d20 Modern / Future conversion for d20 Firefly


Conversions

RPG Superstar 2012 Top 32

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MODERN HERO

LEVEL ABILITY
1. Action Points, Allegiance, Combat Training, Defensive Training, Favored Class, Feats, Reputation, Traits, Wealth
2. Action Power
3. Feat
4. Ability Score Increase +1
5. Feat
6. Action Power
7. Feat
8. Ability Score Increase +1
9. Feat
10. Action Power
11. Feat
12. Ability Score Increase +1
13. Feat
14. Action Power
15. Feat
16. Ability Score Increase +1
17. Feat
18. Action Power
19. Feat
20. Ability Score Increase +2

Action Points: Each level, the modern hero gains a number of action points equal to 5 + ½ her character level. Action points can be used to activate a class ability or alter a d20 roll. If used to alter a d20 roll, roll 1d6 and add the result to the d20 roll. Beginning at 8th level, modern heroes roll a pair of d6s and add the highest one to the d20 roll. Beginning at 14th level, modern heroes roll three d6s and add the highest one to the d20 roll. At 20th level, modern heroes roll four d6s and add the highest one to the d20 roll.

Allegiance: At 1st level, the modern hero may pledge her loyalty to up to 3 allegiances. Some heroes are lone wolves or free spirits and have no allegiances. Others are dedicated to one, two, or three allegiances. Allegiances may be pledged to a person or group, an organization, a nation, a belief system, an ethical philosophy (such as Chaos or Law) or a moral philosophy (such as Good or Evil).
If a modern hero interacts with a GM character who shares an allegiance with her, she gains a +2 bonus on Charisma-based checks with that GM character.

Combat Training: At 1st level, the Modern Hero selects a number of the following as bonus feats determined by his Base Attack Bonus. Classes with a BAB of +1 gain 3 of the following bonus feats. Classes with a BAB of +¾ gain 2 of the following bonus feats. Classes with a BAB of +½ gain 1 of the following bonus feats. The bonus feats are selected from the following list:
Archaic Weapon Proficiency, Brawl, Combat Martial Arts, Defensive Martial Arts, Exotic Weapon Proficiency, Light Armor Proficiency, Personal Firearms Proficiency.

Defensive Training: At 1st level, the Modern Hero adds his base Reflex saving throw bonus, if any, as a bonus to his AC, even if he is flat-footed, but not if he is helpless or immobilized.

Favored Class: At 1st level, you select a favored class for your Modern Hero. Whenever you gain a level in the selected class (including 1st level), you may choose to gain +1 hit point or +1 skill point. Alternatively, you may select a different favored class bonus that is based on the base class you select.

Favored Class Options:

Strong Hero: You increase the range increment of thrown weapons by +1 foot.
Strong Hero: You increase your CMB for 1 combat maneuver by +½.
Strong Hero: Select 2 combat maneuvers. You increase your CMD against the selected combat maneuvers by 1.
Strong Hero: You reduce your penalty to speed from wearing armor by 1.
Strong Hero: You add +¼ to your attack rolls made to confirm critical hits.
Strong Hero: You add +½ to your damage rolls when you confirm a critical hit.

Fast Hero: You increase your base speed by +1 foot.
Fast Hero: You increase the range increment of projectile weapons by +1 foot.
Fast Hero: You add +½ to damage rolls against opponents you flank or are flat-footed.
Fast Hero: You increase the speed of vessels you operate by +1/5 squares.
Fast Hero: You add +1/3 to your initiative.
Fast Hero: You add +13 to your AC and Reflex saves against attacks made by traps.

Tough Hero: Your energy resistance against your choice of acid, cold, electricity, fire or sonic energy increases by 1.
Tough Hero: You increase your Massive Damage Threshold by +1.
Tough Hero: You increase the number of hit points you recover when you rest by +1.
Tough Hero: Your Damage Resistance increases by +1/6.
Tough Hero: You increase the amount of damage you recover when you use Second Wind by +1.
Tough Hero: Select two combat maneuvers. Your CMD for the selected combat maneuvers increase by +1.

Smart Hero: You increase the duration of your Plan talent by +1.
Smart Hero: You increase the duration of your Trick talent by +1/5.
Smart Hero: You gain a bonus on Knowledge skill checks equal to +½ when you use your Scholar ability.
Smart Hero: You increase the number of opponents you affect with your Greater Exploit Weakness ability by +1.

Dedicated Hero: You increase the number of hit points you restore when using the Heal skill by +1.
Dedicated Hero: You add +¼ to your ally’s results when you use the Aid Another action.
Dedicated Hero: You add +½ to the duration of your Tactician ability.
Dedicated Hero: You add +½ to your Empathy ability.
Dedicated Hero: The penalty to Perception skill checks due to distance are reduced by +½.
Dedicated Hero: You gain +1/3 of a teamwork feat.

Charismatic Hero: You add +½ to the duration of your Tactician ability.
Charismatic Hero: You add +½ to your damage rolls when using your Fearsome Blow.
Charismatic Hero: You add +1 to your Wealth score.
Charismatic Hero: You add +½ to the results of your Luck re-rolls.
Charismatic Hero: You add +½ to your Reputation score.
Charismatic Hero: You add +1 to the number of allies you can affect with the talents from the Leadership Talent Tree.
Charismatic Hero: You add +½ to the Charisma checks made to activate the abilities of your Fast-Talk Talent Tree.

Feats: At 1st level, the Modern Hero gains 2 feats of his choice. At 3rd level, and every 2 levels thereafter, the Modern Hero gains an additional feat. The Modern Hero must meet the requirements, if any, of the selected feats.

Reputation: At 1st level, the Modern Hero has a certain level of fame or infamy. As she advances in level, so does her fame and infamy. This value is based on her class and level. When a GM character interacts with a Modern Hero, he makes a Reputation check by rolling 1d20 and adding his Intelligence modifier and the Modern Hero’s Reputation score. The DC is 25. If the check is successful and the past actions of the Modern Hero align with the goals and values of the GM character, the Modern Hero gains a +4 bonus on Charisma-based checks with the NPC. If the check is successful and the past actions of the PC run contrary to the goals and values of the NPC, the PC suffers a -4 penalty on Charisma-based checks with the GM character.

Traits: The Modern Hero selects 3 traits at 1st level. These represent the history and natural gifts of the Modern Hero.

Traits:

Action Hero: You gain +1 action point per level.

Acupuncturist: You gain a +2 trait bonus on all Fortitude saves made against poison effects.

Adventurous Explorer: When frightened or shaken, you only take a -1 penalty on your rolls instead of -2.

Alien: You are a non-human extraterrestrial being. Select one alien species; you are that species. You only gain 1 feat at 1st level (not 2 like a human), and you reduce the number of skill ranks you gain at each level by 1.

Alliance’s Finest: You gain a +1 trait bonus on all rolls to confirm critical hits.

Alliance Loyalist: You gain a +2 trait bonus on Diplomacy checks to influence members of the Alliance and a +2 trait bonus on Intimidate checks to influence enemies of the Alliance.

Ambitious: You gain a +1 bonus on Profession skill checks and a +1 bonus to your starting Wealth score.

Anatomist: You gain a +1 trait bonus on attack rolls to confirm critical hits.

Animal Cruelty: You can use Intimidate to demoralize animals and vermin.

Antiquities Smuggler: You gain a +1 trait bonus on Appraise skills and Knowledge history checks related to Earth-that-was.

Armor Expert: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Arms Master: You take a –2 penalty on attack rolls made with weapons with which you are not proficient instead of the normal –4.

Bent Body: You gain a +2 trait bonus to CMD when resisting grapple attempts.

Blade Bravado: When wielding a one-handed melee weapon and nothing in your off hand, you gain a +1 trait bonus on Acrobatics and Bluff checks.

Blade Master: You gain a +1 attack bonus to confirm critical hits when using an edged weapon you are proficient with.

Breaker: You gain a +1 trait bonus on weapon damage rolls made against objects and constructs.

Browncoat Freedom Fighter: You gain a +1 trait bonus on attack and damage rolls against slavers or any creature holding someone against their will.

Browncoat Partisan: You gain a +1 trait bonus on attack and damage rolls against government officials of the Alliance.

Browncoat Veteran: You have become inured to overcoming adversity. Each time you take lethal damage, you convert 1 point of lethal damage into 1 point of non-lethal damage.

Browncoat Volunteer: You have become accustomed to working with second rate goods and inadequate material. Whenever you use an item with the broken condition, you suffer half the normal penalty.

Brutal Pugilist: You gain a +1 trait bonus on damage rolls when using unarmed strikes.

Bullied: You gain a +1 trait bonus on attacks of opportunity attack rolls made with unarmed strikes.

Canter: Anyone who attempts to use Bluff to deliver a secret message to you gains a +5 bonus on his Bluff check. When you attempt to intercept a secret message using Sense Motive, you gain a +5 trait bonus on the attempt.

Cliff Jumper: You gain a +1 trait bonus on Acrobatics and Climb checks, and on Reflex saves to avoid falling.

Clumsy Chemist: You often spill chemicals while using the Craft chemical skill. You suffer a -2 penalty on Craft chemistry skill checks, but gain acid resistance 1, cold resistance 1, and fire resistance 1.

Clumsy Electrician: You often shock yourself while using the Craft electronics skill. You suffer a -2 penalty on Craft electronic skill checks, but gain electricity resistance 1 and sonic resistance 1.

Collector: You have a small, bizarre collection of apparently worthless items, such as rusty nails, animal droppings, clockwork cogs, or bent spoons. You find this strange menagerie useful in ways no one else could understand. Seeking new items to add to this collection is endlessly fascinating to you, and while no one else may understand why a Persephone horsenail is worthy to add to your collection when a Greenleaf wheelbarrow nail is not, it all makes sense to you.
Select one of the following skills: Craft (any one), Demolitions, Disable Device, Escape Artist, or Perform (any one). Whenever you have your collection within 5 feet of you, you gain a +2 trait bonus on all checks made with the selected skill.
Once this skill has been selected, it can only be changed by spending 1 action point; thereafter, you gain it for the new collection you begin amassing, and no longer gain the benefit of your old collection.

Colonist: Select one terrain type. You gain a +1 bonus on Endurance, Labor, and Survival skill checks in the selected terrain type.

Companion Acolyte: You gain a +1 bonus on Charisma checks against targets that are or could be sexually attracted to you.
Companion Training: You gain a +2 trait bonus on Diplomacy and Perform checks when dealing with people of high social standing.

Courageous: You gain a +2 trait bonus on Saving Throws against fear effects.

Deadly Charge: You gain a +2 trait bonus on critical hit confirmation rolls made as part of a charge.

Deadly Shooter: You gain a +1 trait bonus on all rolls to confirm critical hits with ranged weapons.

Deft Dodger: You gain a +1 bonus to Reflex saving throws.

Defy Madness: You gain a +1 trait bonus on any saving throws against confusion, insanity, madness, and Wisdom damage and drain.

Desert Child: You gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects.

Dip, Dive, or Duck: Once per day as an immediate action, you may grant yourself a +2 dodge bonus to your AC until the end of your next turn.

Dirty Fighter: When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit).

Distance Runner: You gain a +1 trait bonus on Constitution checks to continue running and avoid nonlethal damage from a forced march.

Dominator: You receive a +2 trait bonus on all attempts to demoralize an opponent in combat using the Intimidate skill.

Dump Salvager: You gain a +3 trait bonus on Perception checks to search for concealed items.

Dusk Dancer: You gain a +2 trait bonus on Reflex saves in dim light or darkness.

Eager Fighter: You gain a +1 trait bonus on attack rolls when you make an Attack of Opportunity.

Explorer: At the beginning of each character level, select one desired terrain type from the following list:
cold
desert
forest
jungle
mountains (including hills)
plains
spaceships
swamp
underground (including caves and dungeons)
urban
Water
Zero-gravity
You gain a +2 bonus on all Survival checks made in your desired terrain type.
At the beginning of each level, you must select a new desired terrain type to replace the old one (you cannot take the same desired terrain type two levels in a row).

Family Heirloom: Select one specific kind of Archaic Weapon or Personal Firearm, such as longsword or Desert Eagle. You are proficient with the selected weapon, and have a masterwork version of the selected weapon.

Faster! Faster! Faster Would Be Better!: You increase the base speed of a vessel you Drive or Pilot by 1 square.

Fencer: You gain a +1 trait bonus on attack of opportunity attack rolls made with daggers, swords, and similar bladed weapons.

Fixer: Once per day, you can tinker with a broken object to allow anyone who uses it to ignore the penalties for its broken condition for 24 hours (this does not affect the object’s hit points). At the end of this time, it regains the broken condition (but you can use this trait on it over and over again).

Focused Mind: You gain a +2 bonus on Concentration checks.

Foolhardy: When facing an enemy that’s larger than you are, if you have no allies in any adjacent squares, your posturing, bravado, and cussing grant you a +1 trait bonus on attack rolls with non-reach melee weapons

Footpad: You gain a +1 trait bonus on Initiative checks and Knowledge streetwise checks.

Foul Belch: Once per day as a standard action, you can force a particularly odious belch at a single opponent within 5 feet. The character affected must make a Fortitude save with a DC of 10 + ½ your character level + your Constitution modifier or be sickened for 1d6 rounds.

Freedom Fighter: You gain a +1 trait bonus on any skill check or attack roll made during the process of escaping capture or in helping a slave escape bondage, and Escape Artist is always a class skill for you.

Frostborn: You gain a +4 trait bonus on any savings throws made to resist the effects of cold environments, as well as a +1 trait bonus on all saving throws against cold effects.

Gunfighter: You gain a +1 trait bonus to Initiative checks, and if you are able to act during the surprise round of an encounter, you can draw a weapon (but not a tool or other item) as a free action during that round.

Gunslinger: You add the following feats to your list of bonus feats for your character classes:
Advanced Firearms Proficiency, Burst Fire, Dead Aim, Double Tap, Exotic Firearms Proficiency, Far Shot, Improved Precise Shot, Personal Firearms Proficiency, Point Blank Shot, Precise Shot, Quick Reload, Shot on the Run, Skip Shot, Strafe

Helpful: Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.

Hill Fighter: You may run or charge downhill on a steep slope (moving up to your base speed) without making an Acrobatics check to avoid stumbling but if you travel farther than this distance, the normal rules for steep slopes apply.

Hulking Brute: You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall.

Hunter: You gain a +1 trait bonus on damage rolls made against animals.

Ice Walker: You gain a +1 trait bonus on saving throws against attacks that deal cold damage. Furthermore, you may ignore the Acrobatics penalty for ice and can move across ice at normal speed.

Importer/Exporter: You start with twice the normal amount of starting wealth. In addition, your reputation remains strong in the night market, and any transactions you make there are always beneficial to you; items you sell net you an additional 10% profit, and items you purchase there are 10% cheaper than normal. This discount also applies to your starting gear.

Improvised Weapons: You gain a +1 trait bonus on attacks made with improvised weapons. If you do not possess the Catch Off-Guard or Throw Anything feats, you still take penalties on these attack rolls as normal.

Inciter: You gain a +2 trait bonus on Bluff checks made to convince creatures to attack each other.

Indomitable Faith: You gain a +1 trait bonus on Will saves.

Insane Genius: When you are confused, you may roll twice and select either result.

Jungle Fighter: Your speed may not be reduced to less than 10 feet by difficult terrain in jungles (meaning you may take a 5-foot step in difficult terrain and not provoke an attack of opportunity).

Killer: You deal additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself.

Knife Fighter: Select the dagger, kukri, or punching dagger. You gain a +1 trait bonus to damage rolls with the selected weapon.

Lettered: Linguistics is a class skill for you, and you gain a +1 trait bonus on Linguistics checks made for the purpose of deciphering writing in an unfamiliar language. You never draw a false conclusion if you fail your Linguistics check; instead, you simply realize you cannot make sense of the writing.

Line-breaker: When charging, add 10 feet to your base speed.

Martial Artist: You do not provoke attacks of opportunities when you make an unarmed strike. You add the following feats to the list of bonus feats from your character classes:
Advanced Combat Martial Arts, Brawl, Combat Martial Artist, Combat Throw, Defensive Martial Artist, Elusive Target, Improved Brawl, Improved Combat Martial Artist, Improved Combat Throw, Improved Feint, Improved Knockout Punch, Knockout Punch, Street Fighting, Unbalance Opponent.

Master Forger: You gain a +4 trait bonus to Linguistics checks made to forge documents.

Master of the Sudden Strike: When you wield a masterwork version of any sword if you act before your opponent during the surprise round, you gain a +2 trait bonus on weapon damage rolls for the surprise round only. This additional damage is precision damage.

Mecha Operator: You select either Drive or Pilot as a class skill. You add the following feats to the list of bonus feats you may select from for your character class: Advanced Mecha Operation, Hair Trigger, Mecha Crush, Mecha Fling, Mecha Operation, Mecha Sweep, Mecha Trample, Mecha Weapon Boost, Mecha Weapon Proficiency, Stun Mecha, Thruster Blast.

Multi-talented: Select 2 skills. You gain a +1 trait bonus to the selected skills. This trait may be selected more than once. Each time you do, it applies to 2 different skills.

Mutant: You have a genetic mutation. You gain one 0 point mutation.
Special: You may select this trait multiple times. Each time you do, the number of mutant points you gain increases by 1. You must also select a number of mutation drawbacks with a point value equal to your number of mutant points.

Mutant Hunter: You earn a +1 trait bonus on Diplomacy when used to gather information, Knowledge streetwise, and Survival when used for tracking when related to a mutant quarry. Choose one as these as a class skill. Mutants have a +1 bonus on any roll to learn about you, as your family’s fame precedes you.

Natural Born Leader: All cohorts and followers under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Nonchalant Thuggery: You gain a +4 trait bonus on Bluff checks to keep others from noticing your aggressive actions.

Operative: You gain a +2 trait bonus on Diplomacy checks to gather information and Survival checks to track. You may spend 1 action point and designate a specific individual as your quarry; you double your trait bonuses on your checks against your quarry and gain a +1 bonus to attack and damage rolls against your quarry.

Outlaw: You gain a +1 trait bonus to Bluff, Disguise, and Knowledge streetwise skill checks. One of these becomes a class skill for you.

Pockmarked: Whenever you’re subjected to an effect that causes the sickened condition, you may make two saving throws to avoid the effect (if a saving throw is allowed), taking the better of the two results as your actual saving throw.

Pomp and Pageantry: You gain a +1 trait bonus on Acrobatics, Diplomacy, Handle Animal, Intimidate, Perform, and Ride checks with class skills if you spend twice as long as it normally takes to make that check

Prideful Temper: You gain a +1 trait bonus on attack rolls made against creatures that have insulted you until you actually succeed in dealing damage.

Prisoner of War: When you make an Escape Artist check, you may roll twice and select the better result.

Providential Passenger: Improve the starting attitude that ship captains, caravan leaders, and those with similar sorts of responsibilities have toward you by one step.

Psychic: You are a mutant or have been the subject to experimental psychological surgery. Select one 0-level psionic power or spell. You may use it 3 times a day with a caster level equal to your character level.

Pugilist: You gain a +1 trait bonus on attack of opportunity attack rolls made with unarmed strikes.

Purchased Loyalty: Once per day, when protecting someone who has bought your services, you may roll twice when making a Will save against charm or fear effects and take the better result.

Purple Belly Foot Soldier: When wearing medium or heavy armor, your speed is only reduced by 5 feet instead of 10 feet.

Rabble Rebel: If you have at least three allies threatening your opponent, you gain a +2 bonus on Bluff checks to feint him and a +2 bonus on Sleight of Hand checks against him.

Rapscallion: You gain a +1 trait bonus on Escape Artist checks and a +1 trait bonus on Initiative checks.

Reactionary: You gain a +2 bonus to initiative.

Reaver Survivor: When you are subjected to a fear effect, you treat it as one category less severe than normal, to a minimum of shaken.

Recognizable: You gain a +1 bonus to your Reputation score.

Repulsive: You gain a +1 trait bonus on combat maneuver checks made to overrun and reposition opponents.

Resilient: You gain a +1 trait bonus on Fortitude saves.

Rich: You gain a +2 bonus to your Wealth score. You may select this trait multiple times; each time you do, your Wealth score increases by +2.

Rider: You gain a +1 trait bonus on Ride checks, and Ride is always a class skill for you. You add the following feats to the list of bonus feats you get for your character class:
Animal Affinity, Horse Master, Indomitable Mount, Massed Charge, Mounted Archery, Mounted Blade, Mounted Combat, Mounted Onslaught, Mounted Shield, Mounted Skirmisher, Rebounding Leap, Ride-by Attack, Saddle Shrieker, Spirited Charge, Skill Focus Ride, Trample, Trick Riding, Unseat, Wheeling Charge.

Rider of Whitefall: When mounted and making a charge, your mount’s speed is increased by 10 feet.

River Fighter: You may swim downstream or cross-current as a charge if you make your Swim DC by 5 or more.

Robot: You were built, not born. You may choose to be a biodroid (android) or bioreplica (synthetic). You follow the character creation rules for the selected type of robot.

Robot Hunter: You earn a +1 trait bonus on Diplomacy when used to gather information, Knowledge technology, and Survival when used for tracking when related to a construct quarry. Choose one as these as a class skill. Constructs have a +1 bonus on any roll to learn about you, as your reputation precedes you.

Running Throw: Whenever you move at least 10 feet before making an attack with a thrown weapon, you add 10 feet to the range increment of the weapon thrown. You can only gain this benefit once per round.

Ruthless: You gain a +1 trait bonus on attack rolls to confirm critical hits.

Secret Revolutionary: You gain a +1 trait bonus on Will saves against mind-affecting effects, and on Fortitude saves against drugs or poisons.

Shadow Stabber: You gain a +2 trait bonus on melee weapon damage rolls made against foes that cannot see you.

Shift the Blame: You gain a +1 trait bonus on Bluff and Diplomacy checks made to convince someone that another person is actually at fault for your actions.

Skilled: Select 1 skill. The selected skill is always a class skill for you, and you receive a +1 trait bonus to the selected skill. You may select this trait multiple times, each time, you must select a different skill.

Solider: You may add all Combat feats to the list of bonus feats you may select from for your character class. Special: You may select this trait a second time; if you do, you treat your character level as your effective Fighter level for the purposes of qualifying for feats.

Space Runner: You’re accustomed to the pitch and yaw of spacing vessels, even in gravity wells, and gain a +2 trait bonus on Acrobatics checks to keep your footing on uneven ground or unsteady surfaces.

Spacer: You gain a +1 trait bonus to Computer Use checks on spaceships, Navigate checks on spaceships, and Pilot checks on spaceships. One of these is a class skill for you.

Sprint: If you do nothing but move in a turn (that is, if you run or use both of your actions in a round to move your speed) and you are in no armor or light armor, you may move an extra 5 feet.

Starship Training: You always treat Pilot as a class skill. You add the following feats to the list of bonus feats you gain from your character class: Starship Battle Run, Starship Dodge, Starship Feint, Starship Gunnery, Starship Mobility, Starship Operation, Starship Strafe, Zero-G Training.

Storm Hunter: When fighting in windy weather, you treat the wind category as one level lower for the purposes of determining penalties on ranged attacks made with normal weapons.

Suicidal: Once per day, as an immediate action, you can make yourself the target of any attack originally directed against a creature occupying an adjacent square.

Thief: You gain a +1 trait bonus to Disable Device, Sleight of Hand, and Stealth checks. One of these is a class skill for you.

Threatening Defender: When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.

Tough Skin: You gain a +1 trait bonus to AC when opponents attempt to confirm critical hits with either bludgeoning or slashing weapons.

Trailblazer: While traversing any wilderness, you gain a +1 trait bonus on Survival checks, and gain a +1 trait bonus on Fortitude saving throws against diseases.

Underling: You gain a +2 trait bonus on Bluff and Diplomacy checks made to either join or imply that you already belong to a criminal organization.

Unearth Secrets: You gain a +2 trait bonus on Sense Motive checks when trying to get a hunch that might reveal a target’s hidden vice, dark impulse, or any other craving it would not want publicly revealed.

Unrecognizable: Your Reputation score is 1 point lower than normal.

Vehicle Operator: You gain a +1 trait bonus to Drive and Pilot skill checks, and one is always a class skill for you. You add the following feats to the list of bonus feats you may select for your character class:
Aircraft Operation, Drive-By Attack, Force Stop, Surface Vehicle Operation, Vehicle Dodge, Vehicle Expert.

Vile Kiss: You gain a +2 trait bonus on combat maneuver checks to perform a dirty trick combat maneuver for the purpose of making your opponent sickened.

Walking Ward: Choose one of the following energy types: acid, cold, electricity, or fire; you gain a +1 bonus on saving throws against effects that deal damage of this type or have this subtype.

Weapon Smith: You gain a +2 bonus on Craft mechanical skills made to make or alter masterwork weapons.

Wharf Rat: You gain a +2 trait bonus on skill checks involving climbing and rope use, and a +4 trait bonus on Appraise checks to determine the value of large quantities of bulk goods without opening their containers.

Winter Warrior: You gain a +1 trait bonus on Stealth and Survival checks in ice- or snow-covered terrain.

Zest for Battle: Whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls.

Wealth: The Modern Hero begins play with a Wealth score of 2d6. A Modern Hero’s Wealth score fluctuates up and down as he earns and spends money. A character’s Wealth score cannot fall below 0, but it has no upward limits.

Action Power (Ex): At 2nd level, 6th level, and every 4 levels thereafter, the Modern Hero learns how to use his Action Points in new and exciting ways by selecting an Action Power. The Modern Hero must meet the requirements of the selected Action Power.

Action Powers:

Action Boost: Increase the action point die from 1d6 to 1d8.

Action Surge: Add all your action point dice together when you spend 1 action point. You must be at least 10th level to select this action power.

Active Armor: While wearing armor, if you take damage from an attack, you may spend an action point as an immediate action and convert the damage from that attack into non-lethal damage.

Active Critical: When you roll a critical threat, you can spend an action point to automatically confirm the critical hit.

Active Damage: Spend 1 action point and add the result to a single damage roll.

Active Defense: Increase your AC by the result of your Action Point roll for 1 round.

Active Durability: Spend 1 action point as an immediate action and gain DR/- equal to the result of action point die result for 1 round.

Active Feat: Spend 1 action point and gain the use of a feat you qualify for but do not possess for 1 round.

Active Focus: Spend 1 action point and add the results to the Save DC of one of your special abilities for 1 round.

Active Genius: If you roll a natural 20 on a skill check, you may spend an action point and roll an additional 1d20 and add it to the skill check result.

Active Healing: As a swift action, you heal an amount of damage equal to your action point dice result.

Active Pool: You increase the number of dice you roll when spending an action point by one. You must be 10th level to select this action power.

Active Slide: Spend 1 action point as a swift action and move a distance equal to 5 multiplied by the result of the action point dice.

Active Sprint: Spend 1 action point and increase your speed by 5 times the result of the action point die for a number of rounds equal to 1/2 your character level.

Active Talent: Spend 1 action point and gain the use of a class talent you do not possess for 1 round. Spend 2 action points and gain the use of a cross-class talent you do not possess for 1 round.

Active Threat: After rolling an attack roll, spend 1 action point as an immediate action and increase the threat range of the attack by an amount equal to the results of the action point dice result. You must be 6th level before selecting this action power.

Advanced Active Feat: Spend 1 action point and gain the use of a 4 feats you qualify for but do not possess for 1 round. You must have the Active Feat, Improved Active Feat, and Greater Active Feat action point powers before selecting this action point power.

Awakened Action: Spend an action point and reduce how tired you are. If you are exhausted, you become fatigued instead. If you are fatigued, you are no longer fatigued.

Brave Action: Spend an action point and reduce how fearful you are. If you are panicked, you become frightened instead. If you are frightened, you become shaken instead. If you are shaken, you are no longer shaken.

Clear Action: Spend an action point and you become more clearheaded. If you are stunned, you become dazed instead. If you are dazed or confused, you are no longer dazed or confused.

Evasive Action: Whenever you spend an action point to affect the results of a Reflex saving throw, you gain Evasion. If you already have Evasion, you gain the benefits of Improved Evasion (you take no damage on a successful Reflex save, and only suffer half damage on a failed Reflex save).

Extra Action: Spend 1 action point during your turn and gain an additional move action. Spend 2 action points during your turn and gain an additional standard action. Spend 3 action points during your turn and gain an additional full round action. You may select this Action Power multiple times; each time you do, the cost in action points is reduced by 1 (to a minimum of 1 action point).

Extra Active: Gain 2 additional action points per level. This action power may be selected multiple times; each time you do, its effects stack.

Greater Active Feat: Spend 1 action point and gain the use of a 3 feats you qualify for but do not possess for 1 round. You must have the Active Feat and Improved Active Feat action point powers before selecting this action point power.

Greater Action Boost: You increase the size of your action point die from 1d10 to 1d12. You must be 18th level and have the Action Boost and Improved Action Boost action powers before selecting this action power.

Healthy Action: Spend an action point and you feel a lot better. If you are nauseated, you become sickened instead. If you are sickened, you are no longer sickened.

Improved Active Feat: Spend 1 action point and gain the use of a 2 feats you qualify for but do not possess for 1 round. You must have the Active Feat action point power before selecting this action point power.

Improved Action Boost: You increase the size of your action point die from 1d8 to 1d10. You must be 10th level and have the Action Boost action power before selecting this action power.

Influence Action: Spend 1 action point as an immediate action and add the results to an ally's roll or subtract it from an opponent's roll.

Maximum Action: Spend 1 additional action point and automatically get the maximum result of your action point roll.

Overactive: You are not limited to spending 1 action point per round. You can spend action points multiple times in the same round.

Reactive Attack: Spend 1 action point and re-roll an attack roll or initiative roll.

Reactive Save: Spend 1 action point and re-roll a saving throw.

Reactive Skill: Spend 1 action point and re-roll a skill check or ability check.

Reactive Wealth: Spend 1 action point and re-roll a Wealth check.

Restorative Action: Spend 1 action point and reduce an amount of ability damage equal to the action point die result plus your Constitution modifier or 1 point of ability drain per action point die you normally roll. You must have the Active Healing or Second Wind talent before selecting this action power.

Safe Fate: Spend 1 action point and take 10 on a single saving throw.

Self Reliant: You can make Heal checks on yourself for the purposes of treating deadly wounds, diseases, and poisons.

Stalwart Action: Whenever you spend an action point to affect the results of a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, you instead avoid the effect entirely.

Steady Soldier: Spend 1 action point and take 10 on a single attack roll or initiative roll.

Structured Skill: Spend 1 action point and take 10 on a single skill check or ability check.

Sudden Action: Spend 1 action point and act immediately, even if it isn’t your turn. Your initiative order resets to this position in the combat round.

Threatening Action: Spend 1 action point after an attack roll is made, and you increase the threat range of that attack by the result of the action point roll.

Tough Action: When rolling hit points for a newly advanced character level, you may spend 1 action point and add the results to your hit point total.

Ultimate Active Feat: Spend 1 action point and gain the use of a 5 feats you qualify for but do not possess for 1 round. You must have the Active Feat, Improved Active Feat, Greater Active Feat, and Advanced Active Feat action point powers before selecting this action point power.

Ability Score Increase: At levels 4, 8, 12, and 16, you select an ability score of your choice and increase it by 1. At 20th level, you select an ability score of your choice and increase it by 2.

RPG Superstar 2012 Top 32

STRONG HERO

BAB: +1
Good Saves: Fortitude
Hit Dice: 1d10

Class Skills: Acrobatics (Dex), Climb (Str), Craft mechanical (Int), Craft structural (Int), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge current events (Int), Knowledge popular culture (Int), Knowledge streetwise (Int), Knowledge tactics (Int), Labor (Con), Profession (Wis), Swim (Str).

Skill Ranks per Level: 3 + Intelligence modifier.

Strong Heroes are proficient in all simple weapons.

LEVEL ABILITY
1. Reputation, Talent
2. Bonus Feat
3. Talent
4. Bonus Feat
5. Talent
6. Bonus Feat
7. Talent
8. Bonus Feat
9. Talent
10. Bonus Feat
11. Talent
12. Bonus Feat
13. Talent
14. Bonus Feat
15. Talent
16. Bonus Feat
17. Talent
18. Bonus Feat
19. Talent
20. Bonus Feat

Reputation: The Strong Hero has a Reputation value equal to 1/5 his class level.

Talent (Ex): At 1st level, and every 2 levels thereafter, the Strong Hero gains one of the following special abilities. He must meet all requirements of the selected talent.

Extreme Effort Talent Tree: Your great strength lets you overcome many obstacles.
Extreme Effort: You add +2 to Strength-based ability checks.
Improved Extreme Effort: You add +4 to Strength-based ability checks.
Greater Extreme Effort: You add +6 to Strength-based ability checks.

Heavy Hauler Talent Tree: You are capable of carrying more gear than normal.
Heavy Hauler: You treat your Strength score as +2 higher than it is for the purposes of determining your encumbrance.
Improved Heavy Hauler: You treat your Strength score as +4 higher than it is for the purposes of determining your encumbrance.
Greater Heavy Hauler: You treat your Strength score as +6 higher than it is for the purposes of determining your encumbrance.

Heavy Weapon Talent Tree: You are capable of using heavy weapons with ease.
Heavy Weapon Fighting: You treat Medium weapons as Small, Large weapons as Medium, and Huge weapons as Large weapons. You must have the Heavy Hauler talent before selecting this talent.
Improved Heavy Weapon Fighting: You treat Large weapons as Small and Huge weapons as Medium. You must have the Improved Heavy Hauler talent before selecting this talent.
Greater Heavy Weapon Fighting: You treat Huge weapons as Small. You must have the Greater Heavy Hauler talent before selecting this talent.

Ignore Hardness Talent Tree: You know how to break things with ease.
Ignore Hardness: You ignore 2 points of hardness when you break or sunder items.
Improved Ignore Hardness: You ignore 4 points of hardness when you break or sunder items.
Greater Ignore Hardness: You ignore 6 points of hardness when you break or sunder items.

Mauler Talent Tree: You are a master of making combat maneuvers.
Mauler: You gain a +2 bonus to your Combat Maneuver Bonus.
Improved Mauler: You gain a +4 bonus to your Combat Maneuver Bonus.
Greater Mauler: You gain a +6 bonus to your Combat Maneuver Bonus.

Melee Smash Talent Tree: You mostly hurt people.
Melee Smash: You gain a +1 bonus to melee damage rolls.
Improved Melee Smash: You gain a +2 bonus to melee damage rolls.
Greater Melee Smash: You gain a +3 bonus to melee damage rolls.

Strong Skill Mastery Talent Tree: You are able to use your strength where others cannot.
Athletic Prowess: You may apply your Strength modifier in addition to your Dexterity modifier to Acrobatics and Escape Artist skill checks.
Elbow Grease: You may apply your Strength modifier to in addition to your Intelligence modifier to Craft mechanical and Craft structural skill checks.
Strong Arm: You may apply your Strength modifier in addition to your Charisma modifier to Handle Animal and Intimidate skill checks.

Bonus Feats: At 2nd level, and every 2 levels thereafter, the Strong Hero may select one of the following feats. The Strong Hero must meet the requirements of the selected feat.

Advanced Firearms Proficiency, Animal Affinity, Archaic Weapon Proficiency, Athletic, Blind-Fight, Bloody Assault, Bludgeoner, Brawl, Bull Rush Strike, Catch Off Guard, Charge Through, Charging Hurler, Choke Hold, Cleave, Cleave Through, Cleaving Finish, Combat Martial Arts, Combat Reflexes, Critical Focus, Crushing Blow, Dazing Assault, Furious Focus Deadly Finish, Deadly Stroke, Devastating Strike, Disorienting Blow, Disposable Weapon, Distance Thrower, Double Slice, Dreadful Carnage, Elephant Stomp, Enforcer, Equipment Trick, Exotic Weapon Proficiency, Fearsome Finish, Felling Smash, Following Step, Friendly Switch, Furious Focus, Gorgon’s Fist, Gory Finish, Great Cleave, Greater Bull Rush, Greater Drag, Greater Grapple, Greater Overrun, Greater Penetrating Strike, Greater Sunder, Greater Vital Strike, Hammer the Gap, Improved Brawl, Improved Bull Rush, Improved Charging Hurler, Improved Cleaving Finish, Improved Combat Martial Arts, Improved Critical, Improved Devastating Strike, Improved Drag, Improved Grapple, Improved Overrun, Improved Sunder, Improved Vital Strike, Improvised Weapon Mastery, Intimidating Prowess, Lunge, Medusa’s Wrath, Merciless Rush, Minotaur’s Charge, Monkey Lunge, Nerve Pinch, Oathbound, Outflank, Penetrating Strike, Pin Down, Pinning Knockout, Pinning Rend, Power Attack, Pushing Assault, Quick Bull Rush, Quick Drag, Quick Draw, Quick Reposition, Rapid Grappler, Rhino Charge, Scorpion Style, Shatter Defenses, Sleeper Hold, Splintering Weapon, Squash Flat, Stand Still, Steady Engagement, Step Up, Step Up and Strike, Strike Back, Stunning Assault, Sundering Strike, Sure Grasp, Throw Anything, Two-Handed Thrower, Vicious Stomp, Vital Strike, Weapon Focus.

RPG Superstar 2012 Top 32

FAST HERO

BAB: +3/4
Good Saves: Reflex
Hit Dice: 1d8

Class Skills: Acrobatics (Dex), Craft mechanical (Int), Craft structural (Int), Disable Device (Dex), Drive (Dex), Escape Artist (Dex), Knowledge current events (Int), Knowledge popular culture (Int), Knowledge streetwise (Int), Perform (Cha), Pilot (Dex), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Stealth (Dex), Swim (Str).

Skill Ranks per Level: 5 + Intelligence modifier.

Fast Heroes are proficient in all simple weapons.

LEVEL ABILITY
1. Reputation, Talent
2. Bonus Feat
3. Talent
4. Bonus Feat
5. Talent
6. Bonus Feat
7. Talent
8. Bonus Feat
9. Talent
10. Bonus Feat
11. Talent
12. Bonus Feat
13. Talent
14. Bonus Feat
15. Talent
16. Bonus Feat
17. Talent
18. Bonus Feat
19. Talent
20. Bonus Feat, Capstone

Reputation: The Fast Hero has a Reputation value equal to ¼ her class level.

Talent (Ex): At 1st level, and every 2 levels thereafter, the Fast Hero gains one of the following special abilities. He must meet all requirements of the selected talent.

Defensive Talent Tree: You are adept at protecting yourself.
Evasion: When you make a successful Reflex save against an attack, you suffer no damage.
Uncanny Dodge: You retain your Dexterity modifier to your AC when you are flat-footed or struck by a hidden opponent..
Improved Uncanny Dodge: You are immune to being flanked.
Defensive Roll: You can roll with a potentially lethal attack to take less damage from it. If you would be reduced to 0 hit points or less by damage in combat from a melee or ranged attack, you can spend 1 action point and make a Reflex save with a DC equal to the damage dealt. If successful, you take half damage (evasion does not apply). You cannot do this if you are helpless or immobilized.
Improved Evasion: When you make a Reflex save, you take half damage on a failed save and no damage on a successful save. You must have the Evasion talent and 9 ranks in Acrobatics before you can select this talent.
Opportunist: You can spend 1 action point to make an attack of opportunity against an opponent that has just been struck for damage in melee by an ally.

Defensive Driving Talent Tree: You are a careful vehicle operator.
Defensive Driving: When you are driving or piloting a vehicle and it is in a collision, you can spend 1 action point and treat speed of the collision as if it were one category lower than it actually is.
Improved Defensive Driving: When you are driving or piloting a vehicle and it is in a collision, you may treat the smallest object in the collision as if it were 1 size category smaller.
Greater Defensive Driving: You no longer need to spend an action point to use the Defensive Driving talent.
Advanced Defensive Driving: When you are driving or piloting a vehicle and it is in a collision, you may spend an action point and treat the smallest object in the collision as if it were a number of size categories smaller than the result of your action point.

Fast Movement Talent Tree: You are fleet of foot.
Fast Movement: Your speed increases by +5 feet.
Improved Fast Movement: Your speed increases by +10 feet.
Greater Fast Movement: Your speed increases by +15 feet.
Advanced Fast Movement: Your speed increases by +20 feet.

Fast Skill Mastery Talent Tree: You can use your speed where others can’t.
Cheat: You may add your Dexterity modifier to Bluff skill checks made to feint in combat and to Gamble skill checks made to cheat at games of chance.
Graceful Artist: You may add Dexterity modifier to Craft Visual Arts and Perform Dance skill checks.
Graceful Athlete: You may add Dexterity modifier in addition to your Strength modifier to Climb and Swim skill checks.
Mechanical Aptitude: You may add your Dexterity modifier to Demolition skill checks and Craft skill checks made to jury-rig a device.
Trick Rider: You can perform vehicle stunts while using the Ride skill to guide your mount. You may make a Ride check in place of a Handle Animal check to push your mount to perform a trick it does not know.

Offensive Talent Tree: You can use your quickness in battle.
Finesse Fighter: You gain Weapon Finesse as a bonus feat and have a Base Attack Bonus equal to your class level when using weapons that qualify for the Weapon Finesse feat.
Improved Finesse Fighter: You may add your Dexterity modifier to damage rolls when using weapons that qualify for the Weapon Finesse feat.
Greater Finesse Fighter: You may make a melee attack at your highest base attack bonus with a weapon that qualifies for the Weapon Finesse feat as a swift action.
Ranged Fighter: You have a Base Attack Bonus equal to your class level when using ranged weapons.
Improved Ranged Fighter: You may add your Dexterity modifier to damage when using ranged weapons.
Greater Ranged Fighter: You may make a ranged attack at your highest base attack bonus as a swift action.

Racing Talent Tree: You are an excellent driver or pilot.
Improved Dash: When you use the Dash stunt, you can make a DC 20 Drive or Pilot check and your vehicle’s speed increases by 2 additional categories instead of 1.
Improved Hard Brake: When you use the Hard Brake stunt, you can you can make a DC 20 Drive or Pilot check and your vehicle’s speed decreases by 3 categories instead of 2.
Improved Maneuverability: You increase the maneuverability class of any vessel you drive or pilot by 1.
Speed Racer: You increase the maximum speed of a vehicle you drive or pilot by a number of squares equal to your Dexterity modifier.
Swift Operator: You can make a Drive or Pilot skill check to operate a vehicle as a swift action instead of as a move action.

Swift Movement Talent Tree: You can move swiftly.
Swift Step: You can move 5 feet as a swift action.
Improved Swift Step: You can move a number of 5 feet squares equal to your Dexterity modifier as a swift action.
Greater Swift Step: You can move a distance equal to your speed as a swift action.
Advanced Swift Step: You can move a distance equal to twice your speed as a swift action.

Bonus Feats: Acrobatic, Acrobatic Steps, Advanced Defensive Combat Training, Advanced Firearms Proficiency, Agile Combat Maneuvers, Agile Riposte, Aircraft Operation, Blinding Flash, Bloodletting, Break Guard, Bullseye Shot, Burn! Burn! Burn!, Butterfly’s Sting, Cartwheel Dodge, Close Quarters Thrower, Clustered Shots, Combat Expertise, Combat Patrol, Combat Reflexes, Combat Throw, Deadly Aim, Death from Above, Deceptive Exchange, Defensive Martial Arts, Deflect Arrows, Deft Hands, Dervish Dance, Disarming Strike, Disorienting Maneuver, Dodge, Double Slice, Double Tap, Drag Down, Drive-by Attack, Elusive Target, Equipment Trick, Expert Driver, False Opening, Far Shot, Fast Crawl, Felling Escape, Flanking Foil, Fleet, Focused, Following Step, Force Stop, Friendly Switch, Fury’s Fall, Fury’s Snare, Gang Up, Greater Dirty Trick, Greater Disarm, Greater Feint, Greater Reposition, Greater Snap Shot, Greater Trip, Greater Two-Weapon Fighting, Gunslinger, Hellcat Stealth, Hold the Blade, Impact Critical Shot, Improved Dirty Trick, Improved Disarm, Improved Feint, Improved Initiative, Improved Lightning Reflexes, Improved Reposition, Improved Second Chance, Improved Side Step, Improved Snap Shot, Improved Trip, Improved Two-Weapon Feint, Improved Two-Weapon Fighting, Jaguar Pounce, Landing Roll, Light Step, Lightning Reflexes, Lightning Stance, Lunge, Manyshot, Mobility, Monkey Lunge, Nimble Moves, Opening Volley, Parting Shot, Personal Firearms Proficiency, Pinpoint Targeting, Piranha Strike, Point Blank Shot, Precise Shot, Precise Strike, Quick Dirty Trick, Quick Draw, Quick Steal, Rapid Grappler, Rapid Reload, Rapid Shot, Reckless Aim, Repositioning Strike, Ricochet Splash Weapon, Riptide Attack, Roll With It, Run, Sandwalker, Scorpion Style, Second Chance, Shadow Dodge, Shadow Strike, Shingle Runner, Shot on the Run, Side Step, Skilled Driver, Sliding Axe Throw, Sly Draw, Snap Shot, Snatch Arrow, Spacer, Splash Weapon Mastery, Spring Attack, Stand Still, Steady Engagement, Stealthy, Step Up, Step Up and Strike, Strike Back, Stunning Fist, Stunning Pin, Surface Vehicle Operation, Sword and Pistol, Team Up, Throw Anything, Tripping Staff, Tripping Strike, Tripping Twirl, Two-Weapon Defense, Two-Weapon Feint, Two-Weapon Fighting, Two-Weapon Rend, Vehicle Dodge, Vehicle Expert, Wave Strike, Weapon Finesse, Weapon Focus, Whirlwind Attack, Wind Stance, Witty Feint, Zero-G Training.

RPG Superstar 2012 Top 32

TOUGH HERO

BAB: +3/4
Good Saves: Fortitude and Will
Hit Dice: 1d12

Class Skills: Climb (Str), Concentration (Con), Craft mechanical (Int), Craft structural (Int), Endurance (Con), Intimidate (Cha), Knowledge current events (Int), Knowledge popular culture (Int), Knowledge streetwise (Int), Knowledge tactics (Int), Labor (Con), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), Swim (Str).

Skill Ranks per Level: 5 + Intelligence modifier.

Fast Heroes are proficient in all simple weapons.

LEVEL ABILITY
1. Combat Training, Defensive Training, Reputation, Talent
2. Bonus Feat
3. Talent
4. Bonus Feat
5. Talent
6. Bonus Feat
7. Talent
8. Bonus Feat
9. Talent
10. Bonus Feat
11. Talent
12. Bonus Feat
13. Talent
14. Bonus Feat
15. Talent
16. Bonus Feat
17. Talent
18. Bonus Feat
19. Talent
20. Bonus Feat

Reputation: The Tough Hero has a Reputation value equal to +¼ his class level.

Talent (Ex): At 1st level, and every 2 levels thereafter, the Tough Hero gains one of the following special abilities. He must meet all requirements of the selected talent.

Damage Reduction Talent Tree: You are resistant to physical damage.
Damage Reduction: You gain DR 1/-.
Improved Damage Reduction: You gain DR 2/-.
Greater Damage Reduction: You gain DR 3/-.

Energy Resistance Talent Tree: You are highly resistant to energy damage.
Acid Resistance: You gain acid resistance equal to your Constitution modifier. This talent may be selected multiple times; its effects stack.
Cold Resistance: You gain cold resistance equal to your Constitution modifier. This talent may be selected multiple times; its effects stack.
Electricity Resistance: You gain electricity resistance equal to your Constitution modifier. This talent may be selected multiple times; its effects stack.
Fire Resistance: You gain fire resistance equal to your Constitution modifier. This talent may be selected multiple times; its effects stack.
Sonic Resistance: You gain sonic resistance equal to your Constitution modifier. This talent may be selected multiple times; its effects stack.

Tough Juggernaut Talent Tree: You know how to dig in.
Tough Defense: You add your Constitution modifier to your Combat Maneuver Defense.
Tough Offense: You add your Constitution modifier to your Combat Maneuver Bonus.
Tough Hauler: You may use your Constitution score in place of your Strength score when determining your encumbrance.

Tough Skill Mastery Talent Tree: You are able to tough it out when others cannot.
Animal Senses: You may add your Constitution modifier to Perception and Initiative checks.
Tough As Nails: You may add your Constitution modifier to Intimidate checks and Reputation.
Tough Athlete: You may add your Constitution modifier in addition to your Strength modifier to Climb and Swim checks.
Tough It Out: You may add your Constitution modifier in addition to your Wisdom modifier to Survival and Heal skill checks that target yourself.

Tough Skin Talent Tree: Your skin is tougher than normal.
Tough Skin: You gain a +1 natural armor bonus to your AC.
Improved Tough Skin: You gain a +2 natural armor bonus to your AC.
Greater Tough Skin: You gain a +3 natural armor bonus to your AC.

Unbreakable Talent Tree: You are capable of feats of incredible toughness.
Greater Stamina: When you rest, you regain a number of hit points equal to your Constitution modifier multiplied by your hit dice. You must have the Stamina talent before selecting this talent.
High Pain Threshold: You add your Tough Hero level to your Massive Damage Threshold. You gain Damage Reduction equal to your Constitution modifier against non-lethal damage.
Remain Conscious: When you fall below 0 hit points, you can choose to remain conscious. If you perform a strenuous action, you take 1 point of damage.
Robust: You gain +1 hit point for each Tough Hero level you gain.
Second Wind: You can spend 1 action point and heal a number of hit points equal to the result of your action point roll + your Constitution modifier.
Stamina: When you rest, you regain double the normal number of hit points.
Tough Minded: You may add your Constitution modifier to your Will saving throws.

Bonus Feats: Advanced Defensive Combat Training, Alertness, Altitude Affinity, Antagonize, Athletic, Bodyguard, Bolstered Resilience, Brawl, Charge Through, Combat Reflexes, Confident, Cybertaker, Defensive Combat Training, Desert Dweller, Desperate Battler, Diehard, Drunken Brawler, Enforcer, Fast Healer, Fearsome Barricade, Fight On, Following Step, Gory Finish, Great Fortitude, Greater Bull Rush, Grudge Fighter, Hard-headed, Heroic Defiance, Heroic Recovery, Improved Brawl, Improved Bull Rush, Improved Feint, Improved Great Fortitude, Improved Stalwart, In Harm’s Way, Iron Will, Ironguts, Ironhide, Knockout Punch, Oathbound, Persuasive, Power Attack, Punishing Kick, Rebuffing Reduction, Reverse Feint, Rugged Northerner, Self-Sufficient, Shatter Defenses, Stalwart, Step Up, Step Up and Strike, Street Fighting, Sure Grasp, Survivor, Toughness, Ultra Immune System, Urban Forager, Vehicle Expert, Vicious Stomp, Welcome Pain.

RPG Superstar 2012 Top 32

SMART HERO

BAB: +1/2
Good Saves: Will
Hit Dice: 1d6

Class Skills: Appraise (Int), Computer Use (Int), Craft (all skills, taken individually) (Int), Demolitions (Int), Disable Device (Dex), Investigate (Int), Knowledge (all skills, taken individually) (Int), Linguistics (Int), Navigate (Int), Perception (Wis), Profession (Wis), Research (Int).

Skill Ranks per Level: 9 + Intelligence modifier.

Fast Heroes are proficient in all simple weapons.

LEVEL ABILITY
1. Combat Training, Defensive Training, Reputation, Talent
2. Bonus Feat
3. Talent
4. Bonus Feat
5. Talent
6. Bonus Feat
7. Talent
8. Bonus Feat
9. Talent
10. Bonus Feat
11. Talent
12. Bonus Feat
13. Talent
14. Bonus Feat
15. Talent
16. Bonus Feat
17. Talent
18. Bonus Feat
19. Talent
20. Bonus Feat

Reputation: The Smart Hero has a Reputation value equal to 1/3 his class level.

Talent (Ex): At 1st level, and every 2 levels thereafter, the Smart Hero gains one of the following special abilities. He must meet all requirements of the selected talent.

Master Craftsman Talent Tree:

Right Tool for the Job: As a full round action, you can make a DC 15 Intelligence check, with a bonus equal to your Smart Hero class level, and produce the necessary tool to make a Craft, Demolitions, or Disable Device skill check. You can produce the tool as a standard action by increasing the DC by 5, a move action by increasing the DC by 10, or as a swift action by increasing the DC by 15.

Research Talent Tree:

Savant: Select one of the skills listed in the following paragraph. You gain a bonus equal to your Smart Hero level when making checks with that skill. You may select this talent multiple times, selecting a different skill each time.
Appraise, Computer Use, Craft, Demolitions, Disable Device, Investigate, Knowledge, Linguistics, Navigate, Perception, Research.

Scholar: You are a talented scholar and can take 10 on any Knowledge skill check that you have ranks in. You can choose not to take 10 and can instead roll normally. In addition, you can spend an action point and take 20 on any Knowledge skill check as a standard action.

Trivial Knowledge: You may make Knowledge skill checks untrained, and may make untrained Knowledge skill checks with a DC up to 10 + your Smart Hero class level.

Versatile Knowledge: You can use your knowledge to perform tasks in other fields of expertise. Select one Knowledge skill. You may make a Knowledge check in place of its corresponding skill, as described in the list below.
Knowledge arcane lore Spellcraft and Use Magic Device
Knowledge art Craft visual arts and Perform (all)
Knowledge behavioral sciences Investigate and Sense Motive
Knowledge business Profession and Research
Knowledge civics Bluff
Knowledge current events Diplomacy checks to gather information
Knowledge earth and life sciences Heal and Survival
Knowledge history Appraise and Linguistics
Knowledge physical sciences Craft chemistry and Craft mechanical
Knowledge popular culture Disguise and Perform
Knowledge streetwise Disable Device and Intimidate
Knowledge tactics Perception and Stealth
Knowledge technology Computer Use and Craft electronics
Knowledge theology and philosophy
Note: This talent may be selected multiple times. Each time it is selected, a different Knowledge skill must be selected.

Strategy Talent Tree:

Exploit Weakness: After 1 round of combat, you can designate one opponent and try to find ways to gain an advantage by using brains over brawn. You may use a move action to make a DC 15 Intelligence check with a bonus equal to your Smart level. If the check succeeds, for the rest of the combat, you use your Intelligence bonus instead of your Strength or Dexterity modifier on attack rolls as you find ways to outthink your opponent and notice weaknesses in your opponent’s fighting style.

Greater Exploit Weakness: As a swift action, you can make a DC 20 Intelligence check with a bonus equal to your Smart level and designate a number of opponents equal to your Intelligence modifier. If you succeed, for the rest of the combat, you use your Intelligence bonus instead of your Strength or Dexterity modifier on attack rolls as you find ways to outthink your opponents and notice weaknesses in your opponents’ fighting style.

Insightful Strike: Against an opponent you are using your Exploit Weakness talent against, you add your Intelligence modifier to your damage rolls. If you have the Greater Exploit Weakness talent, you add your Intelligence modifier to your damage rolls against all designated opponents.
You must have the Exploit Weakness talent before you select this talent.

Plan: Prior to a dramatic situation, either combat- or skill-related, you can develop a plan of action to handle the situation. Using this talent requires preparation; you cannot use this talent when surprised or otherwise unprepared for a particular situation.
You make a DC 10 Intelligence check with a bonus equal to your Smart Hero level. If successful, you grant yourself and your allies a +1 bonus to attack rolls and skill checks for a number of rounds equal to your Intelligence modifier. For every 10 points you beat the DC 10 Intelligence check by, this bonus increases by 1. You cannot take 10 or 20 on this Intelligence check.

Plan Caper: Prior to a dramatic situation, either combat- or skill-related, you can develop a plan of action to handle the situation called a caper. Using this talent requires a lot preparation; you must spend 24 hours making the plans for this caper. You can reduce the time required to prepare this caper by making a DC 20 Intelligence check; for each point you beat the DC by, you reduce the number of hours required to make the plan by 2 hours (minimum 2 hours to make the plan). While preparing the plans for the caper, you may designate a number of allies equal to your Intelligence modifier as your co-conspirators. You spend 1 action point and make an Intelligence check with a DC of 20 + a number selected by you; the selected number cannot exceed your Smart Hero class level. You cannot take 10 or 20 on this Intelligence check, but your co-conspirators may use the Aid Another action to assist you on this Intelligence check; the DC of this Aid Another check is 20. The GM may rule that a Craft, Knowledge, or other related skill check may be made in lieu of the Intelligence check. If your Intelligence check is successful, you create a pool of Caper Points equal the selected number. At anytime during the course of executing your plans for the caper, you or one of your co-conspirators can spend 1 point from the Caper Pool and add your Intelligence modifier to an ability check, attack roll, combat maneuver roll, damage roll, initiative roll, saving throw, or skill check.
The plans for your caper are good for a number of 24 hour periods equal to your Intelligence modifier. Once a caper has been initiated, it lasts up to 1 hour per Smart Hero level you possess. You can have a number of active plans for capers at any one time equal to your Intelligence modifier.
You must have the Plan talent before selecting this talent.

Plan Conspiracy: You have a knack for formulating complex schemes that progress over an extended period of time. While preparing the plans for the conspiracy, you may designate a number of allies equal to your Intelligence modifier as your co-conspirators. Using this talent requires a great deal preparation. The longer you prepare, the better your chance of success. Select a number of days up to your Smart Hero level; it takes this long to plan your conspiracy. You spend 1 action point and make an Intelligence check with a DC of 20 + the number selected by you. You cannot take 10 or 20 on this Intelligence check, but your co-conspirators may use the Aid Another action to assist you on this Intelligence check; the DC of this Aid Another check is 20. The GM may rule that a Craft, Knowledge, or other related skill check may be made in lieu of the Intelligence check. If your Intelligence check is successful, you create a pool of Conspiracy Points equal the selected number. At anytime during the course of executing your plans for the conspiracy, you or one of your co-conspirators can spend 1 point from the Conspiracy Pool and add your Intelligence modifier to an ability check, attack roll, combat maneuver roll, damage roll, initiative roll, saving throw, or skill check.
The plans for your conspiracy are good for a number of weeks equal to your Smart Hero level + your Intelligence modifier. Once a conspiracy has been initiated, it lasts up to 1 week per Smart Hero level you possess. You can have a number of active conspiracies at any one time equal to your Intelligence modifier.
You must have the Plan and Plan Caper talents before selecting this talent.

Trick: You can use your wits to bewilder your opponents. You can target an NPC with an Intelligence of at least 3 as a full round action. If it fails a Will save with a DC of 10 + ½ your Smart Hero level + your Intelligence modifier, it is dazed for 1 round.

Tricky Combatant: When using the Disarm, Dirty Trick, or Steal combat maneuvers, you may use your Smart Hero level in place of your Base Attack Bonus (BAB) when determining your Combat Maneuver Bonus (CMB). You may use your Intelligence modifier in place of your Strength or Dexterity modifier when determining your CMB for the Disarm, Dirty Trick, or Steal combat maneuvers.
You must have the Trick Smart Hero talent before selecting this talent.

Mind over Matter Talent Tree:

Brilliant Surgeon: You may add your Intelligence modifier to Heal and Profession skill checks, and you gain access to the Healing Knack talent tree from the Dedicated Hero list of talents.

Clever Quartermaster: You add your Intelligence modifier to your Strength score for the purposes of determining your encumbrance if given an hour to pack your equipment.

Hand is Quicker than the Eye: You add your Intelligence modifier to Escape Artist and Sleight of Hand skill checks.

Interrogator: You add your Intelligence modifier to Intimidate checks to force cooperation and Sense Motive skill checks.

Smooth Operator: You add your Intelligence modifier to Drive and Pilot skill checks.

Street Smarts: You add your Intelligence modifier to Bluff checks to feint in combat, Diplomacy checks to gather information, and Intimidate checks to demoralize opponents.

Technical Aptitude: You add your Intelligence modifier to Disable Device and Perception skill checks.

Bonus Feats: At 2nd level, and every 2 levels thereafter, the Smart Hero gains one of the following feats as a bonus feat. The Smart Hero must meet the requirements of the selected feat.
Additional Traits, Armor Proficiency (Powered), Builder, Cautious, Combat Expertise, Cosmopolitan, Craft Cybernetics, Educated, Equipment Trick, Focused Shot, Gang Up, Gearhead, Greater Dirty Trick, Greater Steal, Improved Disarm, Improved Dirty Trick, Improved Reposition, Improved Steal, Improved Trip, Iron Will, Jack of All Trades, Lightning Reflexes, Mastercrafter, Meticulous, Salvage, Spacer, Studious, Swift Aid, Team Up, Vehicle Expert, Weapon Focus, Well Prepared.

RPG Superstar 2012 Top 32

DEDICATED HERO

BAB: +3/4
Good Saves: Fortitude and Will
Hit Dice: 1d8

Class Skills: Craft (all skills, taken individually) (Int), Gamble (Wis), Heal (Wis), Investigate (Int), Knowledge (all skills, taken individually) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Survival (Wis).

Skill Ranks per Level: 5 + Intelligence modifier.

Fast Heroes are proficient in all simple weapons.

LEVEL ABILITY
1. Reputation, Talent
2. Bonus Feat
3. Talent
4. Bonus Feat
5. Talent
6. Bonus Feat
7. Talent
8. Bonus Feat
9. Talent
10. Bonus Feat
11. Talent
12. Bonus Feat
13. Talent
14. Bonus Feat
15. Talent
16. Bonus Feat
17. Talent
18. Bonus Feat
19. Talent
20. Bonus Feat

Reputation: The Dedicated Hero has a Reputation value equal to +1/3 her class level.

Talent (Ex): At 1st level, and every 2 levels thereafter, the Dedicated Hero gains one of the following special abilities. She must meet all requirements of the selected talent.

Empathic Talent Tree: You form connections with other people.
Empathy: You gain a bonus equal to your class level on Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive skill checks. You must observe the subject for 1 minute prior to gaining this bonus.
Improved Aid Another: When you perform the Aid Another action, the bonus you apply to the other character’s action increases by an additional +2, for a total of +4.
Intuition: You can make a DC 15 Will save (with a bonus equal to your class level) and determine if something is not right. You can use this ability a number of times per day equal to your class level.
Stern Gaze: You gain a bonus equal to half your level on Intimidate and Sense Motive skill checks.

Healing Knack Talent Tree: You are skilled at healing others.
Healing Knack: You gain a +2 bonus on Heal skill checks.
Improved Healing Knack: When you heal someone, you increase the number of hit points restored by +2 hp,
Greater Healing Knack: When you heal someone, you increase the number of it points restored by +4 hp.

Insightful: Your insight aids you in your endeavors.
Skill Emphasis: Select one skill. You gain a +3 bonus to that skill. This bonus increases to +6 when you have 10 ranks in the selected skill.
Aware: You add your base Will saving throw bonus to Perception checks to avoid being surprised.
Faith: You add your Wisdom modifier to the results of any Action Point dice that you roll.
Cool Under Pressure: Choose a number of skills equal to 3 + your Wisdom modifier. You may take 10 on the selected skills, even if you are in danger or distracted.

Senses Talent Tree: Your senses are almost supernaturally acute.
Low-light vision: You can see twice as far in conditions of dim lighting.
Darkvision: You can see in darkness with a range of 5 feet multiplied by your Wisdom modifier. You must have Low-light vision before selecting this talent.
Scent: You gain the scent special ability.
Tremorsense: You gain tremorsense with a range of 5 feet multiplied by your Wisdom modifier. You must have the darkvision and scent special abilities before selecting this talent.
Blindsense: You gain blindsense with a range equal to 5 feet multiplied by your Wisdom modifier. You must have the tremorsense special ability before selecting this talent.
Blindsight: You gain blindsight with a range equal to 5 feet multiplied by your Wisdom modifier. You must have the blindsense special ability before selecting this talent.

Hunting Talent Tree: You are skilled at getting along in the wild.
Hawkeye Shot: As a full-round action, you make a Perception skill check in place of your attack roll with a ranged weapon.
Hunter‘s Mercy: Add your Wisdom modifier to ranged damage against flat-footed opponents.
Intuitive Shooting: You reduce your range increment penalty to hit by your Wisdom modifier.
Sharp Shooting: You reduce the number of range increments you are penalized for by your Wisdom modifier. You must have
Wilderness Stalker: You may make Survival skill checks in place of Stealth skill checks in natural settings.
Zen Shooting: You use your Wisdom modifier in place of your Dexterity modifier on ranged attacks.

Teamwork Talent Tree:
Solo Tactics: All of your allies are treated as if they possessed the same teamwork feats as you for the purpose of determining whether you receive a bonus from your teamwork feats. Your allies do not receive any bonuses from these feats unless they actually possess the feats themselves. Your allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for you to receive the listed bonus.
You must have the Improved Aid Another talent or Helpful trait before you can select this talent.
Tactician: As a standard action, you can grant any single teamwork feat you possess to all allies within 30 feet who can see and hear you. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two class levels the you possesses. Allies do not need to meet the prerequisites of these bonus feats. You can use this ability a number of times per day equal to your Wisdom modifier.
You must have the Improved Aid Another talent or Helpful trait before you can select this talent.
Teamwork Feat: You gain a bonus feat in addition to those gained from normal advancement. This bonus feats must be selected from those listed as teamwork feats. You must meet the prerequisites of the selected bonus feat. Whenever you gain a bonus feat, you may select a Teamwork feat instead.
As a standard action, you can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat you has already learned. In effect, you lose the bonus feat in exchange for the new one. You can only change the most recent teamwork gained. Whenever you gains a new teamwork feat, the previous teamwork becomes set and cannot be changed again. You can change your most recent teamwork feat a number of times per day equal to your Wisdom modifier
You must have the Improved Aid Another talent or Helpful trait before you can select this talent.

Wise Warrior Talent Tree: You act instinctively in combat.
Guided Hand: Select one weapon you are proficient in and have the Weapon Focus feat for. You may use your Wisdom modifier in place of your Strength or Dexterity modifier for the selected weapon. You may select this talent multiple times, each time it applies to a different weapon.
Wise Beginnings: You add your Wisdom modifier to initiative rolls.
Wise Defense: You add your Wisdom modifier to your AC and CMD.
Willful Defense: You may add your base Will saving throw bonus to your AC in place of your base Reflex saving throw bonus.

Bonus Feats:
Advanced Firearms Proficiency, Alertness, Archaic Weapon Proficiency, Attentive, Blind-Fight, Bone Breaker, Bullseye Shot, Careful Speaker, Cautious Fighter, Combat Expertise, Cosmopolitan, Crushing Blow, Cybernetic Surgery, Deceptive, Deflect Arrows, Eagle Eyes, Educated, Far Shot, Fist, Greater Blind-Fight, Improved Blind-Fight, Improved Iron Will, Improved Unarmed Strike, Insightful Gaze, Intimidating Gaze, Iron Will, Jaw Breaker, Keen Scent, Learn Ranger Trap, Measured Response, Medical Expert, Medusa’s Wrath, Meticulous, Neck Breaker, Perfect Strike, Prodigy, Scholar, Scorpion Style, Self-Sufficient, Shared Insight, Smell Fear, Stone-Faced, Stunning Fist, Surgery, Swift Aid, Touch of Serenity, Track, Uncanny Alertness, Urban Forager, Vicious Stomp, Weapon Focus, Xenomedic.

RPG Superstar 2012 Top 32

CHARISMATIC HERO

BAB: +1/2
Good Saves: Fortitude and Reflex
Hit Dice: 1d6

Class Skills: Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gamble (Wis), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis).

Skill Ranks per Level: 7 + Intelligence modifier.

Fast Heroes are proficient in all simple weapons.

LEVEL ABILITY
1. Reputation, Talent
2. Bonus Feat
3. Talent
4. Bonus Feat
5. Talent
6. Bonus Feat
7. Talent
8. Bonus Feat
9. Talent
10. Bonus Feat
11. Talent
12. Bonus Feat
13. Talent
14. Bonus Feat
15. Talent
16. Bonus Feat
17. Talent
18. Bonus Feat
19. Talent
20. Bonus Feat

Reputation: The Charismatic Hero has a Reputation value equal to ½ his class level.

Talent (Ex): At 1st level, and every 2 levels thereafter, the Charismatic Hero gains one of the following special abilities. He must meet all requirements of the selected talent.

Charm Talent Tree
Charm: You gain a bonus equal to your Charismatic Hero level on all Charisma-based skill checks against your choice of characters that are (or could be) sexually attracted to you, all males, or all females. You can only use your Charm talent against GM characters with an attitude of indifferent or better.
Favor: You have the ability to acquire minor aid from anyone you meet. This can be access to information, documents, equipment, or other minor assistance. You spend 1 action point and make a favor check by rolling 1d20 and adding your Charismatic Hero level. The DC is 10 for a simple favor to 30 or higher for formidable or highly dangerous, expensive, or illegal favors. You must have the Charm talent before selecting this talent.
Captivate: You have the ability to temporarily beguile a GM character. The target must be within 30 feet of you, and must be able to see, hear, and understand you. You make a standard action to activate this ability. Make a DC 15 Charisma check, with a bonus equal to your Charismatic Hero level. The target is allowed a Will save with a DC equal to 10 + ½ your Charismatic Hero level + your Charisma modifier. If the save fails, the target is captivated with you for 1 round and takes no other actions unless it is attacked or threatened. You can spend a full round action and increase the duration by an additional round; your target makes a new Will save every round. You must have the Charm and Favor talents before selecting this talent.
Contact: You gain a long term relationship with a GM character. Spend 1 action point and gain access to a GM character that can provide you goods and services. Each time you request a good or service from your contact, you make a Charisma check with a bonus equal to your Charismatic Hero level. The DC of this check varies from DC 10 for simple favors to 30 or higher for dangerous, expensive, or illegal favors. You must have the Charm and Favor talents before selecting this talent.

Fast Talk Talent Tree
Fast Talk: You have a way with words when attempting to con and deceive. You gain a bonus equal to your Charismatic level on Bluff, Diplomacy, and Gamble skill checks made to lie, cheat, or bend the truth.
Dazzle: You have the ability to temporarily distract a GM character. The target must be within 30 feet of you, and must be able to see, hear, and understand you. You make a standard action to activate this ability. Make a DC 15 Charisma check, with a bonus equal to your Charismatic Hero level. The target is allowed a Will save with a DC equal to 10 + ½ your Charismatic Hero level + your Charisma modifier. If the save fails, the target suffers a -1 penalty on attack rolls, ability checks, skill checks, and saving throws for a number of rounds equal to your Charismatic Hero level. For every 10 points you beat the DC 15 Charisma check, the penalty increases by an additional -1. You must have the Fast Talk talent before selecting this talent.
Taunt: You have the ability to temporarily rattle a GM character. The target must be within 30 feet of you, and must be able to see, hear, and understand you. You make a standard action to activate this ability. Make a DC 15 Charisma check, with a bonus equal to your Charismatic Hero level. The target is allowed a Will save with a DC equal to 10 + ½ your Charismatic Hero level + your Charisma modifier. If the save is failed, the target is dazed for 1 round. If you beat the DC 15 Charisma check by 20 points, the target is stunned instead of dazed. You must have the Fast-Talk and Dazzle talents before selecting this talent.

Fearsome Talent Tree
Fearsome Mien: You can use the Intimidate skill to demoralize an opponent as a swift action.
Fearsome Blow: Against shaken opponents, you add your Charisma modifier to your damage rolls.
Improved Fearsome Mien: When you use the Intimidate skill to demoralize a single opponent, your opponent becomes frightened instead of shaken if it fails its Will saving throw.
Mass Fearsome Mien: When you use the Intimidate skill to demoralize an opponent, you affect all opponents within 30 feet of you.
Mass Improved Fearsome Mien: When you use the Intimidate skill to demoralize an opponent, you affect all opponents within 30 feet of you, and opponents that fail their Will saving throws become frightened instead of shaken.
Greater Fearsome Mien: When you use the Intimidate skill to demoralize a single opponent, your opponent becomes panicked instead of shaken if it fails its Will saving throw.
Mass Greater Fearsome Mien: When you use the Intimidate skill to demoralize an opponent, you affect all opponents within 30 feet of you, and opponents that fail their Will saving throws become panicked instead of shaken.

Feinting Talent Tree
Confusing Feint: If you successfully feint against an opponent, you may choose for it to be confused for 1 round instead of suffering the normal effects.
Disorienting Feint: If you successfully feint against an opponent, it suffers a penalty to its CMD equal to your Charisma modifier for 1 round.
Perilous Feint: You add your Charisma modifier to damage rolls against opponents you have successfully feinted against.
Swift Feint: You can feint in combat as a swift action. You must have the Improved Feint feat before you may select this talent.

Force of Personality Talent Tree
Force of Personality: You may add your Charisma modifier in place of your Wisdom modifier to your Will saving throws.
Misdirect: You may add your Charisma modifier to Gamble and Sleight of Hand skill checks.
Misbegotten Wealth: You may add your Charisma modifier to Level-based Wealth checks increase.
Passionate Artist: You may add your Charisma modifier to Craft visual art and Craft writing skill checks.

Leadership Talent Tree
Coordinate: You have a knack for getting people to work together. You can spend a full round action directing your allies and make a DC 10 Charisma check; if it is successful, you provide a number of allies equal to your Charismatic Hero level a +1 bonus on attack rolls and skill checks. This bonus lasts a number of rounds equal to your Charisma modifier.
Inspiration: You can bolster your allies and improve their chances for success. You can spend a full round action directing your allies and make a DC 10 Charisma check; if it is successful, you provide a number of allies equal to your Charismatic Hero level a +2 bonus on attack rolls, damage rolls, and saving throws. This bonus lasts a number of rounds equal to your Charisma modifier. You must have the Coordinate talent before selecting this talent.
Greater Inspiration: Your ability to bolster your allies improves. You can spend a full round action directing your allies and make a DC 10 Charisma check; if it is successful, you provide a number of allies equal to your Charismatic Hero level a +3 bonus on attack rolls, damage rolls, and saving throws. This bonus lasts a number of rounds equal to your Charisma modifier. You must have the Coordinate and Inspiration talents before selecting this talent.

Lucky Talent Tree
Lucky: You can spend an action point as an immediate action and re-roll a single d20 roll you have just made.
Share the Luck: You can spend an action point as an immediate action and force an opponent to re-roll a single d20 roll it has just made or allow an ally to re-roll a single d20 roll it has just made.
Greater Lucky: When you re-roll a d20 roll, you add your Charisma modifier to the result of the re-roll.
Greater Share the Luck: When you force an opponent to re-roll a d20 roll, it suffers a penalty to its re-roll equal to your Charisma modifier. When you allow an ally to re-roll a d20 roll, it gains a bonus to the re-roll equal to your Charisma modifier.

Teamwork Talent Tree:
Solo Tactics: All of your allies are treated as if they possessed the same teamwork feats as you for the purpose of determining whether you receive a bonus from your teamwork feats. Your allies do not receive any bonuses from these feats unless they actually possess the feats themselves. Your allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for you to receive the listed bonus.
You must have the Coordinate talent or Helpful trait before you can select this talent.
Tactician: As a standard action, you can grant any single teamwork feat you possess to all allies within 30 feet who can see and hear you. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two class levels the you possesses. Allies do not need to meet the prerequisites of these bonus feats. You can use this ability a number of times per day equal to your Charisma modifier.
You must have the Coordinate talent or Helpful trait before you can select this talent.
Teamwork Feat: You gains a bonus feat in addition to those gained from normal advancement. This bonus feat must be selected from those listed as teamwork feats. You must meet the prerequisites of the selected bonus feat. Whenever you gain a bonus feat, you may select a Teamwork feat.
As a standard action, you can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat you has already learned. In effect, you lose the bonus feat in exchange for the new one. You can only change the most recent teamwork gained. Whenever you gains a new teamwork feat, the previous teamwork becomes set and cannot be changed again. You can change your most recent teamwork feat a number of times per day equal to your Charisma modifier
You must have the Coordinate talent or Helpful trait before you can select this talent.

Bonus Feats.
Agile Maneuvers, Agile Riposte, Antagonize, Betrayer, Bewildering Koan, Butterfly’s Sting, Combat Expertise, Cosmopolitan, Creative, Dazzling Display, Deceptive, Deceptive Exchange, Demoralizing Lash, Dilettante, Dodge, Enforcer, Free Spirit, Frightful Presence, Gang Up, Greater Dirty Trick, Greater Feint, Greater Steal, Helpless Prisoner, Improved Dirty Trick, Improved Feint, Improved Second Chance, Improved Steal, Iron Will, Jack of All Trades, Leadership, Lead from the Back, Lightning Reflexes, Low Profile, Osyluth Dodge, Point Blank Shot, Persuasive, Prodigy, Quick Dirty Trick, Quick Steal, Renown, Rhetorical Flourish, Second Chance, Shared Insight, Shatter Defenses, Sneaky Vagabond, Sociable, Stone-Faced, Taskmaster, Taunt, Team Up, Terrorizing Display, Trustworthy, Urban Tracking, Voice of the Sibyl, Wave Strike, Weapon Finesse, Windfall, Witty Feint.

RPG Superstar 2012 Top 32

I'm also considering creating homebrew feats to emulate rage, sneak attack, and ki.

Rage would be based on base Fortitude saves.
Sneak Attack would be based on base Reflex saves.
Ki would be based on base Will saves.

But I'm concerned it would get too gonzo and not low F/X Firefly-style.

Also, I'm going to alter some Pathfinder rules.

1. Your Massive Damage Threshold (MDT) will be your Constitution score + your class level + your special size modifier to CMB/CMD. (Normally it is just 50.) You also add the number of hit points you get from the Toughness feat to your MDT.

2. If you win initiative, you can draw a weapon and ready an action to shoot if your opponent shoots. If your opponent also draws a weapon and readies an action to shoot, and you both then shoot, you roll an opposed initiative check against your opponent to determine who shoots first.

3. Attacks against opponents that are flat-footed or otherwise denied their Dexterity modifier are automatically critical threats; the critical hit still needs to be confirmed as normal.


Awesome thread, just had to comment on it!

RPG Superstar 2012 Top 32

Thanks! I may be running a d20 Firefly campaign soon, and I want to use the Pathfinder rules (they're more streamlined than d20 Moderm, especially when it comes to combat maneuvers).


"dotting." :)

Grand Lodge

There will be a Big Damm Hero archtype, correct? I feel this is necessary. lol This looks good though, I'm excited.

RPG Superstar 2012 Top 32

It sounds more like a trait or feat: You always arrive in the nick of time. You have a large angry man with a big gun who didn't want to come here to begin with. Your primary allegiance is to your crew.

:-)

Dark Archive

Pathfinder Roleplaying Game Superscriber

Interesting, curious how you will eventually handle the ships and stuff.

Liberty's Edge

I was just about to post on the issue of a Base Defense Bonus given the three options I was considering - and now you've added a fourth! LOL.

Adding your bonus feat into the mix, I'd like to hear people's thoughts about this - a means of not only updating D20 Modern, but perhaps finding a nice clean way to make the Modern classes compatible with PRPG classes. So:

1. D20 Class Bonus. Works for D20 Modern classes - but the only way to let PRPG classes in on it would require the assessment of which D20 Modern class equates with which PRPG class.

2. 1/2 BAB = Base Defense Bonus. I've been using this up until now. No special feat - just an addition to all classes.

3. Avoidance / Improved Avoidance / Superior Avoidance. Anachronist Adventures' Feat. Initially, the feats read as 1/2 BAB, but with respective caps of +4 Max, +8 Max and +12 Max. But should a base defense bonus translate into a feat? Moreover, one thing I'm not too keen of here is the need to take on additional feats.

4. Defensive Training. As set forth above. Again - see my questions about feats.

When all is said and done, I'd like something simple and balanced that can be added to both Modern and PRPG classes. (I've already been using PRPG classes in modern settings - Barbarian, Fighter, Rogue, Monk and Ranger (Skirmisher) translate well enough.)

RPG Superstar 2012 Top 32

Dark_Mistress wrote:
Interesting, curious how you will eventually handle the ships and stuff.

d20 Modern has pretty decent rules for vehicle chases, and d20 Future has decent rules for starship battles.

But to be honest, starship battles are pretty boring for large parties. One guy is the pilot, another might be the gunner, and possibly a third is the engineer doing repairs. Everyone else just sits there and helps add up all the dice....some weapons do 20 to 40 or more dice of damage. Average damage can speed this up, but still.

Fortunately, I don't plan on there being lots of ship vs. ship combat. The PCs' ship might not even have any weapons!


haha awesome...

RPG Superstar 2012 Top 32

It's looking more and more likely this campaign may actually happen!

:-D

RPG Superstar 2012 Top 32

What point buy do you think the crew of the Serenity had? 15 or 20? Not counting folks who had their brains messed with by the gubbermint.


20 probably. hard to tell though. Mal and Zoey, and probaly even Jane had previous experience to show their badassery.
Kaylee was all natural talent, kind of self taught. 20 pt buy for her at least.

RPG Superstar 2012 Top 32

Yeah, Mal was slightly above average in most stats, an extraordinarily high Constitution and maybe an above average Charisma. Like 13 Str, 13 Dex, 18 Con, 13 Int, 13 Wis, 15 Cha. Tough Hero/Charismatic Hero.

Zoe is probably a Fast/Tough or Fast/Dedicated.

Jayne is a Strong or Strong/Tough.

Wash is a Fast/Smart.

Kaylee is a Smart.

Simon is a Smart/Dedicated.

River is a Fast/Smart/Dedicated superhero

Inara is a Charismatic

Book is a Dedicated/Strong

RPG Superstar 2012 Top 32

What are some good non-human opponent ideas for Firefly? It can't be all Reavers, fellow criminals, and Alliance troops. The occasional sp'dandy.

Robots?
Attack dogs?
Giant bugs?
Wild animals in general?
Really complex traps?


Have you read the Hunger Games? I would think that "Mutts" aka "Muttatations" would fit perfectly into the Firefly world(s), and would allow for some of the more, dare I say, 'realistic' of the Pathfinder Bestiary monsters to be incorporated.

RPG Superstar 2012 Top 32

I haven't read the Hunger Games yet, but I like the idea of genetically altered animals. Especially if it's for terraforming purposes, like filling multiple niches or becoming super hardy to survive a pretty simple ecosystem.


Or just another Alliance shindig gone wrong (aka Miranda is calling...)

RPG Superstar 2012 Top 32

Yeah, I have some ideas vis-a-vis that.....

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