spell effects of 3rd level and lower. The the wall's thickness is more than 1foot per caster level, then
area or effect of any such spells does not include the area of a single passwall simply makes a niche or short tunnel. Sev-
the minor globe of invulnerability. Such spells fail to eral passwal/ spells can then form a continuing passage to
-~--- affect any target located within the globe. This includes breach vety thick walls. When passwal/ ends, creatures
spell-like abilities and spells or spell-like effects from within the passage are ejected out the nearest exit. If some-
objects. However, any type of spell can be cast through or one dispels the passwall or you dismiss it, creatures in the
out of the magical globe. Spells of 4th level and higher are passage are ejected out the far exit if there 1s one or out the
not affected by the globe. The globe can be brought down sole exit if there is only one.
by a targeted dispel magic spell, but not by an area dispel Material Component: A pinch of sesame seeds.
magic. You can leave and return to the globe without
penalty. Phantom Watchdog
Note that spell effects are not disrupted unless their Conjuration (Creation)
effects enter t.he globe1 and even then they are merely sup- Level: Mage S; Components: V,S, M; Casting Time: Attack
pressed, not dispelled. For example, a caster standing in the action; Range: Close (25 ft.+ 5 ft.12 levcls); Effect: Phan-
area of a light spell would still receive sufficient light for tom watchdog; Duration: 1 hour/caster level or until
v1s1on, even though that part of the light spell volume in discharged, then 1 round/caster level: Saving Throw:
the globe would not be luminous. None; Spell Resistance: No
If a given spell has more than one level depending on
which character class is casting it. use the level appropriate You conjure up a spectral watchdog that 1s invisible to
to the caster to determine whether minor globe of invu/- everyone but yourself. It then guards the area where 1t was
nerabi/1ty stops it. conjured. The phantom watchdog immediately starts
Material Component Aglass or crystal bead that shat- b~rki.ng loudly if a.ny Small or larger creature approaches
ters at the end of the duration. within 30 feet of 1t. (Those already within 30 feet of the
hound when it Is con1ured may move about mthe area.
but if they leave and return. they activate the bark-
ing.) The hound sees invisible creatures but does not
perceive illusions. It 1s stationary.
If an intruder approaches to within Sfeet of the
watchdog. the dog stops barking and delivers a
vicious bite (+10 bonus on its attack roll. 2d6..3
points of piercing damage) once per round.
The dog also gets the bonuses approp11ate
to an invisible creature (For most defend
ers. the invisible creature gets a •2 bonus
on attack rolls and the defender loses
any Dexterity bonus to Defense.) The
dog 1s considered to have readied an
action to bite an intruder. so it
delivers its first bite on the in-
truder's turn. Its bite is the equivalent
of a +J weapon for purposes of damage reduction.
The hound cannot be attacked, but it can be dispelled.
The spell lasts for l hour per caster level, but once the
hound begins. barking, it lasts for only l round per caster
level If you are ever more than 100 feet distant from the Phantom w• tchdog
watchdog, the spell ends.
Material Component A tiny silver whistle. a piece of
bone. and a thread (purchase DC 3for the lot)
Duration: 1hour Saving Throw: See text; Spell Resis-
Power Device tance: No
Transmutation
Level: Mage l Components: V. S: Casting Time: Attack Prestid1g1tat1ons are minor tricks that novice spellcasters use
action· Range: Touch: Effect: POVYers one electflcal_or for practice. Once case rhe prestidigitation spell enables
mechanical devtCe: Duration: 10 minutes/level; Saving
you to perform simple magical e~~s. for l ho~r. ~he
Throw: None: Spell Resistance: No effects are mmor and have severe lirn1tat1on.s. Prest1d1g1ta-
tions can slowly lrfr l pound of material. They can color,
This spell provides power to an electrical or mechanical dean or so1l 1terns 1n a Hoot cube each round They can
device that does not have a power source but is otherwise chill. warm. or flavor 1 pound of nonliving material. They
functional. For example, you can make a notebook com- cannot deal damage or affect the concentration of spell-
puter work even if its batteries are de~d, or make a ~r run casters. Prest1dig1tation can create small objects. but they
even If tt is out of gas. The device functions exactly as 1t nor- look crude and artificial. The materials created by a pres-
mally would if it had conventional power. tidigitation spell are extremely fragile. and th.ey cannot be
This spell can affect any household or handheld device. used as tools. weapons. or spell component~ Finally, a pres- ---~
scratch-built robot. or general-purpose vehicle. Larger or tidigitation spell lacks the power to duphcate any other
more Intricate devices cannot be powered with this spell. spell effects. Any actual change to an object (beyond just
moving cleaning, or soiling it) persists only 1hour.
Prayer Characters typically use prestidigitations to impress
Conjuration (Creation) . . common folk. amuse children. and brighten dreary lives.
Level: Acolyte 3; Components: V, S. OF: Casting Time: Common tricks with prestidigitations include producing
Attack action: Range: 30 ft: Area: All allies and foes tinklings of music. brightening faded flowers, creatmg
within a 30 ft-radius burst centered on you: Dura- glowing balls that float over your hand. generating puffs of
tion: l round/level; Saving Throw: None; Spell wind to flicker candles, spicing up aromas and flavors of
Resistance: Yes bland food. and makmg httle whirlwinds to sweep dust
under rugs.
You bring special favor upon yourself and your all~es w~1le
bringing disfavor to your enemies. You and your alhes gam a Protection from Arrows/Bullets
+1 luck bonus on attack rolls. weapon damage rolls. saves,
Ab1urat1on
and skill checks, while foes take a -1 penalty on such rolls. Level: Mage 2: Components: V, S. F: Casting Time: Attack
action: Range: Touch: Target: Creature touched. Dura-
Prestidigitation tion: 10 minutes/level or until discharged: Saving
Universal Throw: Will negates (harmless); Spell Resistance: Yes
Level: Mage O; Components: V. S: Casting Time: Attack (harmless)
action: Range: 10 ft.; Target, Effect, or Area: See text:
d20MODER~
The warded creature gains resistance to ranged weapons Strength and Dexterity and can't run or charge. This spell has
that fire arrows,. bullets, or crossbow bolts. The subject gains no effect on a creature who is already fatigued.
damage reduction 10/+1against those ranged weapons. The Material Component: Adrop of sweat (no cost).
damage reduction increases with the caster level to 10/+2
at 5th and 10/+3 at 10th. Once the spell has prevented a Read ffiagic
total of 10 points of damage per caster level {maximum 100 Universal
points), it is discharged. Level: Acolyte 0, Mage 0; Components: V, S, F; Casting
Focus: Apiece of shell from a tortoise or a turtle. Time: Attack action; Range: Personal; Target: You:
Duration: 10 minutes/level
Raise Dead
Conjuration (Healing) Ey means of read magic, you can read magical inscriptions
Level: Acolyte 5: Components: V. S, M. DF: Casting Time: l on objects-books, scrolls, weapons, and the like- t hat
minute; Range: Touch: Target: Dead creature touched: would otherwise be unintelligible. This deciphering does
Duration: Instantaneous; Saving Throw: None (see not invoke the magic Contained in the writing. Furthermore.
text)i Spell Resistance: Yes (harmless) once the spell is cast and you have read the magical inscrip-
tion. you are thereafter able to read that particular writing
The Acolyte restores life to a deceased creature. The without recourse to the use of read magic. You can read at
Acolyte can raise creatures who have been dead up to one the rate of one page (250 words) per minute.
day per caster level. Focus: Aclear crystal prism or geode.
Raise dead cures hit point damage up to a total of 1hit
point per Hit Die. Any abHity scores damaged to 0 are raised Remoue Curse
to l. Normal po.ison and normal disease are cured in the Abjuration
process of raising.the subject, but magical diseases (such as Level: Acolyte 3. Mage 4: Components: V, S: Casting Time:
mummy rot) and curses (such as lycanthropy) are not Attack action: Range: Touch; Target: Creature or item
undone. While the spell closes mortal wounds and repairs touched: Duration: Instantaneous: Saving Throw: Will
lethal damage of most kinds. the body of the creature to be negates (harmless): Spell Resistance: Yes (harmless}
raised must be whole. Otherwise, missing parts are still
missing when the creature is brought back to life. None of Remove curse instantaneously removes any curses on a
the dead creature's equipment or possessions are affected in creature, such as lycanthropy. Certain special curses may not
any way by this spell. be countered by this spell or may be countered only by a
Acreature who has been turned into an undead creature caster of a certain level or higher.
(such as by the Lise of the animate dead spell) can't be Remove curse counters bestow curse.
raised by this spell. Constructs. elementals, outsiders. and
undead creatures can't be raised. The spell cannot bring Remove Disease
back a creature who has died of old age. Conjuration (Healing)
Corning back from the dead is an ordeal. The subject of Level: Acolyte 3: Components: V, S: Casting Time: Attack
the spell loses one level when it is raised, just as if it had lost action: Range: Touch; Target: Creature touched; Dura-
____
,
a level to an energy-draining creature (such as a vampire).
This level loss cannot be repaired by any spell. If the subject
is 1st level, it loses l point of Constitution instead. Acharac-
ter who died with spells prepared has a 50% chance of
tion: Instantaneous: Saving Throw: Fortitude negates
(harmless): Spell Resistance: Yes (harmless)
A purple ray projects from your pointing finger. You must You instill courage in the subject. granting the creature a +4
succeed at a ranged touch attack with the ray to strike a morale bonus against fear effects for 10 minutes. If the sub-
target. The subject is immediately fatigued for the spe!l's ject is soffering from a fear effect when receiving the spell,
duration. A fatigued character suffers a -2 penalty to il gets a new save with a +4 morale bonus.
Remove fear counters and dispels cause fear.
Remove Paralysis Restoration .cures all temporary ability damage and
Conjuration (Healing) restores all points permanently drained from a single ability
level: .Acolyte 2; Components: V. S; Casting Time: Attack score (caster's choice if more than one score is drained). This
action; Range: Close (25 ft. 1 5 ft./2 levels); Targets: Up spell also dispels negative levels and restores one experi-
to four creatures, no two of which can be more than 30 ence level to a creature who has had a level drained (such as
ft. aparr; Duration: Instantaneous; Saving Throw: Will by a vampire}. TI1e drained level is restored only if the time
negates (harmless); Spell Resistance: Yes {harmless) since the creature lost the level is equal to or less than one
day per caster level.
You can frre one or more creatures from the effects of any Restoration does not restore level loss or Constitution
lemporary paralysis or relc11ed magK. including a hold spell point loss as a result or bf>ing raised from the dead.
or.a ~low spell. If the spell ls cast on one creature, the paral- Material ComponPnt: Diamond dust (purchase DC 20)
ysis is negdled. If ca~t on lwo creatures, each receives that is sprinkled over the target.
another save with a •A resistance bonus against the effect
that afflicts it. If cast on three or four creatures each Searing Light
receives another save with a • 2 resistance bonus. ' Evocation
The spell does not restore ability scores reduced by Level: .Acolyte 3: Components: V, S; Casting Time: Attack
penalties, damage, or lo~s. action; Ran.ge: Medium (100 ft. • 10 ft./level); Effect:
Ray; Duration: Instantaneous: Saving Throw: None;
Resist Energy Spell Resistance: Yes
Abjuration
level: Arnlyte 2. Mage }; Components: V. 5 OF: Casting Focusing holy power like a ray of the sun, you project a blast
Time: Attack action: Range: !ouch: Target: Creature of light from your open palm. You 11Mt succeed al a ranged
touched: Duration: 10 minutes/level: Saving Throw: touch attack to strike your target. Acreature struck by this
rorl1tude negates (harmless): Spell Resistance: Yes ray of light takes 1d8 point~ of damage per two caster levels
(harmle\s) (maximum Sd8). Undead creature~ take ld6 points of
damage per caster level (rnaxirmun 10d6), and undead crea-
This abjuration grants a creature limited protection to damage tures particularly vulnerable to sunlight, such as vampires,
from whichever one of five energy types you select acid. take 1d8 points of damage per caster level (maximum 10d8).
cold, electricity, fire, or sonic/concussion. l he creature gains Constructs and Inanimate objects take only ld6 points of
energy resistance 10 against the energy type chosen. meaning damage per two caster levels (maximum ~d6).
that C?ach time the creature Is subjected to such damage
(whether from a natural or magical source). that damage is See Invisibility
Divination
reduced by 10 points before being applied to the creature's hit
points. Ihe value of the energy resistance granted increases Level: Mage 2; Components: V, 5, M; Casting Time: Attack
by 5 points for every three caster levels ilbove 3rd. The spell action; Range: Medium (100 ft. i 10 ft/ level): Area:
protects the recipient's equipment as well. Cone; Duration: 10 minutes/level (D); Saving Throw:
Resist energy absorbs only damage. The character could None; Spell Resistance: No
still suffer unfortunate side effects. such as drowning in acid
(since drowning damage comes from lack of oxygen) or You see any objects or beings that are Invisible as If they
becoming encased in ice. were normally visible
The spell does not reveal the method used to obtain _ _ _.....
Resistance invisibility. It does not reveal Illusions or enable you to see
Abjuration through opaque objects. It does not reveal creatures who
l evel: Acolyte O. Mage 0; Components: V, S, WDF; Cast- are simply hiding, concealed, or otherwi~e hard to see.
Marena/ Components. A pinch of talc and a small
ing Time: Attack action; Range: Touch: Target: Creature
touched; Duration: I minute; Saving Throw: Will sprinkling of powdered silver (purchase DC 7).
negates (harmless); Spell Resistance: Yes (harmless)
Shield
You imbue the subject with magical energy that protects Abjuration [Force]
her from harm. granting her a 1l resistance bonus on saving Level: Mage 1; Components: V. S; Casting Time: Attack
throws. action; Range: Personal; Target: You; Duration: 1
Arcane Matenal Component Amultiple vitamin pill.
minute/level {D)
Status \)
Divination ~
Level: Acolyte 3; Components: V,S; Casting Time: Attack
action; Range: Touch; Targets: One creature
touched/three levels; Duration: 1 hour/level;
Saving Throw: Will negates (harmless); Spell
Resistance: Yes (harmless)
Web
Conjuration (Creation) psmmc POUJ&Bs
Level: Mage 2; Components: V, S, M; Casting Time: Attack The Telepath and Battle Mind advanced classes, as
action; Range: Medium (100 ft. + 10 ft/level); Effect: described in Chapter Nine: Campaign Models, manifest psi-
Webs in a 20-ft.-radius spread; Duration: 10 minutes/ onic powers. Acampaign that Includes psionic powers must
level; Saving Throw: Reflex negates (see text}; Spell use this FX rules system.
Resistance: Yes A psionic power is a one time psionic effect manifested
by a psionic character (Telepath or Battle Mind} or creature.
The web spell creates a many- layered mass of strong, sticky Psionic powers require power points to use, although natu-
strands. These strands trap those caught in them. The strands rally psionic creatures can manifest their powers a certain
are similar to spider webs but far larger and tougher. These number of times per day with no power point cost.
masses must be anchored to two or more solid and diamet· Each psionic power is tied to a specific ability. which is
rically opposed points-floor and ceiling, opposite walls, and the key ability for that psionic power. Apsionic character
so forth or else the web collapses upon itself and disap- must have a key ability score equal to at least 10 + the
pears. Creatures caught within a web or simply touching its power's level to manifest a particular power.
strands become entangled among the gluey fibers. Unlike arcane spellcasters. psionic characters don't have
An entangled creature takes a -2 penalty on attack rolls. spellbooks and they don't prepare their powers ahead of
takes a -4 penalty to effective Dexterity. and can't move. An tirne. Apsionic character's level limits the number of power
entangled character who attempts to casl a spell must points available for manifesting powers. A psionic character
-~---
make a Concentration check {DC 15) or lose the spell. has a set number of powers available that he may manifest
Anyone in the effects area when the spell is cast must at will, provided he has sufficient power points to pay for
make a Reflex save. If this save succeeds. the creature is not the manifestation.
stuck in the webs and is free to act. though moving may be A power manifests when the psionic character pays
a problem (see below). If the save fails, the creature is its power point cost. The character pays the cost, and the
stuck. Astuck creature can break loose by spending 1round power manifests immediately.
and succeeding on a Strength check (DC 20} or an Escape Psionic powers don't require special gestures, words. or
Artist check {DC 25} Once loose (either by making the ini- materials. They operate as thoughts made manifest. Most
tial Reflex save or a later Strength check or Escape Artist powers do have a noticeable display associated with their
check). a creature may progress through the web very use, however.
slowly. Each round devoted to moving allows the creature
to make a new Strength check or Escape Artist check. The
creature moves S feet for each full S points by which the ffianifesting aPower
check result exceeds 10. The Telepath and Battle Mind advanced classes describe
The web provides one-quarter cover for every 5 feet of how many powers each class knows by level, as well as how
the substance between you and an opponent-one-half many power points they have available each day. (See the
cover for 10 feet of web. three-quarters for 15 feet. and total class descriptions in Chapter Nine: Campaign Models.)
cover for 20 feet or more. (See Table 5-6: Cover. page 145.) To manifest a power. a character selects one power that
The strands of a web spell are flammable. Any fire can set he or she knows and pays the power point cost.
them alight and burn away 5square feet in 1round. All crea-
Power Points Display
A power's cost Is determined by its level. as shown below. When psionic powers manifest, secondary displays usually
Every power's cost is also noted in its description for easy accompany the primary effect. The psionic display may be
reference. auditory (Au). material (Ma), mental (Me). olfactory (01}, or
visual (Vi). Each power describes the sort of display that
Power Level 0 l 3 4 5 accompanies it.
Power point cost 011• 3 S 7 9
~ psionic dldrdcter tdn manlfosl any 0-1~1 power he knows a num- manifestation Time
ber of times per day equal to 3 • his psionic level: additional manifes- Manifesting a psionic power is either an attack action or a
tations cost I power point each.
full-round action, depending on the power. See the power
descriptions for details.
Each day. a psionic character gets an allocation of power
points based on his or her level. The character must rest for Range
8 hours and then spend 15 minutes meditating to recharge Each psionic pO\lv'er has a range. as listed in the power
his mind with power points. Without such a period of rest description. A power's range is the maximum distance from
and refreshment. the psionic character doesn't regain power the psionic character that the power's effect can occur. The
points that were previously used. /\ pslonic character can range categories are the same as the ones used for spells.
only refresh his or her power points once every 24 hours.
Target. Effect. Area
These terms are defined and used the same as they are for
How to Read a Power Description spells.
In most significant respects, manifesting a psionic power
follows the same rules as casting a spell. The differences
between a power description and a spell description are
Saving Throw
Most harmful powers allow an affected target a saving
summarized in this section. See How to Read a Spell
throw to avoid some or all of the effect Each power lists
Description. starting on page 329. for information that is the
which saving throw type applies. TI1e DC for asaving throw
same for both psionic powers and spells.
to resist a power is 10 +the power's level +the psionic char-
acters key ability modifier. The terms used to define the
Key Ability various types of saving throws and results are the same as
The first line beneath the power's name provides the key
for spells.
ability associated with the power. A psionic character must
have a score 1n this ability equal to at least 10 +the power's
level in order to manifest the power. For example, aura sight
Power Resistance
Power resistance is a special defensive ability that protects
is a 4th-level power and its key ability is Wisdom; thus, a
against psionic powers. If a psionic character faces a crea-
Telepath must have a Wisdom score of 14 or higher to use
ture with power resistance. he must make a level check
this power.
(ld20 + psionic character's class level) equal to or greater
than the creature's power resistance for the power to
Descriptors affect it.
Descriptors are a way of classifying powers that have some
Each power description includes an entry that indicates
common characteristic. Descriptors are often useful for
whether power resistance applies to the power (if so. Yes; if - - - - -
knowing which creatures are or are not affected by apower.
not No). Other details are the same as for spell resistance.
For instance. finger of fire and whitefire both carry the fire
descriptor, meaning that they affect any target that is not
immune or resistant to fire effects. Likewise. electric
Power Point Cost
All powers of a certain level have the same power point
charge and lightning strike both carry the electricity
cost. The point cost to manifest a particular power is also
descriptor. meaning that they are effective against any
provided iri that power's description.
target that can be damaged by electricity effects.
A power's descriptors (if any) appear in brackets on the
line containing the key ability. Descriptors used for the
Descriptive TeHt
A power'sdescriptive text explains how the power works or
powers in this book include compulsion, electricity, fire. lan-
what it does.
guage-dependent, and mind-affecting.
The target's higher mind is locked away. He stands mentally This power enables you to concentrate on some locale and
paralyzed. unable to take any actions. The brain locked hear or see (your choice) almost as if you were there. Dis-
subject is not stunned (so attackers get no special advan- tance is not a factor, but the locale must be known-either
tage). He can defend himself against physical attacks {Dex- a place familiar to you or an obvious place (such as behind
,____ terity bonus to Defense still applies), but otherwise can't a door or around a corner).
move, and can't use psionic powers.
Abrain rocked flyer can't flap its wings and fa lls. Aswim- Claws of the Bear
mer can't swim and may drown. Strength
-
Level: Battle Mind 2; Display: Visual, Material; Manifesta·
Burst tion Time: Attack action; Range: Persona I; Target: You:
Dexterity Duration: l hour/level; Power Points: 3
Level: Telepath O; Display: Audible; Manifestation Time:
See text; Range: Close (25 ft. + 5 ft./2 levels); Target: Your forearms lengthen, your hands broacfien into wide
One living creature; Duration: 1 round; Power Point paws, and you grow sicklelike bear claws 011 both hands.
Cost: 1 The power grants grants you a claw attack (which does not
provoke attacks of opportunity) that deals ldl2 points of
The target receives a burst of speed. increasing his base stashing damage (plus Strength modifier). You are consid-
speed by +10 feet on his nex.t turn. ered armed. You cannot grasp or manipulate objects
You can manifestthis power instantly on yourse lf, gaining (including weapons) as long as this power remains in effect.
the benefit of the speed increase in the same round. Mani- You can use this power in conjunction with feats, powers,
festing the power is a free action. If manifested oo another or spells allowing additional attacks on your turn, and it
creature, the manifestation time is an attack action. can be used with multiple attacks gained through level
advancement.
lL
d20M DERN
Saving Throw: None: Power Resistance: No: Power
Combat Pocus Point Cost: 1
Wisdom
Level: Battle Mind 2: Display: Visual: Manifestation Time: You telelcinetically animate an inanimate object. making it
1 minute; Range: Personal: Target: You: Duration: 1 move under your control. The controlled object moves like
hour: Saving Throw: None. Power Resistance: No: a puppet. with Jerky and clumsy movements The object can
Power Point Cost: 3 move at a speed of 10 feet. A controlled object can make a
slam attack with an attack bonus of •0. dealing ld4 points of
Your aware~s extends a fraction of a second into the future bludgeoning damage
allowing you ro better anticipate the actions of others. Y~
gain a +4 insight bonus on your next init1at1ve check. provided Darkuision
you make that check before the duration expires. Wisdom
Level: Bartle Mind 2: Display: Visual: Manifestation Time:
Combat Precognition Attack action; Range: Touch: Target: Individual
Wisdom touched: Duration: 1hour/level; Saving Throw: None;
Level: Battle Mind 1: Display: Visual. Material: Manifesta- Power Resistance: Yes; Power Point Cost: 3
tion T.ime: Attack action: Range: Personal: Target: You;
Duration:1hour/level (D): Saving Throw: None; Power The target gains the ability to see 60 feet even in total
Resistance: No; Power Point Cost: 1 darkne~s. T~is provides black-and-white vision only. but is
?therw1se like normal sight and it doesn't allow you to see
Your awareness extends a fraction of a second into the mmagical darkness (if such a thing exists in your campaign).
future. allowing you to better evade an opponent's attacks.
You galn a +1 insight bonus to Defense If you are caught Oa2e
Oat-footed. th is bonus to Defense doesn't apply. Charisma [Compulsion. Mmd-Affecting]
Level: Telepath 0; Display: Mental, Material: Manifesta-
Combat Prescience tion Time: Attack action: Range: Close (2S ft. + S ft.12
Wisdom levels): Target: One person; Duration: 1round, Saving
Level: Battle Mind 2: Display: Visua . Manifestation rrme: Throw: W 11 negates: Power Resistance: Yes: Power
Attack action: Range: Personal Target: You: Duration:1 Point Cost: 1
minute/level (D); Saving Throw: None Power Resis-
tance: No: Power Point Cost: 3 This power clouds the mind of a Medium-size or smaller
target so that he takes no actions. Creatures of Sor more HD
Your awareness extends a fraction of a second into the or levels are not affected The dazed subject 1s not stunned
future. allowing you to better ~and attacks against your (so ~ttackers get no special advantage against him). bot he
opponent. You gain a +2 insight bonus on your attack rolls cant move. use psionlc powers. cast spells, and so on.
for the duration of the power.
Detect Psionics
Concussion Wisdom
Constitution Level: Telepath O/Battle Mind 0: Display: Visual, Audible:
Level: Battle Mind 2: Display: Audible; Manifestation Manifestation Time: Attack action; Range: 60 ft.:
Time: Attack action: Range: Medium 000 ft. + 10 h./ Area: Quarter-circle emanating from you to the extreme - - - -
level): Target: One individual: Duration: Instantaneous; of the range: Duration: Concentration. up to 1minute/
Saving Throw: Fortitude half. Power Resistance: Yes: level (D): Saving Throw: None: Power Resistance: No;
Power Point Cost: 3 Power Point Cost: 1
A target you select 1s pummeled with telekinetic force You detect psionic auras. The amount of information
for 3d6 points of damage. You may choose to have the revealed depends on how long you study a particular area
power deal only nonlethal damage instead of lethal or sub1ect.
damage. lst Round Presence or absence of psionic auras.
Concussion always affects a target within range that you lnd Round Number of different ps1onic auras and the
can see. even 1f the subject is in melee or has partial cover strength of the strongest aura.
or concealment Inanimate objects (doors. walls. locks. and 3rd Round The strength and location of each aura. If
so on) can't be damaged by this power. the items or creatures bearing the auras are in line of
sight. you can make Psicraft checks to determine the dis-
Control Object cipline involved in each. {Make one check per aura; DC 15
-
Constitution + power level. or 15 + half manifester level for a non-
Level: Telepath 1; Display: Material: Manifestation Time: power effect.)
Attack action: Range: Medium !100 ft. + 10 ft/level): Psion.ic areas. multiple disciplines, or strong local psionic
Target: One unattended obJect weighing up to 100 emanations may confuse or conceal weaker auras.
pounds: Duration: Concentration. up to l round/level:
20MODERN
Aura Strength: An aura's psionic power and strength up to l minute/level (D); Saving Throw: Will negates;
depend on a power's functioning power level or an item's Power Resistance: Yes; Power Point Cost: 1
manifester level.
You cause your target's mind to wander, distracting her. Sub-
jects of distract make all Listen, Spot, Search, and Sense
Motive checks at a -1 penalty.
Domination
Charisma [Compulsion, Mind-Affecting]
Level: Telepath 4; Display: Mental; Manifestation Time:
If an aura falls into more than one category (for instance, if Attack action; Range: Medium (100 ft. 1· lO ft/level);
a functioning power and a pslonic item are in the same Target: One Medium-size or smaller.creature; Duration:
place and each emits an aura), detect psionics indicates the l day/level; Saving Throw: Will negates; Power Resis-
stronger of the two. tance: Yes; Power Point Cost: 7
Length Aura Lingers: How long the aura lingers after t he
source has vacated the area depends on the aura's original You can control the actions of a Medium-size or- smaller
strength. creature. You establish a telepathic link with the target's
mind. If you and your subject share a common language, you
Original Aura Power can generally force the subject to perform as you desire,
Dim within the limits of his abilities, If no common language is
shared, you can only communicate basic commands, such as
"Come here," ''Go there:· "Fight;' "Stand still." and so on. You
know what the target is experiencing but do not receive
Each round, you can turn to detect things in anew area. You direct sensory input from him.
can tell the difference between magical and psionic auras. The target resists this control, and if forced to take an
The power can penetrate barriers, but l foot of stone, l inch action that goes against his nature he receives a new saving
of common metal, a thin sheet of lead, or 3 feet of wood or throw with a bonus of +1 to +4, depending on the type of
dirt blocks it action required. Obviously self-destructive orders are
ignored, regardless of the result of the saving throw.
Detect Thoughts Once control is established, the range at whi.ch it can be
Charisma [Mind-Affecting] exercised is unlimited. You need not see the target to con-
Level: Telepath 2; Display Visual, Mental; Manifestation trol him.
Time: Attack action; Range: 60 ft,; Area: Ql)arter-circle
emanating from you to the extreme of the range; Dura- &lectric Charge
tion: Concentration, up to l minute/level (D); Saving Intelligence (Electricity]
Throw: Will negates (see text); Power Resistance: No; Level: Battle Mind 2; Display: Visual (see text); Manifesta-
Power Point Cost: 3 tion Time: Attack action; Range: Touch; Effect: Shcxk~
ing damage: Duration: lnstantaneo1,1s; Saving Throw:
You detect surface thoughts. The amount of information None; Power Resistance: Yes; Power Point Cost: 3
revealed depends on how long you study a particular area
-
. · - - -- or subject. You create a static charge that deals 2d6 points of electric;al
1st Round: Presence or absence of thoughts (from con- damage with your shocking touch.
scious creatures with Intelligence scores of l or higher).
2nd Round: Number of thinking minds and the mental Palse Sensory Input
strength of each. Charisma [Mind-.L\ffecting]
3rd Round: Surface thoughts of any mind in the area. A Level: Telepath 3; Display: Mental; Manifestation Time:
target's Will save prevents you from reading its thoughts, Full-round action; Range; Long (400 ft. + 40 ft/level);
and you must manifest detect thoughts again to have Target: One living creature; Duration: Concentration,
another chance. Creatures of animal intelligence have up to l minute/level (D); Saving Throw: Will negates;
1
simple, instinctual thotJghts that you can pick up, . Power Resistance: Yes; Power Point Cost: 5
Each round, you can turn to detect thoughts in a new
area. The power can penetrate barriers, but l foot of stone, You have a limited ability to falsify one of the target's
1 inch of common metal, a thin sheet of lead, or 3 feet of senses. The subject thinks she sees, hears, smells, tastes, or
wood or dirt blocks it. feels something other than what her senses actui!lly report.
You can't fabricate a sensation where none exists, nor make
Distract the target completely oblivious to a sensation, but you can
Charisma [Mind-Affecting] falsify the specifics of one sensation for different specifics.
Level: Telepath 0; Display: Audible; Manifestation Time: For instance, you could make one human look like another
Attack actiori; Range: Close (25 ft. + 5 ft./2 levels); specific human, a closed door look like it is open, a vat of
Target: One living creature; Duration: Concentration, acid smell like rose water, a parrot look like abookend, stale
d20MODERt\J
food taste like fresh fruit. a light pat feel like a bullet
wound. a scream sound like the howling wind, and so on.
fire Storm
You can switch between senses you falsify round by round. Intelligence [Fire] .
You can't alter a sensation's "intensity" by more than 50%. Level: Battle Mind 4; Display: Visual (see text): Manifesta-
tion Time: Attack action; Range: Long (400 ft. + 40
While you might be able to make acidic fumes smell nice,
ft./ level); Area: 30-ft.·radius spread; Duration: Instan-
you can't get acid to taste like candy. If this power is used to
distract an enemy psionic character who is attempting to taneous; Saving Throw: Reflex half; Power Resistance:
manifest a power, the enemy must make a Concentration Yes: Power Point Cost: 7
check as if against a non damaging power (the DC equals
the distracting power's save DC • 3 in this case). You generate a storm of fire that fills an area yo~ design~te
with hellish, white-hot fury that deals Sd6 points of fire
far Hand damage to all creatures (you must be able to see the target
Consti tu ti on area or a portion of it). Unattended objects also take
Level: Telepath 0; Display: Visual; Manifestation Time: damage. .
Attack action: Range: Close (25 ft. + 5 ft/2 levels); This power sets fire to combustibles and damages obiects
in the area. It can melt metals with a low melting point, such
Target: An unattended object weighing up to 5 pounds:
Duration: Concentration; Saving Throw: None; Power as lead. gold, copper, silver, or bronze.
Resistance: No; Power Point Cost: 1
forcedmindlinll
Charisma
You can lift and move an ob1ecl at will from a distance.
After manifestation, as a move action you can move the Level: Telepath 4; Saving Throw: Will negates; Power
Resistance: Yes: Power Point Cost: 7
object up to 15 feet in any direction. The power ends if the
distance between you and the object ever exceeds the
power's range As lesser mind/ink, except you can attempt to create a
telepathic bond with an unwilling target. Even if you create
rar Punch a bond with an unwilling target it can still decide not to
"speak" with you through the telepathic bond.
Constitution
Level: Battle Mind O: Display: Visual. Mental; Manifesta-
tion Time: Attack action; Range: Close (25 ft + 5 ft./2
Greater Bioweapoo
levels): Target: One individual; Duration: Instantaneous; Strength . .
Saving Throw: None: Power Resistance: Yes; Power Level: Batlle Mind 4; Display: Visual, Marena!; Manifesta-
Point Cost: l tion Time: Attack action; Range: Personal; Target: You;
Duration: 4 rounds • l round/level; Power Point Cost: 7
You strike the target with a telekinetic punch that deals l point
You generate a powerful shaft of luminous biokinetic energy
of damage. Inanimate objects can't be damaged by this power.
that can be used as a melee weapon. It deals 2d8 points of
Pinger of Pire bludgeoning damage on a successful al tack.The.shaft main-
Intelligence [Firel tains its form for the duration or until you drop it (or other·
wise stop touching it with at least one hand). at which point
Level: Telepath O/Battle Mind O; Display: Visual (see text);
it dissipates.
Manifestation Time: Attack action: Range: Close (25 ft.
+ S ft.12 levels): Effect: Ray; Duration: Instantaneous; -"----·-,
Saving Throw: None: Power Resistance: Yes; Power
Inflict Pain
Point Cost: l Charisma [Mind-Affecting)
level: Telepath 2: Display: Audible; Manifestation Time:
Aray of flame proiects from your pointing finger. You must Attack action; Range: Long (400 ft • 40 ft/level);
succeed at a ranged touch attack to deal damage to a target. Target: One living creature; Duration: Concentration.
The flame deals ld3 points of fire damage. This flame isn't up to 5 rounds: Saving Throw: Will negates; Power
Resistance: Yes; Power Point Cost: 3
powerful enough to cause combustion.
fire Bolt You telepathically stab the target's mind. causing horrible
agony. The telepathic strike deals 3d6 points of damage.
Intelligence [Fire] . .
Level: Battle Mind l; Display: Visual (see text); Manifesta-
tion Time: Attack action; Range: 60 ft.; Effect: Bolt; Lesser Bioweapon
Duration: Instantaneous: Saving Throw: None; Power Strength . .
Resistance: Yes; Power Point Cost: 1 Level: Battle Mind l; Display: Visual, Material; Manifesta-
tion Time: Attack action; Range: Personal: Target: You:
A bolt of fire shoots from your outstretched finger. You Duration: 4 rounds+ 1rollnd/level; Power Point Cost: 1
must succeed at a ranged touch attack to deal damage to a
target. The bolt deals ld6+1 points of fire damage and the You generate a shaft of luminous bloklnetlc energy that can
target may catch on fire. be used as a melee weapon. it deals ld4 points of bludg-
eoning damage on a successful attack The shaft maintains
its form for the duration or until you drop it (or otherwise Lesser Domination
stop touching 1t with at least one hand). at which point it
Charisma [Compulsion. Mind-Affecting, Language-Depen-
dissipates.
dent]
Level: Telepath 3; Power Point Cost: 5
Lesser Body Adjustment
Strength As domination, except that if no common language is
Level: Telepath 1: Display: Audible, Material; Manifesta·
shared between you and the subject, the power does not
tion Time: Full round action: Range: Personal: Target
function.
You; Duration: Instantaneous: Power Point Cost: 1
Levitate
Dexterity
Level: lelepath 2: Display: Olfactory: Manifestation
Time: At tack action; Range: Personal or close (2) ft.+
) ft.12 levels): Target: You or one willing creature or
one object (total weight up to 100 lb./level): Dura-
tion: 10 minutes/level (D); Saving Throw: None;
Power Resistance: No: Power Point Cost: 3
Lightning Strihe
Intelligence [ElectricityJ
Level: Battle Mind 3: Display: Visual (see text): Mani-
festation Time: Attack action, Range: Medium (100 ft
+ 10 ft/level); Area: 30-~. radius; Duration: Instanta-
neous; Saving Throw: Reflex half: Power Resistance:
Yes: Power Point Cost: 5
n
r12nfVlODERN
You create an immense static charge that deals 3d6 points level: Saving Throw: Fortitude negates, Power Resis-
of electricity damage to all creatures within the area you tance: Yes: Power Point Cost: 9
designate (you must be able to see the target area or a por-
tion of it). All the target's memories and knowledge are accessible to
you, from memories deep below the surface to those still
mental Blast easily called to mind. You can learn the answer to one
Charisma question per round, to the best of the target's knowledge.
Level: Telepath 3; Display: Visual; Manifestation Time: You can also probe a sleeping target, though the target may
Attack action; Range: 60 ft.); Target: One living crea- make a Will save against the DC of the mind probe to
ture; Duration: Instantaneous; Saving Throw: Will wake after each question. Targets who do not wish to be
negates; Power Resistance: No; Power Point Cost: 5 probed can attempt to move beyond the power's range,
unless somehow hindered. You pose the questions tele-
You deliver a telepathic strike that stuns the target for 3d4 pathically, and the answers to those questions are imparted
rounds. directly to your mind. You and the target do not need to
speak the same language. though less intelligent creatures
metaphysical Weapon may yield up only appropriate visual images In answer to
Intelligence your questions,
Level: Battle Mind 3: Display: Visual (see text); Manifesta-
tion Time: Attack action; Range: Close (25 ft. + 5 ft.12 IIlissive
levels); Target: One weapon or SO projectiles (all of Charisma [Language-Dependent]
which must be in contact with each other at the time of Level: Telepath 0: Display: Visual; Manifestation Time:
manifestation); Duration: 1hour/level; Saving Throw: Attack action: Range: Close (25 ft + 5 ft./2 levels);
Will negates (harmless. obiect); Power Resistance: Yes Target: One living creature: Duration: Instantaneous;
(harmless, object); Power Points: 5 Saving Throw: Will negates; Power Resistance: Yes;
Power Point Cost: 1
A weapon gains a ~3 enhancement bonus on attack and
damage rolls. The enhanced weapon glows with pale silver You send a telepathic message of up to ten words to any
radiance (not sufficient to provide illumination). living creature within range. This is strictly a one-way
Alternatively, you can affect up to SO arrows. bolts, or exchange from you to the target. You must share a common
bullets. The projectiles must all be of the same type, and language for the communication to be meaningful.
they have to be together in one group (such as in the same
quiver or magazine). Projectiles (but not thrown weapons) natural Armor
lose their enhancement when used. Strength
Level: Battle Mind 4; Display: Olfactory, Material: Mani-
ffiind Darts festation Time: Attack action; Range: Personal; Target:
Intelligence You: Duration: l minute/level; Power Points: 7
Level: Battle Mind 3; Display: Visual (see text): Manifes-
tation Time: Attack action: Range: 30 ft.; Target: One Your skin grows thick ridges, providing a +4 natural armor
living creature: Duration: Instantaneous; Saving bonus to your Defense. Natural armor does not carry an
Throw: Reflex half; Power Resistance: Yes; Power armor penalty and does not reduce your speed. This power's
Point Cost: 5 effect does not stack with other natural armor bonuses. ____ ,
As lesser mind/ink, except you can link more than just You can use negare psionics to end ongoing powers that
yourself and one other creature. are manifested on a creature or object, to temporarily sup-
press the psionic abilities of a psionic item, or to end
ffiind Probe ongoing power (or at least their effects) within an area. A
Charisma negated power ends as if its duration had expired. Negate
Level: Telepath S: Display: Visual. Material, Audible: Manj- psionics can negate (but not counter) the ongoing effects
festation Time: l minute; Range: Close (25 ft. + 5 ft./2 of supernatural abilities as well as psionlc powers. Negate
levels); Target: One living creature: Duration: 1minute/ psionics affects spell-like abilities just as it affects powers
Ul
d20MODERN
(and spells). You can't use negore psionics t~ undo the
effects of any power with instantaneous duration. Power Resistance
You choose to use negate psionlcs in one of two ways: Wisdom
a targeted negation or an area negation: _ Level: Telepath 5; Display: Visual, Material; Manifestation
Targeted Negation: One object. creature, or power 1s Time: Attack action; Range: Touch; Target: Creature
the target of the power. You make a negation chec~ against touched: Duration: 1minute/level; Saving Throw: Will
the power or against each ongoing power currently rn effect negates; Power Resistance: Yes; Power Point Cost: 9
on the object or creature. A negation check is ld20 -t l per
manlfester level agarnst a DC of 11 • the manifester level of You grant the target power resistance equal to 12 + your
the power to be negated. Telepath level.
If the ob1ect that you target is a psionic item, you make
a negation check against the item's manifester level. If you Psychofeedback
succeed, all the item's psionic properties are suppressed for Strength
ld4 rounds, after which the item recovers on cts own. A Level: Battle Mind 4; Display: Visual; Manifestation Time:
suppressed Item becomes nonpsionic for the duration of Attack action; Range: Personal; Target: You; Duration: l
the effect. minute (D); Power Point Cost: 7
You automatically succeed on your negation check
against any power that you manifest yourself. You can use power points to boost your Strength, Dexter-
Area Negation: The power affects everything within a ity. arnd Constllution modifiers as a free action. While the
30-foot radius. duration lasts, you can use power points on a round-by-
For each creature that Is the target of one or more round basis to boost any or all of your physical ability score
powers, you make a negation check a~alnst the power ~ith modifiers (not the actual ability score) by a number equal
the highest manifester level. If that fails, you make n~at1on to half the power points you expend for that round as a
checks agarnst progressively weaker powers until you free action. For example, you can boost your Strength mod-
negate one power (which discharges ~he negate psionics ifier by a.s much as 8 points (if you spend 16 power poin!s}.
so far as that target is concerned) or fail all your checks. The Unless you again spend 16 power points the followrng
creature's psronic items are not affected. round, though, your Strength modifier returns to its normal
For each object that is the target of one or more powers, level. You could simultaneously boost two scores, or all
you make negation checks as with creatures. Psionic items three, as long as you pay the total power pornt cost. You
are not affected by area negations. don't have to boost an ability modifier every round to keep
For each ongoing power with an area centered within the the power in effect-as long as the duration lasts, you have
negate psionics target area. you make a negation check to the potential to boost your ability modifiers on any round
negate the power. _ you choose.
For each ongoing power whose area overlaps with that of
the negation. you make a negation check to end the effect, Sending
but only within the area of the negate psionics. Dexterity . . .
Level: Telepath 5; Display: Mental: Manifestation Time:
Object Reading Ful I-round action; Range: See text; Target: One crea-
Wisdom ture; Duration: 1 round; Saving Throw: None: Power
Level: Telepath I; Display: Audible, Material; Manifesta- Resistance: No; Power Point Cost: 9
;_""____ tion Time: Attack action; Range: Touch: Target: One
object; Duration: Concentration,up to 10 ~inutes/level You contact a particular individual with whom you are
(D); Saving Throw: None; Power Resistance: Yes; familiar and send a short message of twenty-five words or
Power Point Cost: 1 less. The target recognizes. you if it knows you. It can answer
in like manner immediate! y. The target Is not obliged to act
Objects accumulate psychic Impressions left by their previ- on the message In any way.
ous owners. which can be read by use of this power. The
amount of Information revealed depends on how long you Sensitivity to Psychic Impressions
study a particular object. Wisdom
1st Round: Last owner's gender. Level: Telepath 2; Display: Audible. Material. Manifesta-
2nd Round: Last owner's age. t ion Time: Attack action; Range: Close (25 ft. + 5 ft/2
3rd Round: Last owner's appearance. levels); Target: Area withrn a 25-ft. -t 5 ft.12 levels-radius
4th Round. Last owner's primary allegiance (if any). spread, centered on you: Duration: Concentration. up to
5th Round How last owner gained and lost the object. 10 minutes/level (D); Saving Throw: None; Power
6th• Round: Previous-to-last owner's gender. and so on. Resistance: No; Power Point Cost: 2
An object without any previous owners reveals no in.for-
mation. You can continue to run down the list of previous You gain historical vision in agiven location. Rooms, street.s.
owners and learn details about them as long as the power's tunnels, and other discrete locations accumulate psychic
duration lasts. If you read the same object again. you don't impressions left by powerful emotions exp~rienced in a
pick up where you left off in the list of previous owners. given area. These impressions offer you a picture of the
location's past.
rooMODERN
The types of events most likely to leave psychic impres- Tailoring a memory is tricky, because if it is not done right
sions are those that elicited strong emotions: battles and the target's mind recognizes it as false. Dissonance occurs if
betrayals marriages and murders. births and great pain. or you insert a memory that is out of context with the target's
any other event where one emotion dominates. E"eryday past expenence. For instance. you create a memory of the
occurrences leave no residue for you to detect target seeing you emerge from a specific bar in a specific
The v1s1on of the event is dreamlike and shadowy You do city three days ago. but in reality. the target was not in that
not gain special knowledge of those involved n the vision. city at that time. He gains a bonus of +1 to +4 on his saving
though you might be able to read large banners or other throw. depending on the magnitude of dissonance you
writing if they are in your language create by specifying an out-of·context memory. as deter-
You can sense one distinct event per round of concentra- mined by the GM In the above example, the target would
tion, if any exist at all. Your sensitivity extends into the past gain a +1 bonus on >iis Will save if he had been to the Ctty
a number of years equal to 100 x your level. sometime last week (just not three days ago) but would get
a +4 bonus if he had never been to that city. Likewise. insert·
Suggestion ing a memory of the target taking an action against his
Charisma (Compulsion. Mind-Affecting. Language-Oepen· nature grants a +1 to +4 bonus. depending on the type of
dent] memory inserted. Inserting a memory that couldn't possibly
level: Telepath 2; Display: Audible; Manifestation Time: be true causes the power to fail autornatlcaily, for example.
Attack action: Range: Close (25 ft... 5 ft.12 levels): a target's memory of committing suicide is obviously false.
Target: One living creature; Duration: 1hour/level or
until completed. Saving Throw: Will negates: Power TeleRinesis
Resistance: Yes; Power Point Cost: 3 Constitution
Level: Telepath 4: Display: Visual: Manifestation Time:
You influence the actions of the target by suggesting a Attack acuon. Range: Long {400 ft. T 40 ft./level):
course of act;on (limited to a sentence or two). The sugges- Target or Targets: See text; Duration: Concentration.
tion must be worded in such a manner as to make the action up to I round/level. or instantaneous (see text): Saving
sound reasonable. Asking che target to stab itself. throw Throw: Will negates (object) (see text); Power Resis-
itself out a window. immolate itself. or do some other obvi- tance: Yes (object) (see text); Power Point Cost: 7
ously harmful act automatically negates the effect of the
power. However. a suggestion that a vat of acid is actually You move ob1ects or creatures by concentrating on them.
pure water and that a quick dip WOl.i•d be refreshing is The power can provide either a gentle, sustained force or a
another matter Urging an attacking enemy agent to cease single short. violent thrust (marnfester's choice).
fire so that you and he may fight a common foe elsewhere Sustained Force: Asustained force moves a creature or
is likewise a reasonable use of the power. object we1gh1ng up to 25 pounds per manifester level up to
The suggested course of action can continue for the entire 20 feet per round. Acreature can negate the effect against
duration, such as in the case of the enemy agent mentioned itself or against an object it possesses with a successful Will
above. If the suggested action can be completed ma shorter save or with power resistance.
time. the power ends when the subiect finishes what he was This power lasts up to 1round per manifester level, but it
asked to do. You can instead specify conditions that will trig- ends if you cease concentration. The weight can be moved
ger a special action during the duration. If the condition is not vertically, horizontally, or both. An object can't be moved
met before the power expires, the action rs not performed. beyond your range. The power ends if the object is forced
Avery reasonable suggestion causes the saving throw to beyond tihe range. If you cease concentration for any reason, ----~.
be made with a penalty (such as -1. -2. and so on) at the dis- me object falls or stops.
cretion of the GM An object can be telekinetically manipulated as if with
one hand For example, a lever or rope can be pulled, a key
Tailor memory can be turned. an object rotated, and so on, if the force
Charisma [Mlnd-Affectmg] required is w1thm the weight limitation. You might even be
Level: Telepath 4: Display: Audible; Manifestation Time: able to untie simple knots. though fine actions such as these
Attack action; Range: Medium (100 ft ~ 10 ft/level): require Intelligence checks against a DC set by the Gtvl
Target: One target of Medium-size or smal.er. Dura· Violent Thrust: Alternatively. the telekinetic power can
--r
tion: Instantaneous: Saving Throw: Will negares (see be expended in a single round. You can hurl one or more
text); Power Resistance: Yes: Power Point Cost: 7 objects or creatures that are within range and all within 10
feet of each other toward any target within 10 feet/level of
You insert a memory of your own choosing in the target's all the obiects. You can hurl up to a total weight of 25
mind. You can insert a memory of up to 1round duration per pounds per manifester level.
four manrfester levels. Thus. at 8th level you could insert a You must succeed at attack rolls (one per creature or
- --1
false memory up to 12 seconds 1n length. You choose when object thrown) to hit the target with the items. using your
the fake event occurred any time within the last week. You base attack plus your Intelligence modifier. Weapons cause
can't read the target's memory with this power. so unle.ss standard damage (with no Strength bonus). Other ob1ects
you have specific knowledge of his activities in the last cause damage ranging from l point per 25 pounds (for less
week. it Is best to keep the inserted memory general. dangerous objects such as a barrel) to ld6 points of damage
d2oMODERN
per 25 pounds for hard. dense objects (such as a boulder). creatures within the area you designate (you must be able to
Creatures who fall within the weight capacity of the see the target area or a portion of it}. Unattended objects
power can be hurled, but they are allowed Will saves to also take damage.
negate the effect. as are those whose held possessions are This power sets fire to combustibles and damages objects
targeted by the power. If creatures are telekinetically hurled in the area. It can melt metals with a low melting point, such
against solid surfaces, they take damage as if they had fallen as lead, gold, copper, silver, or bronze.
10 feet (ld6 points).
Ualor
Strength
fH ITHIDS
Roberta Cain knows she has 45 seconds to download the
level: Battle Mind O: Display: Audible; Manifestation chemical formula for a new drug scrambling the brains of
Time: See text; Range: Personal; Target: You; Power local college students. Prying the data from the good
Point Cost: l doctor's computer is a snap, but she can hear the footfalls
of .security guards heading her way. With barely a moment
You can immediately apply a +l morale bonus on a saving to spare, she pockets the data disk and quaffs a potion of
throw. stealth stored in a tiny, cat-shaped vial. By the time the
You can manifest this power Instantly, quickly enough to guards get the office door open, Roberta is lurking in the
gain the +l morale bonus on a saving throw in the same shadows, ready to snare them with her wand of web and
round. Manifesting the power is a free action. make a clean getaway.
Magic items and ps1onic items are divided into categories:
Uerve armor, weapons, potions, rings. scrolls, staffs, tattoos,
Strength wands, and wondrous items.
Level: Telepath O/Battle Mind O; Display: Material, Olfac-
tory; Manifestation Time: Attack action:
Range: Personal: Target: You; Duration: Using f HItems
l minute (D): Power Point Cost: 1 To use a magic item or psionic item. it
must be activated. The three ways
You gain 1 temporary hit point to activate FX items are
for the duration of the power. described below.
Command Word: If no
Uigor activation method is sug-
Strength gested either in the item
l evel: Battle Mind l; description or by the
Display: Material, nature of the item,
Olfactory: Mani- assume that a com-
festation Time: At· mand word is needed
tack action: Range: to activate it. Com-
Personal; Target: mand word activation
You; Duration: 1 means that a charac-
minute/level (D): ter speaks the word
Power Point Cost : 1 and the item activates.
No other special knowl-
You suffuse yourself with pow· edge is needed.
er. gaining 3 temporary hit points. A command word is the
key to the items lock, as it were.
lUhiterire It can be a real word such as
Intelligence [Fire] •~a "Activate," "Ziggurat," or
Level: Battle Mind 3; Dis- "Dusk." but when this is the
play: Visual (see text): case, the holder of the
item runs the risk of
Manifestation_,
Time: Attack , .. . . mt...- activating the item
action: Range: - - - • • • -. .-. accidentally by
Long (400 ft.+ speaking the
40 ft/level): ' word in normal
Area: 20-ft.-radius spread; Duration: Instanta- conversation.
neous: Saving Throw: Reflex half: Power Resis- M ore often, the command word is a seemingly
tance: Yes; Power Point Cost: 5 nonsensical word or phrase ("Hocus pocus" or
'1ack's bats"), or words from an ancient language no
You generate fire that ignites with hellish, white- longer in common use (Latin. for instance).
hot fury that deals 5d4 points of fire damage to all Sometimes the command word to activ<1te an
item is inscribed on the item. Occasionally, it might
Ttlekinesis
cPoMODERN
be hidden within a pattern or design engraved on, carved Unless stated otherwise, activating a use-activated FX
into, or built into the item, or the item might bear aclue to item is either an attack action or a free action and does not
the command word. For example, if the command word is provoke attacks of opportunity, unless the use involves
''King;· the item might have the image of a king or a crown committing an action that provokes an attack of opportu-
etched in its surface. nity in itself. such as running through a threatened area
The Knowledge (arcane lore) skill might be useful in iden- while wearing magic boots If the use of the item takes
tifying secret command words or deciphering dues regard- time (such as drinking a potion or putting on or taking off
ing them. A successful check (DC 30) isneeded to come up a ring or hat) before an effect occurs, then use activation is
with the word itself. If that check is failed. succeeding at a an attack action. If the item's activation Is subsumed in use
second check (DC 25) might provide some insight or clue to and takes no extra time (such as swinging a magic sword
discovering the command word or phrase. that has a built-in enhancement bonus). use activation is a
rx
Activating a command word item Is an attack action free action.
and does not provoke attacks of opportunity. Use activation doesn't mean that If you use an item, you
FX Completion: This is the activation method for scrolls. automatically know what It can do. Just wearing a ring of
A scroll is a magic spell that is mostly finished. All that's stealth does not Immediately activate it. A character
requires are some final gestures or words. To use an FX com- must know (or at least guess} what the item can do and
pletion item safely, acharacter must be high enough level in then use the Item to activate it, unless the benefit of the
the right class to cast the spell already. item comes automatically. such from drinking a potion or
Activating an FX completion item is an attack action and swinging a sword.
provokes attacks of opportunity.
Use Activated: This type of Item Is activated simply by Si2e and f HIf ems
use. A character drinks a potion, swings a sword, wears an When an article of magic clothing, jewelry. or armor is dis-
amulet. or dons a hat. Use activation is generally straight- covered, most of the time size shouldn't be an issue. Many
forward and self-explanatory magic garments are made to be easily adjustable, or they
Many use-activated Items are objects that a character adjust themselves magically to the wearer.
wears. Continually functioning items, such as a windbreaker
of resistance. arc practically always items that one wears. A Limit on f HItems Worn
few. such as asix demon bag. must simply be in the charac- Characters are limited in their ability to use certain magic
ter's possession (on his person. not at home in alocked trunk}. items, based on the item's type. Just as it doesn't make sense
However. some items made for wearing. such as a ring of the to wear multiple pairs of glasses or shoes simultaneously, so
ram, must still be activated. Although this activation some- too characters can't stack items meant to be worn on a par-
times requires acommand word (see above), usually it means ticular part of the body. Only so many magic items of acer-
mentally willing the activation to happen. The description of tain kind can be worn and be effective at the same time. The
an item states whether a command word is needed. limits are:
Example magic Items (left to right): potion ofstealth, staff of fire, scroll of raise dHd, rln1 o( the ram, wind of web, gauntlet of li1lrtnlng
d20MODERf\J
l headband. headset. hat. or helmet penalties for magic and psionic armor are reduced by 1.
l pair of eyeglasses, contact lenses, sunglasses. or goggles Jn addition to an enhancement bonus, armor may have
l amulet. brooch, medallion. necklace, necktie. or scarab special qualities, such as the ability to appear as normal
l suit of armor (archaic or modern) clothing or the ability to cushion a fall. Armor with spe-
1robe, jacket, windbreaker, or coat cial qual ities must have at least a+1enhancement bonus.
1 cloak, cape. poncho. sweater, or mantle Magic and psionic armor resizes itself to fit the wearer.
1vest or shirt Magic or psionic armor confers its enhancement bonus to
l pair of bracers or bracelets, or l watch Defense for as long as it's worn. If armor has il special qual-
1pair of gloves or gauntlets ity that the wearer needs to activate (such <1s the illusion
1 pair of earrings ability of the illusory concealable vest), then the wearer
2 rings ne-eds to utter a command word (an attack action).
l belt Purchase DC: To calculate the purchase DC for armor
1 pair of boots, shoes, or sandals with an enhancement bonus but no special qualities, use the
6 tattoos following table.
Of course, a character may carry or possess as many
items of the same type as he wishes. He can have a pouch Enhancement Bonu~ -Purchase DC M~~ifier
jammed full of magic rings, for example. but can only bene- +1 +8
fit from two rings at a time. If he puts on a third ring, it +2 +13
doesn't work. This general rule applies to other attempts to +3 +18
"double up'' on magic items-for instance. if a character
puts on a magic cloak on top of the magic sweater he is For example. a concealable vest normally has a purchase DC
already wearing, the cloak's power does not work. of 15. A +1 enhancement bonus increases the vest's purchase
DC by 8, so a +1 concealable vest would have a purchase
DC of 23.
Sauing Throws against PH Items Armor with special qualities has an additional purchase
Magic and psionic items either duplicate spells or psionic
DC modifier, as noted under each item entry.
powers, or they have spell-like effects. The saving throw
Examples of armor with special qualities include the
against an effect from a magic item has a DC equal to 10 +
following.
(1.S x the level of the spell, power, or effect).
Illusory Concealable Vest: The wearer of this conceal-
Most item descriptions give saving throw DCs for various
able vest gains a +1 to +3 enchantment bonus to Defense.
effects, particularly when an effect has no exact spell
equivalent. Upon command. the protective garrnent changes shape and
form to assume the appearance of a sweater or other
normal piece of clothing. The vest retains all its properties
rH Item Sauing Throws (including weight) when its illusion ability is in effect Only
Amagic item's saving throw bonuses are each equal to 2 + a true seeing spell reveals the true nature of the armor.
one-half its caster level or manifester level. For example, a Type: Armor (magic); Coster Level: 10th; Purchase DC:
potion of darkvision (caster level 3rd) gets a +-3 bonus on 31(+]), 36 (+2), 41 (+3); Weight: 4 lb.
any saving throw it is required to make. Undercover Vest of Landing: The wearer of this under-
cover vest gains a +l to +3 enhancement bonus to Defense.
_,___ _._ PH ItemDescriptions The wearer also ignores the first 20 feet of damase from any
fal l. Regardless of the height of the fall, the wearer always
What follows are a number of FX items that might be
lands on her feet.
encountered in a campaign where magic and psionics are
Type: Armor (psionic); Manifester Level: 4th (+l), 7th
allowed. Each entry includes a description of the item and
(+2), lOth (+3); Purchase DC: 30 (+l}, 35 (+-2). 40 (oi-3); Weight:
its game effects. Following the description is a line indicat-
3 lb.
ing the caster level or manifester level of the effect the
item's type (potion. ring, and so forth), a typical purchase
DC, and the item's weight (in pounds).
Weapons
Magic weapons resemble normal weapons. except they are
The GM may increase the purchase DC of an item to
inscribed with various runes and sigils of power. Conversely,
account for its rarity in the campaign or lower the purchase DC
pslonic weapons are usually imprinted with psionic circuitry
of items that are readily available and easy to mass-produce.
(barely visible webs or lines) or set with crystals that contain
or focus psionic energy.
Armor As with armor. magic and psionicweapons have enhance·
Magic armor appears as normal armor. Conversely. psionic
ment bonuses. The enhancement bonus applies both to
armor is usually imprinted with psionic circuitry {barely vis-
attack rolls and damage rolls when the weapon is used in
ible webs or lines) or set with crystals that contain or focus
combat All magic weapons and psionic weapons are con-
psionic energy.
sidered mastercraft items. but a weapon's mastercraft bonus
Magic and psionic armor protects the wearer better than
does not stack with its enhancement bonus.
armor without any enhancement. Magic and psionic armor
In addition to an enhancement bonus, weapons may
provide enhancement bonuses that stack with the equip-
have special qualities. such as the ability to flame or the
ment bonuses provided by the armor. Further, all armor
d2nMODERN
ability lo deal extra damage to evil creatures. A weapon Wounding Handgun: Any bullet fired from this magic
with a special quality must have a +l or better enhance- Glock 17 deals such a terrible wound that, in addition to
ment bonus. taking normal damage, the victim bleeds for 1 point of
Fully 30% of magic or psionic weapons shed light in a 20- damage each round thereafter. Multiple wounds from the
foot radius. These glowing weapons cannot be concealed handgun result in cumulative bleeding IO\S (two wounds for
when drawn. nor can their light be shut off. 2points of damage per round, and so on). The bleeding can
If a \veapon has a special quality that the u~r needs to only be stopped with a successful Treat Injury check (DC 15)
activate. then the user must speak a command word (an or the application of a healing spell.
attack action). Type. Weapon (magic); Coster Level· 10th: Purchase
Purchase DC: To calculate the purchase DC for a weapon DC: 38 (+1). 43 (+2), 48 (+3); Weight: 2 lb.
with an enchantment bonus but no special qualities. use the
fallowing table. Potions
A potion is an elixir concocted wilh a spell-like or pslontc
Enhancement Bonus Purchase DC Modifier effect that affects only the drmker. A potion is a single-use
+l 110 item that can only duplicate spell~ or psionlc powers of
t2 tlS 3rd level or lower. A potion vial ha~ a Defense of 12. hard-
+3 •20 ness 1. 1hit point, and a break DC ofl2. Avial holds ·1ounce
of liquid.
For example, a Beretta 92F normally has a purchdse DC of 16. Drinking a potion takes dn at tack action and provokes
A+2 enhancement increase~ the nandgun's purchase DC by attacks of opporlllnity.
15. so a ~ 2 Be1et t'a 92r would have a purchase DC of 31. Purchase DC: A1>ot1on'5 µurc.hase DC is 17 +the potion's
Weapons with special qualitie5 have an additional pur- caster level i ~p<>ll lcvel unless noted otherwise.
chase DC modifier, as noted und<•r each Item entry. Examples <>f pot Ions i11clu<.le the following.
examples of weapons with spernl qualities include the Potion ofCharisma: 1his po lion allows I he character to
following. speak eloquently and per~11as1vely a~ well as exude an aura
Charged Hunchalcu: This weapon pulses with psionic of personality and charm, adding a·~ enhancement bonus
energy and deals +ld4 points of damage with each success- to her Charisma SCOIE' for 5 rninutes.
ful strike Type: Potion. Caster Level: Sth; Purchase DC: 23:
Type· Weapon (p~lonic); Manifestc1 Level. 10th; Pur We18l1t· .
dw~e DC J1 ( •l), )8 (•J). 33 (i 3): Weigllr: 2 lb. Potion of Constitution: This potion makes the imbibing
Flilming Machete: In addition to its enhancement chdrac.tcr more resrllenl. II provides a +S enhancement
bonus. this machete bt'Cornc\ sheathed i11 flame~ when the bonus to the drinker's Constitut1011 score for S minutes
wielder utters a command word. The fire d0€s not harm the Type" Potion: Cmter Level: Sth: Ptirchase DC: 23;
hand that holds the we11pon. and the m.ichete deals +ld6 Wetght:-.
points of fire damage on a successful hit. Potion of Cure Light Woilnds. A character who drinks
Type: Wci:1pon (magic); Coste1· Level· 10th; Purchase this potion heab 1d8•1 points of damage-as though he
DC. 25 ( 1 l). 30 (~ 2), 1'> (•3): Weight. 3lb. received acure light wotmds spell (page 342). More potent
Fragmentation Grenade of Distance: Ihe range incre- versions of this potion (with effects similar to the cure
ment of thl~ fr agrnenla1'ion grenade is double normal (20 moderate wounds and cure serious wounds spells) are
feet Instead of 10 feet). rumored to exist.
The purchase DCgiven below Is ror abox of six grenades. rype: Potion: Coster Level: lst: Purchase DC: 19:
Type: Weapon (rnagrc): Caster Level: 7th (•l or +2), 10th Weight: -.
(+3); P~1rc/1ase DC: 35 (+1). ~O (+2). 45 (+3}; Weight: 3 lb. Potion ofOarkvision:The Imbibing character can see in
Holy Crossbow: Any bolt Fired from this magic cross- thedark for 3hours, although everything he sees appears in
bow 1s blessed with holy power. It deals +2d6 points of shades of black and white.
bonus holy damage against any creature with the evil alle- Type· Potion; Caster Level: 3rd; Purchase DC: 22:
giance and be~tows one negative level on any such crea- Weight:-.
ture that dtternpts to wield it. The negative level remains Potion of Dexterity: The imbibing character becomes
m
for as long as the weapon s in hand and disappears when more graceful, agile. and coordinated He gets a•S enhance
-
the weapon is no longer wielded. Thrs negative level never ment bonus to his Dexterity score for 5minutes.
results m actual level loss, but it cannot be overcome in Type Potion; Caster Level: Sth, Purchase DC: 23:
any way (including restoration spells) while the weapon Welght:-
is wielded.
Type: Weapon (magic): Coster Level: 7th (•1or•2), 10th
Potion of Intelligence: The clarity of mind and quicker
wit granted by this potion results in a •5 enhancement r
=f
(+3); Purchase DC 34 (+1). 39 (+2). 44 (•3); Weight: 7lb. bonus to the drinker's Intelligence score for 5minutes.
-
Keen Chain Saw:In addition to its enhancement bonus, Type: Potion. Caster Level: 5th; Purchase DC: 23;
this chain saw threatens a critical hit on a natural roll of 19 Weight:-.
or 20 (a normal chain saw has a threat range of 20). Potion of Invisibility: The drinker and any gear she is
Type: Weapon (magic); Coster Level: 10th; Purchase carrying vanish from srght. Even creatures with darkvision
DC: 29 (tl}, 34 (+2). 39 (+3); Weight: 10 lb. cannot see the invisible creature. Any object picked up
d2oMODER
by the invisible creature remains visible unless tucked Ring of Energy Resistance 15: This ring ab~orbs one type
into clothing or a carrying item {such as a pouch or of energy damage: acid. cold, electricity. fire, or sonic/ con-
purse). Objects dropped or put down by the drinker cussion. Each time the wearer takes damage of the specified
become visible. energy type, subtract 15 points of damage from the total. If
The potion deies not silence the drinker. and certain the total damage is 15 points or less, the wearer takes no
conditions can render the affected creature visible (stand- damage from the attack.
ing in the pouring rain, for example}. The drinker becomes Type: Ring (magic): Caster Level: 5th; Purchase DC: 30:
visible if she attacks any creature; otherwise, the effect Weight:-.
lasts for 3 minutes. Ring ofJumping: This ring continually allows the wearer
Type: Potion: Caster Level: 3rd: Purchase DC: 22: to make incredible leaps. providing a +30 bonus on his Jump
Weight: -. checks and eliminating the wearer's usual maximum dis-
Potion of See Invisibility: This potion allows its drinker tance limit.
to see objects and beings that are invisible as if they were Type: Ring (magic): Caster Level: lst; Purchase DC: 26:
normally visible. It does not reveal illusions or allow the Weight: - .
imbiber to see through opaque objects. nor does it reveal Ring of the Ram: The ring of the ram is an ornate ring
creatures that are simply hiding, concealed. or otherwise forged of steel. It has the head of a ram (or a buck goat) as
hard to see. The effect lasts 30 minutes. its device.
Type: Potion; Caster Level: 3rd: Purchase DC: 22: The wearer can command the ring to issue forth a ram-
Weight:-. like force. manifested by a vaguely discernible shape that
Potion of Stealth: This potion improves the drinker's resembles the head of a ram or a goat. This force strikes a
ability to move quietly and stay out of sight. granting a+) single target dealing ld6 points of damage if l ·charge is
circumstance bonus on her Hide and Move Silently checks expended. 2d6 points if 2 charges are used, or 3d6 points
for 1hour. if 3 charges (the maximum) are used. Treat this as a ranged
Type: Potion; Caster Level: 6th: Purchase DC: 24: attack with a 50-foot maximum range and no penalties
Weight: - . for distance.
Potion ofStrength: This potion improves the imbiber's The force of the blow is considerable, andt hose struck by
strength. resulting in a +5 enhancement bonus to the the ring are subject to a bull rush if within 30 feet of the ring
drinker's Strength score for 5 minutes. wearer. (The ram has Strength 25 and is considered Large.)
Type: Potion; Caster Level: 5th; Purchase DC: 23: The ram gains a +1 bonus on the bull rush attempt if 2
Weight:-. charges are expended. or "'2 if 3 charges are expended.
Potion of Truth: This potion forces the individual In addition to its attack mode, the ring of the ram also
drinking it to say nothing but the truth for 10 minutes: a has the power to open doors as if it were a character
successful Will save (DC 12) negates the effect. Further. with Strength 25. If 2 charges are expended, the effect is
she is compelled to answer any questions put to her in equivalent to a character with Strength 27. If 3 charges
that time, but with each question she is free to make a are expended, the effect is that of a character with
separate Will save (DC 12}. If one of these secondary Strength 29.
saves is successful, she doesn't break free of the truth- Anewly created ring has 50 charges. When all the charges
compel ling enchantment but also doesn't have to answer are expended, the ring becomes a nonmagical item.
that particular question. No more than one question can Type: Ring (magic); Caster Level: 9th: Purchase DC 34;
be asked each round. This effect is a mind-affecting Weight:-.
- - - -....
, enchantment.
Type: Potion; Caster Level: 4th: Purchase DC: 25: Scrolls
Weight: - . A scroll is a spell magically inscribed onto paper or parch-
Potion of Wisdom: Imbuing her with intuition. this ment so that it can be used later. Once the spell is cast the
potion adds a +S enhancement bonus to the drinker's scroll becomes blank or turns to dust. Scrolls are single-use
Wisdom score for S minutes. items. A scroll has a Defense of 9, hardness 0.1 hit point, and
Type: Potion; Caster Level: 5th: Purchase DC: 23: a break DC of 8.
Weight: -. No preparation time is needed to cast a spell written on
a scroll. The reader must perform the short, simple, fi nishing,
Rings parts of the spell (the final gestures. words, and so on). To
A ring is a circular metal band worn on the finger that use a scroll safely, a character must be high enough level In
contains a spell-like ability or a pslonic power {often an the right class to cast the spell already.
effect that persists as long as the ring is worn}. A ring has Activating a scroll has four prerequisites. First. the reader
a Defense of 13, hardness 10. 2 hit points. and a break DC must be able to read the writing. This can be done with a
of 25. successful Spe!lcraft check (DC 15 + the spell's level) or a
Activating a ring is an attack action and does not provoke read magic spell. Second. the user must be able to cast
attacks of opportunity. arcane spells (for arcane spell scrolls) or divine spells (for
Purchase DC: Aring's purchase DC is 25 +the ring's caster divine spell scrolls). Third. the user must have an Intelligence
level unless noted otherwise. score high enough to cast the spell. Finally, the user must be
Examples of rings include the following. able to see and read the text of the scroll.
rnnMODERN
If the user isn't high enough level to cast the spelt nor- Burning hands (5d4 points of fire damage; DCB); um l
mally, he must succeed at a caster level check (DC = the charge.
caster level of the scroll 1}. If this check fails. the spell fails Ftreball (9d6 points of fire damage; DC 15); uses 1charge.
and disappears from the paper; the scroll is wasted. Wall of fire (DC 17); um 2 charges.
Using a scroll is an attack action that provokes attacks of Type: Staff (magic): Caster Level: 9th (arcane); Purchase
opportunity. DC: 43: Weight· 5 lb.
Purchase DC: A scroll's purchase DC 1s 15 + the scroll's Staff of Illumination: Crahed from lightweight. hollow
caster level + spell level unless noted otherwise. bronze and capped with a symbol of the sun, this magic
Examples of scrolls include the following. staff requires that the user hold it forth in at least one hand.
Scroll of Fireball: This woll appears as a thin. yellow The staff has three uses. each identical to the correspon·
sheet of parchment scribed with words. ding divine spell. Each time the staff is used. it depletes a
Reading the scroll activates a fireball spell (see page 345). certain number of charges.
The spell functions exactly like a spell prepared and castthe Lighr. uses no charges.
normal way. except that no components are reqwed. Searing light (4d8 points of damage, or 9d6 points of
Type· Scroll; Caster Leve/· 5th; Purchase DC: 23; damage to undead: Reflex save DC 15): uses 1charge.
Weight:-. True seeing (lasts 9 minutes: Will save DC 17): uses 2
Scroll ofNeutralize Poison:This scroll is a heavy sheet charges.
of vellum covered In flowing scnpt and illuminated with Type: Staff (magic): Caster Level: 9th (divine); Purchase
entwined serpents and vines DC: 41; Weight 5 lb.
Reading the scroll activates a neutralize poison spell Staff of the Mind'sEye: Crafted from exotic wood and
(see page 352). The spell functions exactly like a spell pre- capped with a colorless crystal shaped like an eye. this staff
pared and cast the normal way except that no components has three uses. each identical to the corresponding ps1onic
are required. power. Each time the staff Is used, it depletes a certain
Type· Scroll Caster Level.· 7th; Purchase DC: 26: number of charges.
Weight:-. Brain lock (lasts 5 rounds. Will save DC 13); uses 1charge.
Scroll of Raise Dead: This scroll 1s a piece of leathery Inflict pain (3d6 points of psychlC damage; DC 15); uses l
human skin covered with arcane words written in black ink charge.
or blood. Whitefire (5d4 points of fire damage: Reflex save DC 17):
Reading the scroll activates a raise dead spell (see page uses l charge.
354). The spell funaions exactly like a spell prepared and cast Type: Staff (psionic); Manifester Level: 9th; Purchase
the normal way. except that no components are required. DC: 40; Weight: 5 lb.
Type: Scroll: Caster Leve/; 9th (divine); Purchase DC: 29;
Weight:-. Tattoos
Tattoos are single-use "items" containing a spell-like or psi-
Staffs onic effect that affecrs only the bearer. They can be drawn
A staff 1s a 4- to 7-foot· long. ornately wrought shaft of or imprinted just about anywhere on the body; however, the
wood enhanced to cast a number of different (though bearer of a magic or ps1on1C tattoo must touch it (and speak
often related) spells or psion1c powers. Most staffs easily a command word) to activate its power, so tattoos are nor-
double as walking sticks or cudgels. Astaff has a Defense of mally placed in easy-to-reach places.
7, hardness 5, 10 hit points. and a break DC of 24. A tattoo's design usually features some aspect of the
A staff of divine spells can be used only by a divine spell- spell-like or psionic effect. For example. a tarroo of natu-
____
-,
caster, and a staff of arcane spells can be used only oy an ral armor might resemble an armadillo, while a tattoo of
arcane spellcaster. Only creatures with psiomc abilities can spider climb might look like a spider.
use a staff of psionic powers Magic and psionic tattoos are permanent untrl activated
Using a staff 1s an attack action and does not provoke or dispelled.
attacks of opportunity. A staff has 50 charges when new. Activating a tattoo is an attack action, requires the utter-
Purchase DC: Unless noted otherwise. a sta~·s purchase ance of a command word. and does not provoke attacks of
DC is 24 + the staff's caster level or manifester level + the opporttinity.
total levels of the spells stored in the staff. Purchase DC: A tattoo's purchase DC is 15 + the tattoo's
For example, a staff containing a 1st-level spell. a lnd- caster level or manifester level + spell level or power level
level spell, and a 3rd level spell with a caster level of 5th. unless noted otherwise. The purchase DC includes the cost
would have a purchase DC of 35 (24 + S• 1+ 2 + 3). For a used of drawing or imprinting the tattoo on the body.
staff with 25 charges, reduce the purchase DC by 2. Examples of tattoos include the following.
Examples of staffs include the following. Tattoo of Body Adjustment: This tattoo has one of
Staff of Fire: Crafted from exotic wood with brass bind- three effects. which the bearer chooses at the time of
ings. this magic staff requires that the user hold 1t forth in at activation:
least one hand. Instantly heal 3d6 points of damage.
The staff has three uses. each Identical to the correspon- Gain a +7 bonus on your next Fortitude save to negate
ding arcane spell Each time the staff is used. it depletes a further damage from any one disease or poison currently
certain number of charges. afflicting you.
d10MODER
Instantly heal 2 points of temporary ability damage. Purchase DC: Awondrous item's purchase DC is 25 +the
Type Tattoo (psionic); Monifester Level: 3rd: Purchase item's c.aster level+ its FX modifier. The FX modifier depends
DC: 20; Weight: -. on the item's nature. as shown on the table below:
Tattoo of Natural Armor: This tattoo. when activated.
covers the bearer's skm in hard ridges that provide a +4 nat- Item's Nature FX Modifier
ural armor bonus to Defense. The effect lasts 7 minutes. Single-use item
Type: Tattoo (psionic); Mani fester Level· 7th: Purchase Continuous effect or bonus 1 +3
DC: 26: Weight· - limited number of uses per day +2
Tattoo ofSpider Climb:The bearer can climb and trave' limited number of charges +1
on vertical surfaces and ceilings for 30 minutes. The bearer 1See Limit on XItems Worn. page 373. Acont111UOus effect item that
gains a climb speed of 20 feet and need not make Oimb does not take up one of these I1m1ted spaces has a •4 FX modifier
checks to scale a surface. The bearer cannot take run actions (instead of •3)
for the duration of the effect.
Type: Tattoo (magic); Coster Level: 3rd; Purchase Examples of wondrous items include the following.
DC. 19; Weight· - Chemical Light Stick ofRevealing: This FX item 1s phys-
ically indisringu1shable from a normal chemical light stick
lUands (see page 119). However, it also reveals invisible creatures and
Awand is a short stick imbued with the power to cast a objects within its 5-foot light radius. This magic item usually
specific spell 50 times. The :spell must be 4th level or comes in packs of five. and each light stick lasts 6 hours.
lower, and the wand cannot be recharged. A typical wand The purchase DC and weight given below are for a pack
has a Defense of /, hardness 5. 5 hit points. and a break DC of five.
of 16. Type: Wondrous Item (magic): Caster Level: 3rd; Pur-
Adivine spell wand can be used only by divine spellcast- chase DC' 29: Weight: 1 lb.
ers. while an arcane spell wand can be used only by arcane Crystal Pistol:This item is the same size as a Small hand-
spellcasters gun and consists of a crystal shard attached to an ornate
Using a wand is an attack action and does not pro- pistol butt and trigger mechanrsm. Pulling the trigger acti-
voke attacks of opportunity A wand has 50 charges vates the psionic energy stored inside the crystal. The
when new. energy strikes a single target designated by the user and
Purchase DC: Unless noted otherwise. a wand's purchase deals 3d6 points of bludgeoning damage. The user may
DC is 24 + the wand's caster level + the level of the spell choose to have the device deal nonlethal damage instead.
stored in the wand. The purchase DC 1s for a fully charged The target must be within 130 feet. Acrystal pistol can
wand. For a used wand with 25 charges reduce the purchase be fired SO times before the crystal shard Is completely
DC by 2. drained of ps1onic energy. This item cannot be recharged.
Sample wands include the following: Firing a crystal pistol is an attack action and does not
Wand ofAnimate Dead: This wand 1s carved from bone. provok.e attacks of opportunity.
It allows Its user to cast animate dead. Type Wondrous Item (psion1c): Manifester Level: 3rd;
Type: Wand (magic); Caster Level: 5th (diviner, Purchase Purchase DC: 29; Weight: 2 lb.
DC: 32; Weight. l lb. Duet Tape of Repair: This magic brand of duct tape can
____
,
Wand of Knock: This wand is carved from colored repair damaged objects and vehicles. When a 5-foot strip of
crystal. A single charge from the wand opens as many as the duct tape is applied to the damaged area. the duct
two locked, barred. stuck, or magically held mechanisms tape disappears and the object regains ld8+5 hit points
within 30 feet of each other (including locked doors and instantly
containers). Duct tape of repair comes in a standard-size roll and
Type.· Wand (magic): Cosr:er Level: 3rd (arcanet. Pur- can be used 14 times before the roll is exhausted. Applying
chase DC· 28. Weight: l lb. duct tape of repair ls a full-round action that provokes
Wand of Web: This wand is painted black and topped attacks of opportunity.
with an ebony spider. me legs of which extend the length of Type· Wondrous Item (magic}: Coster Level: Sth; Pur-
the wand's shaft. It allows its user to cast web. chase DC 3l. Weight 1lb.
Type: Wand (magic) Coster Level: 3rd (arcane): Pur- Gauntlet of Lightning: This finely wrought metal gaunt-
chase DC: 28; Weight: l lb. ler s mpossible to conceal when worn and has small steel
lighmmg bolts 1utt1ng from the knuckles. The gauntlet
WondrousItems allows its wearer to cast lightning bolt 3 times per day.
Wondrous items include anything that doesn't fall into the Each bolt deals 5d6 points of electrioty damage. or half if a
other groups. inclu<ling jewelry tools. books. clothing. and Reflex save (DC 14) succeeds. Using the gauntlet is an attack
gadgets. action and does not provoke attacks of opportunity.
Unless noted otherwise. activating a wondrous 1tefll takes Type Wondrous Item (magic); Caster Level· 5th; Pur-
an attack action and does not provoke attacks of opportu- chase DC· 32; Weight l lb.
nity. Wondrous items are activated by command word or lcethrower: This backpack and spray noale looks simi-
use-activated. lar to a flamethrower (see page 102) but shoots a 45-fool-
long cone o( cold that deals 9d6 points of cold damage to
d2oMODERN
creatures and objects in the area. A successful Reflex save releases a 15-foot-radius burst of energy or shrapnel that
(DC 17) halves the damage Using the 1cethrower is an deals 5d6 points of damage, or half damage if a Reflex save
attack action and provokes attacks of opportunity. (DC 15) succeeds.
The cold fuel stored in the 1cethrowers backpack is Stone of Acid Rain· This stone releases a burst of acid.
drained after 10 shots but can be replenished (at the cost of Stone of Earth: This stone releases a burst of stony
the item's purchase DC}. shards that deals slashing damage.
Type: Wondrous Item (magic); Caster Level: 9th; Pur- Stone or Fire: This stone releases a burst of fire.
chase DC: 35; Weight: SO lb. Stone of Hail: This stone releases a burst of cold.
Jade Crocodile: This 3 inch-long lump of jade vaguely Stone of Lightning: This stone releases a burst of elec-
resembles a crocodile. When the owner sets down the fig- tricity.
urine and speaks the proper command word, the figurine Stone of Thunder: This stone releases a burst of sonic/
instantly transforms into a crocodile that obeys its owner's concussion energy.
simple commands ("'Attack my enemies!" or "Guard this Once all six stones are thrown, the six-demon bag loses
boat.") The crocodile remains for 10 minutes, reverting to all of its magic properties.
figurine form at the end of this duration or when reduced to Type: Wondrous Item (magic); Caster Level: 5th; Pur-
0 hit points. chase DC: 34; Weight: -.
A jade crocodile can be used once per day. Activating Windbrealcer of Resistance: This garment offers magic
the item is an attack action and does not provoke attacks of protection in the form of a +l to +3 resistance bonus on <111
opportunity. The Agurine has a Defense of 8, hardness S, 6 saving throws.
hit points, and a break DC of 22. Type: Wondrous Item (magic); Caster Level:
Type: Wondrous Item (magic); Caster Level: 6th; Pur- 4th (+1), 7th (+2), 10th (+3); Purchase DC: 22 (~l},
chase DC 33; Weight. -. 25 (+2). 28 (+3); Weight l lb.
Leather Jacket of Damage Reduction: In addition to
providing the usual +1 equipment bonus to Defense, this
well-worn leather 1acket reduces the damage to its wearer
from any melee and ranged weapon attack by 1point 01-).
This damage reduction stacks with any other damage
reduction (such as that afforded by the Tough hero
damage reduction talents).
Type: Wondrous Item (magic); Caster Level: 3rd; Pur-
chase DC: 31; Weight : 4 lb.
Running Shoes of Striding and Springing: The wearer
of these shoes moves at double her normal speed. In addi-
tion, these shoes allow the wearer to make great leaps,
granting a +10 equipment bonus on Jump checks.
Type: Wondrous Item (magic): Caster Level: 5th: Pur-
chase DC. 33; Weight: l lb.
Screaming Amulet: This amulet consists of a brilliant
crystal set In a metallic frame shaped like ascowling face. As
an attack action, the wearer can cause the amulet to emit a
horrid psionic shriek that disrupts the brain waves of every
living creature in a 15-foot-radius burst centered on the
wearer (the wearer is unaffected). The shriek deals 7d6
points of damage, or half with a successful Will save
(DC 17). Power resistance applies. Using a screaming
amulet does not provoke an attack of opportunity.
Activating the amulet costs 10 power points; if the
wearer does not have 10 power points to spend. he
cannot activate the item.
Type: Wondrous Item (psionic); Manifester Level: 7th:
Purchase DC. 34; Weight:-.
Six·Demon Bag: Asix· demon bag is asmall, soft leather
pouch tied off with a string. The string is sometimes
adorned with wood or bone charms. So long as the bag
remains bound, the possessor gains a +1 luck bonus on all
saves. Opening or sealing the bag Is a move action that pro-
vokes attacks of opportunity.
Inside the bag are six small rune-carved stones. Each
stone can be hurled up to 60 feet, exploding at any point
Crystal pistol and
within range as designated by the possessor. Each stone
scrtamlng amulet
CHARACTER NAME PLAYER
CHA RA CTE R
TOTAL CURRENTHP RE CORD SHEET
D
I 'l'll~it D= m+ D·D·D CL\55 EQUIPMENT DEX
·D ·D D
SIZE M~C ARMOR
• TOTAL BONUS BC«JS MOOFIER MODIFIER BC«JS PEN'.LlY
INITIATIVE I
modifwr
MISC
DEX M~C
MOOIAER
TOTAL MOOIFIER MOOFIER
BASE bJnus
ATTACK D Balance Dex - - - -+- -+- -
D Bluff Cha - - - -+- -+- -
SPEED D Climb Str - - - -+- -+- -
·- D
D
Computer Use
Concentration
Int
Con
- -=- -+- -+- -
- -=- -+- -+- -
BASE A&ll1Y M~C
SAVE MOOFIER MODIFIER D Craft( ) Int - -=- -+- -+- -
D Craft ( ) Int - - - -+- -+- -
D Craft( ) Int - - - -+- -+- -
D Decipher Script • Int - - - -+- -+- -
D Demolitions• Int - -=- -+- -+- -
D Diplomacy Cha - -=- -+- -+- -
D Disable Device • Int - -=- -+- -+- -
D Disguise Cha - - - -+- -+- -
D Drive Dex - - - -+- -+- -
5TR 51ZE MISC D Escape Artist Dex* - - - -+- -+- -
TOTAL BASEATTACK BCMUS MCOIF!E.R MODIFIE.R MODIFIER
D Forgery Int - -=- -+- -+- -
=I l·D ·D ·D D
D
Gamble
Gather Information
Wis
Cha
- -=- -+- -+- -
- - =- -+- - +- -
=I
BASE ATTACK BCMUS
l·D·D·D DEX SI ZE MISC
D
D
Handle Animal •
Hide
Cha
Dex*
- - - -+- -+- -
- - - -+- -+- -
TOTAL MOOFIER MOOIFIER MOOIFIER
D Intimidate Cha - - - -+- -+- -
D Investigate • Int - - =
- -+- - +
- -
D Jump Str* - - =
- - +
- - +
- -
D Knowledge ( ) Int - - =
- - +
- - +
- -
D Knowledge ( ) lint - - =
- - +
- - +
- -
D Knowledge ( ) Int - - - -+- -+- -
D Listen Wis - - - -+- -+- -
D Move Silently Dex* - - - -+- -+- -
D Navigate Int - - =- - +
- -
+
- -
OAlfllGE CAI TICAL D Perform ( ) Cha - - =
- - +
- - +
- -
D Perform ( ) Cha - - =- - +
- -
+
- -
D Perform ( ) Cha
I ...:::::::,.11111 D Pilot • Dex
- - - - - -+- - +
- - - -+- -+- -
D Profession Wis - - - -+- -+- -
D Read/Write Lang. ( ) - - - =
- -+- - +
- -
D Read/Write Lang. ( ) - - - =
- - +
- - +
- -
D Read/Write Lang. ( ) - - - =
- -+- - +
- -
D Repair • Int - - - - - -+- - +
I I D
D
D
Ride
Search
Sense Motive
Dex
Int
Wis
- - - -+- -+- -
- - =
=-
- - +
+
- - +
- -
+
- - - --- -
D Sleight of Hand• Dex - - =
- - +
- - +
- -
D Speak Language ( ) - - - - -+- -+- -
D Speak Language ( ) - - - - -+- -+- -
D Speak Language ( ) - - - - -+- -+- -
D Spot Wis - - =
- -+-- +
- -
D Survival Wis - - =
--- +
- +
- -
D Swim Str* - - =
- -+-- +
- -
rnl'E D Treat Injury Wis - - - -+- -+- -
D Tumble• Dex* - - - -+- -+- -
D - - - - - - -+- -+- -
©2002 WizaKi~ of
[~ 1
the ( cast, lrK:. Made int he U.5.A. Fa-mis.sionpted topl-d-OCCf1 br per.JOt"Ei use crl..y.
D
D
- - - - -= - -
- - - - -= - -
Skills mtuked with • can' t be used untrained. ~·:ARMOR PENALTY,
+
+
---
- -
if any, applies..
+
+
- -
-
CAMPAIGN
0 Acrobatic
EXPERIENCE POINTS D Aircraft Operation* D Heroic Surge
0 Alertness D Improved Damage Threshold**
D Animal Affinity D Improved Init iative
D Archaic Weapons Proficiency O lrmWill
D Armor Proficiency (light) D Lightning Reflexes
D Armor Proficiency (medium) D Low Profile
D Armor Proficiency (heavy) D Medical Expert
0Athletic D Meticulous
0Attentive 0 Nimble
D Blind-Fight D Personal Firearms Proficiency
0Brawl 0Advanced Firearms Proficiency
D Improved Brawl OBurstFire
D Knockout Punch D Exotic Firearms Proficiency*
D Improved Knockout Punch 0 Strafe
D Streetfighting D Point Blank Shot
D Improved Feint 0Double Tap
0 Builder D Precise Shot
o cautious D Shot on the Run
D Combat Expertise 0Skip Shot
D Improved Disarm D Power Attack
D Improved Trip OCleave
0 Whirlwind Attack DC.eat Cleave
D Combat Martial Arts D Improved Bull Rush
D Improved Combat Martial Arts osunder
D Advanced Combat Martial Arts O Quick Drow
D Combat Reflexes D Quick Reload
0 Confident 0 Renown
0Creative 0 Run
0Deceptive D Simple Weapons Proficiency
D Defensive Martial Arts 0 Stealthy
TOTAL WEIGHT CARRIED D Combat Throw 0 Studious
D Improved Combat Throw D Surface Veh icle Operatim*
D Elusive Target 0Surgery
ALLEGIANCES D Unbalance Opponent D Toughness**
0Dodge 0 Track
0 Agile Riposte D Trustworthy
0Mobility 0 Two-Weapon Fighting
D Spring Attack D Improved Two-Weapon Fighting
LANGUAGES D Drive-By Attack 0 Advanced Two-Weapon Fighting
0Educated* D Vehicle Expert
LAnGUAGE REAU/WRITE? LAnGUAGE REAU/WRITE? 0Endurance 0Force Stop
D Exotic Melee Weapon Proficiency* 0Vehicle Dodge
0Far Shot D Weapon Finesse*
0DeadAim D Weapon Focus*
0Focused 0 Windfall**
D Frightful Presence o ________
0Gearhead O _ _ _ _ _ _ __
D Great Fortitude o _ ___ ____
FX ABILITIES
ARCAnE SPELLS UIUmE SPELLS PSIOnlC POWERS *You can gain this feat rrultii;le times. Its effects do not stack. Each time you take the feat
it api;lies to a different skill, type of equiprmnt, or weapon type.
**You can gain this feat rrultii;le tirms. Its effects stack.
ISBN 0.7869-2836-0
ADDIIIOOAL EOUIPmEnI
In Chapter 4 you can choose from a wide range of
equipment. Here are a few additional items you can
add to your game as well.
Heavy Weapons
RPG-7: This Russian-made rocket-propelled
grenade is common throughout the third world.
Consisting of a relatively simple firing tube into
which a rocket-propelled explosive can be loaded,
it's something between a grenade launcher and a
By Charles Ryan true rocket launcher.
When the RPG-7 round hits its target, it
explodes like a grenade or other explosive, dealing
6d6 points of damage to all creatures within a 10-
foot radius (Reflex save DC 16 for half damage).
Because its explosive features a shaped charge
designed to penetrate the armor of military
vehicles, the RPG-7 ignores up to 10 points of
This layout intentionally begins on page 2. There is no page I. hardness if it strikes a vehicle, building, or object.
ct:wMODERN
However, this only applies to the target struck, not to Concealable Video Camera: About 2 inches long and
other objects within the burst radius. half that in diameter, this tiny camera can be used with or
The RPG-7 has a minimum range of 30 feet. If fired against without a snake-eye lens (below). Unlike a portable video
a target closer than 30 feet away, it does not arm and will camera, this concealable unit does not have a viewfinder or
not explode. any means of recording its images. Instead, it passes images
This weapon requires the Exotic Firearms Proficiency on to whatever device it is connected to (a television mon-
(rocket launchers) feat. itor or recording unit). Connecting the concealable video
camera to a recording or monitoring device requires a Craft
(electronics) check (DC 10).
Explosives Detector: About the size of a large mega-
17 phone, this device sniffs out nitrogen compounds-the
basis for all common explosives. It provides a +10 equip-
BHplosiues ment bonus on all Search checks involving explosives.
Claymore Mine: This weapon is an anti-personnel explo- Laser Microphone: This device bounces an invisible
sive that uses a shaped charge to launch hundreds of pieces light beam off a window, using the return signal to convert
of shrapnel in a fan-shaped arc, with devastating effect. the window's vibrations into the sounds within the room.
When the claymore is set off, the brunt of its force Using this device, a person can make a Listen check as
explodes outward in a cone (just like a cone-shaped FX though he was standing just inside the window. It is only
effect; see Chapter 10). Creatures and objects within the useful for eavesdropping on indoor conversations from
cone take 6d6 points of damage; those within the burst without, and vacuum-sealed double-paned glass defeats it.
radius but not within the cone take 2d6 points of damage. Night-Vision lmager: This unique electro-optical device
(Reflex save for half in both cases). The user aims the clay- mounts easily on top of most cameras, portable video cam-
more (setting the direction of the cone) while placing it. eras, and standard scopes, directing its image into the
Claymores come with disposable wired detonators, but device's existing lens. It gives the device the darkvision capa-
can be used with other types of detonators as well. bilities of night vision goggles.
The purchase DC given is for a bandolier containing two Parabolic Microphone: Looking like a hand-held trans-
claymores and detonators. parent satellite dish 10 inches across, this device focuses in _ _ ____,,_
Flash-Bang Grenade: A flash-bang grenade is a non- on sound sources. When directed at a particular source of
lethal device that uses a bright flash and loud report to dis- sound (such as two people having a conversation), it reduces
able victims within its burst radius. the Listen check penalty from -1 for every 10 feet to -1 for
All creatures within the burst radius must succeed at a every 100 feet. It works only if it has an unobstructed line of
Fortitude save (DC 16) or become dazed (can take no sight to the source of the sound.
actions) for ld6 rounds. Snake-Eye Lens: This device has a tiny lens-about a
The purchase DC given in the table below is for a box of quarter-inch across-on the end of a flexible 10-inch-long
six grenades. wand. The other end adapts to a 35mm camera, digital
camera, or portable video camera. The lens can be poked
Surveillance Gear around corners, under doors, or through holes, or it can be
Concealable Camera: This tiny camera is about the size hidden in a vent, emergency sprinkler, or similar innocuous
of a matchbox. It has a fixed focus, meaning that it can only architectural feature.
photograph objects from a specific distance (specified Transistor Detector: This device, about the size of a
when the camera is purchased). It requires special film, walkie-talkie, detects bugs and taps that contain radio
which comes in 24-exposure rolls (purchase DC 4). transmitters, whether or not the transmitters are function-
Concealable Microphone: This tiny device is about the ing at the time. It provides a +10 equipment bonus on all
size of two stacked dimes. It picks up sounds up to 10 feet Search checks involving electronic transmitters. It does not
away and transmits them by radio with a range of 500 feet. work on wired microphones, cameras, or other devices that
A professional walkie-talkie programmed to its frequency don't contain transmitters.
can pick up the signal.
Concealable camera 14
Concealable microphone Fine 15
Concealable video camera Dim 0.5 13
Explosives detector Tiny 3 20
Laser microphone Tiny 2 21
Night-vision imager Tiny 2 22
Parabolic microphone Tiny 3 14
Snake-eye lens Dim 0.5 14
Transistor detector Tiny 2 21
~
quarters cover for crew and passengers.
ing the speeds and range of a conventional turboprop aircraft.
m
m
m
0 lb. +0 +3 317 (32) 10 5 18 M 26 Lie (+1)
iM111fMl!lfll~;.i/i@;.!JIHJIMMl.ftiJ.t!li&;,;g;111aa&.fol·Sf#1Mll.!.A z
Jeep Grand Cherokee 1
JeepLaredo (SUV)
Wrangler
4
3
250 tb. -2
200 tb. -1
-2
-1
194 (19)
176 n3)
\' ::c 8
9
5
5
34
32
H
L
30
29
Lie (+l)
Lie (+1)
Sport (SUV)
)>
iM111fJ&ElPM~;lifi¢rMJfi;.¥.1.54u;:11.c;;111aas.;tt;.y#M1!.1.1
Wellcraft Scarab
38 AVS (speedboat)
1 3 1,000 lb. -4 -4 141 04) 6 5 42 G 45 Lie (+1) zn
m
Zodiac Touring S 1 6 450 lb. -1 +O 62 (6) 9 0 8 L 23 Lie (+1)
Mk2 (inflatable)
iMlllfJi;ii\;fJ.ll\ltXilJoo.¥.1.54u;:11.c;;111aas.;tt;.y#M1!.1.1
Bluebird Conventional 1
(school bus)
MCI D4500 Motor
77 0 lb.
55 1,500 lb. -4
-4 -4
-4
s:
120 (12)
m
150 Q5)
6
6
5
5
52
52
G
G
36
38
Lie (+1)
Lie (+1)
Coach (charter bus)
z-I
d2oMO
iM11iifill!1lli\!J.A\§ilii11%AMMl.ftiJ.t!liet;,;g;111aa&.;@.y15n.1.1
Mi-8 Hip 3 24 6,600 lb. -4 -4 211 (21) 6 5 46 G 42 Lie (+l)
(transport helicopter)
V22 Osprey 2 24 4,000 lb. -4 -4 484 (48) 6 5 52 G 57 Mil (+3)
(transport ti ltrotor)
The V22's large rotors do not allow it to land like a con- ing a transmission, without having to touch or answer the
ventional aircraft; it can only take off and land vertically device. You must be able to see or hear the device.
with its rotors angled upward.
The V22 has two doors just behind the cockpit that can Camera-Shy
serve as gunner stations, and a large cargo ramp at the rear. Illusion (Glamer)
This vehicle is eight squares wide (including the wings; the Level: Mage 2
hull is only two squares wide) and 12 squares long. It pro- Components: V, S, M
vides three-quarters cover for its crew and gunners, and Casting Time: l action
nine-tenths cover for all other passengers. Range: Personal or touch
Target: You or a creature or object weighing no more than
100 lb./level
AOOITIOnAL SPELLS Duration: 10 minutes/level (D)
Magic is an ancient tradition, and many of its effects Saving Throw: None or Will negates (harmless, object)
reflect its venerable roots. The modern world has given Spell Resistance: No or yes (harmless, object)
magic new applications, however, a few of which are
reflected here. The creature or object touched cannot be photographed.
It simply does not appear on any photograph, still or video
Burglar'sBuddy (making it invisible to surveillance cameras, for example). If
. . . , - - - - Illusion (Glamer) the recipient is a creature carrying gear, the gear does not
Level: Mage 2 show up, either.
-I
d2oMODERN
Arcane Material Components: A remote control, such as Saving Throw: None
those used for TVs, stereos, or garage door openers. Spell Resistance: No
Shutdown When you cast this spell, you touch one person (your-
Trans mutation self or someone else). The spell eliminates all physical evi-
Level: Acolyte 3, Mage 3 dence left by that person's body within the affected area
Components: V, M (fingerprints, fluids, hairs, etc.) along with any evidentiary
Casting Time: 1action materials accidentally deposited by that person's body,
Range: Close (25 ft.+ 5 ft./2 levels) clothes, or gear (such as fibers, mud, dust, etc.; the spell
Area: 15-ft.-radius emanation centered on a point in space only affects materials no larger than a few strands of hair
Duration: 1minute/level or a few ounces of dirt). It does not change any distur-
Saving Throw: None bances that person created (including footprints, tool
Spell Resistance: No marks, or broken items), or remove any object the target
person deliberately left.
All electrical devices within the area of effect-lights, Arcane Material Components: Apair of tweezers.
computers, cell phones, digital watches, etc.-do not func-
tion forthe duration of the spell. The spell does not prevent Wirewal~
devices outside of the area of effect from operating nor- Transmutation [Teleportation)
mally, even if they are on the same electrical circuit as those Level: Mage 4
affected. (Even if the spell is cast on a generator supplying Components: V
power to devices outside the area of effect, those outside Casting Time: 1action
devices continue to remain powered.) At the end of the Range: Personal and touch
spell's duration, the devices operate again as if their opera- Target: You and touched objects or other touched willing
tion had not been interrupted. (Computers do not need to creatures weighing up to 25 lb./level
be restarted, and clocks display the correct time.) Many Duration: Instantaneous
sophisticated mechanical devices, including automobiles Saving Throw: None and Will negates (object)
"""---- and aircraft, rely on electrical components, and so are usu- Spell Resistance: No and yes (object)
ally affected by this spell.
Arcane Material Components: The control, alt, and delete This spell allows you to teleport to the location of a
keys from a computer keyboard. telephone you call. The telephone must be answered; the
spell only works over an open line. You arrive adjacent to
Sure Page the device (within 5 feet of it). For example, you might use
Trans mutation a cell phone to call your home. As soon as anyone answers
Level: Mage 2 the phone (including an answering machine), you could
~
Components: V, S use the spell to teleport home. You can travel any dis-
Casting Time: 1action tance. You can bring along objects and willing creatures
Range: Unlimited totaling up to 25 lb. per caster level. As with all spells
u Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Only objects held in use (attended) by another person
receive saving throws and SR.
m Level: Acolyte 1
Components: V, S, M
Radiation Sichness
When characters are exposed to radiation, they may be
w
afflicted with radiation sickness. Radiation sickness func-
Casting Time: 1action
tions exactly like exposure to any other disease, following
Range: Close (25 ft.+ 5 ft./2 levels)
the normal rules for diseases (Chapter 7). The Fortitude save
Area: 15-ft.-radius emanation centered on a point in space
~
necessary and the effects of radiation sickness vary with the
Duration: Instantaneous
dose of radiation to which the character is exposed.
d20MODERN
Radiation exposure varies by degree, from mild to low,
moderate, high, and severe. To determine the degree of
Uenomous Creatures
exposure, start with the type of exposure: either an irra- Our world harbors many venomous creatures. Most are
diated area (such as t he area near where a nuclear explo- small; in fact, few pose any threat to human beings aside
sion has occu rred, or a lab that has been flooded with from their poisons. .
radioactive gas), or a specific source of radiation (such as The creature descriptions in Chapter 8 cover poison
a lump of radioactive materia l). Use the total time of effects and save DCs for snakes and spiders, among other
exposure within a given 24-hour period, roundin.g up. For types of venomous creatures. Th.ose are g~neral rules of
example, say a character is involved in a lab accident. He thumb; many specific creature toxins have different effects.
has to run into the lab (and hence be exposed to the This section covers a variety of specific venomous creatures.
radioacti ve materials) four times to evacuate unconscious Alt creature poisons are injury poisons. Most are caused
colleagues. Each trip takes 3 rounds; the character is by bites or stings. Afew, however, like the tionf'.sh ?r Por-
tuguese man-o-war, are injected at the creatu res slightest
exposed to the radiation source for a t~ta l of 12 round~.
touch. Any contact with the creature, regardless of whether
This counts as a 10-minute exposure, since 12 rounds 1s
it deals damage, is sufficient to administer the toxin.
more than 1minute.
Full stats are not included for these creatures. In the case
~.:.•.:.
Situation
·~ ... ~
Time of Exposure
1 rd 1 min 10 min 1hr 1 day
of snakes and vermin, use the stats in Chapter 8.
Sn alms
Btack Mamba: This large snake (up to 13 feet in length) is
fast and aggressive. Native to southern and central Africa, it
Character in irradiated area:
is one of the most venomous snakes in the world.
Lightly irradiated mild mild mild mild mild
Coral Snake: This relatively small snake is found through-
Moderately irradiated mild mild low low low
out the southern United States and northern Mexico. It is
Highly irradiated low low mod. mod. mod.
relatively shy, but dangerous if disturbed.
Severely irradiated mod. mod. high high severe
Fer-de-Lance: This snake is native to tropical South and
Character exposed to radiation source:
Mildly radioactive materials mild mild low low low
Central America. It isn't very aggressive, but tends to tie in - - - --·
ambush for prey and often strikes unsuspecting humans by
Highly radioactive materials mod. mod. high high severe
mistake.
Severely radioactive materials mod. high severe severe severe
King Cobra: Another large snake (up to 14 feet tong). the
The degree of the exposure determines the severity of king cobra has a very dangerous venom. It is native to India
the radiat ion sickness, as indicated on the following and southeast Asia.
table. Water Moccasin: This snake favors water, living in and
near creeks and ponds. It's found throughout the southeast-
ern and southern midwest United States.
~.:.•.:. ·~ ~~ Spiders and Scorpions
Deiree of Exposure Fort Save DC Damage
Mild ld4- 2* Con Arizona Bark Scorpion: This creature is native to the
Low ld6-2* Con southwestern United States and Mexico. It is one of the few
Moderate ld6-1* Con scorpions in the world with a dangerous venom; most other
High species have stings that are painful but not generally harm-
ld6 Con
Severe ful much like a wasp sting.
2d6 Con
* Minimum damage 0 Con Black Widow: A notorious spider, the black widow is
found worldwide in alt but the coldest climes.
At low levels, radiation sickness is a slow disease. Often, Brown Recluse: This spider is found throughout the mid-
a sick character suffers no severe effects. This is reflected in west and into the eastern United States. It is shy and on ly
the fact that even with a failed Fortitude save, the character bites when disturbed. Its bite is nearly painless, and many
might not suffer any Constitution toss. victims are not aware they've been bitten unti t after the fact.
Funnel-Web Spider: This large, aggressive spider is
In highly radioactive environments (such as a post-
native to Australia. (Related species are native to North and
apocalyptic setting), a character might be exposed to
South America, but they are rarely dangerous to humans.)
radiation while already suffering from sickness. If the
degree of exposure exceeds the exposure that caused
the initial sickness, the character suffers radiation sick-
Sea Creatures
Lionfish: This beautiful fish, a favorite in exotic aquari-
ness at the increased severity. Ot he rwise, it does not
ums, is native to the reefs of the Indian and South Pacific
change. For example, a characte r who has be~n ex~osed
oceans. It carries its venom in spines in its fins.
to a low dose of rad iat ion does not get any sicker 1f she
Portuguese Man-o-War: Ajellyfish[ike creature found in
is later exposed to another mild or low dose. If sh~ is
warm ocean waters around the world, the Portuguese man-
exposed to a moderate or higher dose, however, her sick-
o-war fl oats on the surface (sometimes singly, but often in
ness becomes more seve re.
groups of tens, hundreds, or even thousands) trailing ven-
omous tentacles in the water. Its sting is extremely painful.
d2oMO
Snakes
Black mamba (Small viper) 15 2d6 Con ld6 Con
Coral snake (Diminutive viper) 15 ld6 Dex ld6 Dex
Fer-de-lance (Tiny viper) 14 ld6 Con ld6 hp
King cobra (Small viper) 15 Paralysis 2d6 Con
Water moccasin (Tiny viper) 13 ld6 Con ld4 Dex
Spiders and Scorpions
Arizona bark scorpion (Fine scorpion) 17 ld6 Dex ld6 Str
Black widow (Fine spider) 13 ld2 Dex ld2 Str
Brown recluse (Fine spider) 18 ld2 hp ld4 hp
Funnel-web spider (Fine seider) 19 2d4 Dex 2d4 hp
Sea Creatures
Lionfish (Diminutive fish) 13 Paralysis ld6-l Con
Portuguese man-o-war (Diminutive jellyfish) 12 ld4 Str ld4 Int
u Contact
Ingested
15
10
Unconsciousness ld3 hours +12 +6
* If the poison deals Con damage, double the DCmodifier.
z Inhaled
Injury
10
5
~
that includes the founding of Chameleon Eclectic Enter-
unauthorized use of the material or artwork contained
tainment, Inc. and positions at Pinnacle Entertainment
herein is prohibited without the express written per-
Group, Last Unicorn Games, and Wizards of the Coast,
mission of Wizards of the Coast, Inc.
m
Charles Ryan has guided the design and look of dozens of
This product is a work of fiction. Any similarity to
roleplaying, card, and tabletop games. His credits include
actual people, organizations, places, or events is purely
such diverse titles as Dead lands, Millennium's End, The Last
m
coincidental.
Crusade, Star Trek: Deep Space Nine, Dune: Chronicles of
This Wizards of the Coast game product contains no
the lmperium, Star Trek: Red Alert!, and The Wheel of Time
Open Game Content. No portion of this work may be
Roleplaying Game. His work has won or been nominated for
m
reproduced in any form without written permission.
numerous industry awards, and his writings have appeared
To learn more about the Open Gaming License and
in most major industry publications. Charles served as Chair-
z
the d20 System License, please visit
man of the Academy of Adventure Gaming Arts & Design,
<www. wizards . com/d20 >.
the professional organization of the game~ industry: fro~
1996 through 2001. He lives in Kent, Washington, with ~1s
lovely wife Tammie, three cats, and a dog. He works for Wiz-
ards of the Coast.
©2002 Wizards of the Coast, Inc.
All rights reserved. Made in the U.S.A.
::c
Visit our website at
<www.wizards . com/d20modern> )>
zn
m
s:
m
z-I