Mangling of the D20 Modern system .


3.5/d20/OGL


So I was planning a mecha based game that for now I'm calling Chronicles of The Emergence War. The game takes place in the 2300's after a plague hit earth. So the earth was cut off from its in system colonys.Now they solar system is divided up by the surviving colonys. There are also different kinds of humans now ,nano infused,infected,telepaths and gen alts all fill the solar system along side baseline humans. Earths bastions are now opening with hate for the colonys that left them to die. I'll get more detailed later but first while I was working out my story and history I had need or at lest want to change the modern system.

So my changes. warning this is long.unless listed use D20 modern I would like input if anyone has any
also keep in mind this is a very rough draft...and alot of typo...you wouldn't believe how many are from the SRD lol

Spoiler:
Character Generation

Every character has six basic Ability Scores:
Strength (STR)
Dexterity (DEX)
Constitution (CON)
Intelligence (INT)
Wisdom (WIS)
Charisma (CHA)
The Score of these Abilities ranges from 0 to +5. A. The normal human range is -4 to +4. A score of "none" is not the same as a score of "0". A score of "none" means that the creature does not possess the ability at all. The modifier for a score of "none" is +0. A character with a CON of -5 is dead. A-5 in any other score means the character is helpless and cannot move. Keeping track of negative ability score points is never necessary. A character’s ability score can’t drop below -5.

Use Of Ability Scores
Strength
Any creature that can physically manipulate other objects has at least -5 Strength.
A creature with no Strength score can't exert force, usually because it has no physical body or because it doesn't move. The creature automatically fails Strength checks. If the creature can attack, it applies its Dexterity modifier to its base attack instead of a Strength modifier.
Dexterity
Any creature that can move has at least -5 Dexterity.
A creature with no Dexterity score can't move. If it can act, it applies its Intelligence modifier to initiative checks instead of a Dexterity modifier. The creature fails all Reflex saves and Dexterity checks.
Constitution
If a character's Constitution changes enough to alter his or her Constitution modifier, his or her hit points also increase or decrease accordingly at the same time.
Any living creature has at least -5 Constitution.
A creature with no Constitution has no body or no metabolism. It is immune to any effect that requires a Fortitude save unless the effect works on objects. The creature is also immune to ability damage, ability drain, energy drain, and massive damage, and always fails Constitution checks.
Intelligence
Any creature that can think, learn, or remember has at least -5 Intelligence.
A creature with no Intelligence score is an automaton, operating on simple instincts or programmed instructions. It is immune to all mind-influencing effects (charms, compulsions, phantasms, patterns and morale effects) and automatically fails Intelligence checks.
Wisdom
Any creature that can perceive its environment in any fashion has at least -5 Wisdom.
Anything with no Wisdom score is an object, not a creature. Anything without a Wisdom score also has no Charisma score, and vice versa.
Charisma
Any creature capable of telling the difference between itself and things that are not itself has -5 point of Charisma.

Steps to character creation
• 1 assign points to abilities
• 2 Choose race
• 3 Pick starting occupation
• 4 choose skills
• 5 choose feats
• 6 buy equipment
Choosing Character Stats

All character have at least 0 on all stats. Each player gets 12 points in which they may assign points to the
Six stats. Baseline human my not have more then +4 on any stat. Some races start with stats higher then +0 see races list for more detail. Players may earn extra points be decreasing one stat below 0. You earn 1 extra point per every point you take away from one stat.

Races

Human –Base
• Humans gain 1 extra feat at first level
• Two extra skill points per level.
Gen Alts
• All gen alts stat abilities start at +1.
• Also any mental task or skill time is ½ list time.
Nano Infused
• Nano’s start out with a dex of +1,
• also nano’s have the ability to interface with computer networks at will. Range 30 ft +5 foot per point of cha. Nano ignore any firewalls or counter measures below a DC 15
• Nano’s gain a +2 use computer
Telepaths
• Telepaths start with a +1 Int
• Telepaths have access to the telepathy skill and it is always a class skill for them
Infected
• Start with +2 con
• +1 to damage saves
• Rage at will [+1 str ,+1 damage save -1 to int and wis -1 DEF]
• Immune to disease


classes
Spoiler:
THE STRONG HERO
Ability: Strength
Action Points: Strong heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills: The Strong hero’s class skills (and the key ability for each skill) are: Acrobatics [dex]
Climb (Str), Craft (structural) (Int), Handle Animal (Cha),), Knowledge (current events, popular culture, streetwise, tactics) (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Speak Language (none), and Swim (Str).
Also, the starting occupation selected can provide additional class skills to choose from
Skill Points at 1st Level: (5 + Int modifier).
Skill Points at Each Additional Level: 5 + Int modifier.
Starting Feats
2 feats
Class Level Damage
save Fort Save Ref Save Will Save Class Features Defense Bonus Reputation Bonus
1st +2 +1 +0 +0 Talent +1 +0
2nd +3 +2 +0 +0 Bonus feat +2 +0
3rd +4 +2 +1 +1 Talent +2 +0
4th +5 +2 +1 +1 Bonus feat +3 +0
5th +6 +3 +1 +1 Talent +3 +1
6th +7 +3 +2 +2 Bonus feat +3 +1
7th +8 +4 +2 +2 Talent +4 +1
8th +9 +4 +2 +2 Bonus feat +4 +1
9th +10 +4 +3 +3 Talent +5 +2
10th +11 +5 +3 +3 Bonus feat +5 +2

Class Features
The following are class features of the Strong hero.
Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Strong 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, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.

Extreme Effort Talent Tree
A Strong hero can push him or herself to make an extreme effort. The effort must relate either to a Strength check or a Strength-based skill check. You must decide to use this ability before making the check.
Extreme Effort: The effort requires a full-round action and provides a +2 bonus on the check.
Improved Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonus provided by extreme effort (+4 total).
Prerequisite: Extreme effort.
Advanced Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonuses provided by extreme effort and improved extreme effort (+6 total).
Prerequisites: Extreme effort, improved extreme effort.

Ignore Hardness Talent Tree
The Strong hero has an innate talent for finding weaknesses in objects. This allows a Strong hero to ignore some of an object’s hardness when making a melee attack to break it.
Ignore Hardness: The Strong hero ignores 2 points of an object’s hardness.
Improved Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 4).
Prerequisite: Ignore hardness.
Advanced Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 6).
Prerequisites: Ignore hardness, improved ignore hardness.

Melee Smash Talent Tree
The Strong hero has an innate talent that increases melee damage.
Melee Smash: The Strong hero receives a +1 bonus on melee damage.
Improved Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+2 total).
Prerequisite: Melee smash.
Advanced Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+3 total).
Prerequisites: Melee smash, improved melee smash.

Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Strong hero gains a bonus feat. This feat must be selected from the following list, and the Strong hero must meet any prerequisites.
Animal Affinity, Archaic Weapons Proficiency, Athletic, Blind-Fight, Brawl, Cleave, Combat Martial Arts, Combat Reflexes, Great Cleave, Improved Brawl, Improved Combat Martial Arts, Power Attack, Weapon Focus.

THE FAST HERO
Ability: Dexterity
Action Points: Fast heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st 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: Acrobatics (Dex), Craft (mechanical) (Int), Drive (Dex), Escape Artist (Dex), Knowledge (current events, popular culture, streetwise) (Int), Pilot (Dex), Profession (Wis), Read/Write Language (none), Ride (Dex), Sleight of Hand (Dex), Stealth [dex] ,Speak Language (none),
Also, the starting occupation the character selects can provide additional class skills to choose from.
Skill Points at 1st Level: (5 + Int modifier).
Skill Points at Each Additional Level: 5 + Int modifier
Class Level Damage
save Fort Save Ref Save Will Save Class Features Defense Bonus Reputation Bonus
1st +2 +0 +1 +0 Talent +3 +0
2nd +3 +0 +2 +0 Bonus feat +4 +0
3rd +4 +1 +2 +1 Talent +4 +1
4th +5 +1 +2 +1 Bonus feat +5 +1
5th +6 +1 +3 +1 Talent +5 +1
6th +7 +2 +3 +2 Bonus feat +6 +2
7th +8 +2 +4 +2 Talent +6 +2
8th +9 +2 +4 +2 Bonus feat +7 +2
9th +10 +3 +4 +3 Talent +7 +3
10th +11 +3 +5 +3 Bonus feat +8 +3

2 feats
Class Features
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, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.
Defensive Talent Tree
The Fast hero gains the ability to improve his or her innate defensive talents as the hero attains new levels.
Evasion: If the Fast hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Fast hero suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor.
Uncanny Dodge 1: The Fast hero retains his or her Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (The hero still loses his or her Dexterity bonus to Defense if the hero is immobilized.)
Prerequisite: Evasion.
Uncanny Dodge 2: The Fast hero can no longer be flanked; the hero can react to opponents on opposite sides of him or herself as easily as he or she can react to a single attacker.
Prerequisites: Evasion, uncanny dodge 1.
Defensive Roll: The Fast hero can roll with a potentially lethal attack to take less damage from it. When the Fast hero would be reduced to 0 hit points or less by damage in combat (from a ranged or melee attack), the Fast hero can attempt to roll with the damage.
A Fast hero spends 1 action point to use this talent. Once the point is spent, the hero makes a Reflex saving throw (DC = damage dealt). If the save succeeds, he or she takes only half damage. The Fast hero must be able to react to the attack to execute a defensive roll—if the hero is immobilized, he or she can’t use this talent.
Since this effect would not normally allow a character to make a Reflex save for half damage, the Fast hero’s evasion talent doesn’t apply to the defensive roll.
Prerequisites: Evasion, uncanny dodge 1.
Opportunist: The Fast hero can spend 1 action point to use this talent. Once the point is spent, the hero can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Fast hero’s attack of opportunity for that round. Even a Fast hero with the Combat Reflexes feat can’t use this talent more than once per round.
Prerequisite: Evasion.
Increased Speed Talent Tree
The Fast hero can increase his or her natural base speed.
Increased Speed: The Fast hero’s base speed increases by 5 feet.
Improved Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed (10 feet total).
Prerequisite: Increased speed.
Advanced Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed and improved increased speed (15 feet total).
Prerequisites: Increased speed, improved increased speed.
Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Fast hero gains a bonus feat. This feat must be selected from the following list, and the Fast hero must meet any prerequisites.
Acrobatic, Combat Expertise, Combat Throw, Defensive Martial Arts, Double Tap, Elusive Target, Focused, Improved Disarm, Mobility, Personal Firearms Proficiency, Point Blank Shot, Stealthy, Weapon Finesse.

THE TOUGH HERO
Ability: Constitution
Action Points: Tough heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills
The Tough hero’s class skills (and the key ability for each skill) are: Climb (Str), Concentration (Con), Craft (mechanical, structural) (Int), Drive (Dex), Intimidate (Cha), Knowledge (current events, popular culture, streetwise) (Int), Profession (Wis), Read/Write Language (none), Ride (Dex), Speak Language (none),Perception (Wis), and Survival (Wis).
Also, the starting occupation the character selects can provide additional class skills to choose from.
Skill Points at 1st Level: (5 + Int modifier).
Skill Points at Each Additional Level: 5 + Int modifier.
Class Level Damage
save Fort Save Ref Save Will Save Class Features Defense Bonus Reputation Bonus
1st +3 +1 +0 +0 Talent +1 +0
2nd +4 +2 +0 +0 Bonus feat +2 +0
3rd +5 +2 +1 +1 Talent +2 +1
4th +6 +2 +1 +1 Bonus feat +3 +1
5th +7 +3 +1 +1 Talent +3 +1
6th +8 +3 +2 +2 Bonus feat +3 +2
7th +9 +4 +2 +2 Talent +4 +2
8th +10 +4 +2 +2 Bonus feat +4 +2
9th +11 +4 +3 +3 Talent +5 +3
10th +12 +5 +3 +3 Bonus feat +5 +3

Starting Feats
2 feats
Class Features
All of the following are class features of the Tough hero.
Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Tough 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, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.
Damage Reduction Talent Tree
The Tough hero has an innate talent to ignore a set amount of damage from most weapons, but not from energy or special attack forms (which may or may not exist, depending on the campaign). Before the hero can select a talent from this tree the hero must have previously selected at least one talent from the Energy Resistance or Unbreakable Talent Tree.
Damage Reduction 1/—: The Tough hero ignores 1 point of damage from melee and ranged weapons.
Prerequisite: One other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.
Damage Reduction 2/—: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 2/— total).
Prerequisites: Damage reduction 1/—, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.
Damage Reduction 3/—: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 3/— total).
Prerequisites: Damage reduction 1/—, damage reduction 2/—, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.
Energy Resistance Talent Tree
The Tough hero is particularly resistant to certain kinds of deadly energy effects. These talents can be selected in any order.
Acid Resistance: The Tough hero ignores an amount of acid damage equal to his or her Constitution modifier.
Cold Resistance: The Tough hero ignores an amount of cold damage equal to his or her Constitution modifier.
Electricity Resistance: The Tough hero ignores an amount of electricity damage equal to his or her Constitution modifier.
Fire Resistance: The Tough hero ignores an amount of fire damage equal to his or her Constitution modifier.
Sonic/Concussion Resistance: The Tough hero ignores an amount of sonic or concussion damage equal to his or her Constitution modifier.
Unbreakable Talent Tree
The Tough hero is particularly resilient thanks to the following talents.
Remain Conscious: The Tough hero gains the ability to continue to perform actions when he or she would otherwise be considered unconscious and dying. When the Tough hero’s hit points reach –1, the hero can perform as though he or she were disabled, making either an attack action or a move action every round until the hero reaches –10 hit points (and dies) or the hero’s hit points return to 1 or higher. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might prevent him or her from taking more damage.
Robust: The Tough hero becomes especially robust, gaining a number of hit points equal to his or her Tough level as soon as he or she selects this talent. Thereafter, the hero gains +1 hit point with each level of Tough he or she gains.
Second Wind: The Tough hero can spend 1 action point to gain a second wind. When the hero does this, he or she recovers a number of hit points equal to his or her Constitution modifier. This talent does not increase the Tough hero’s hit points beyond the character’s full normal total.
Stamina: The Tough hero recovers twice as fast as normal. So, the hero recovers 2 hit points per character level per evening of rest, 2 points of temporary ability damage per evening of rest, and awakens in half the normal time after being knocked unconscious.
Prerequisite: Robust.
Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Tough hero gains a bonus feat. This feat must be selected from the following list, and the Tough hero must meet any prerequisites.
Alertness, Athletic, Brawl, Confident, Endurance, Great Fortitude, Improved Brawl, Improved Bull Rush, Improved Feint, Knockout Punch, Power Attack, Streetfighting, Toughness, Vehicle Expert.

THE SMART HERO
Ability: Intelligence
Action Points: Smart heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills: The Smart hero’s class skills (and the key ability for each skill) are: Computer Use (Int), Craft (chemical, electronic, mechanical, pharmaceutical, structural, visual art, writing) (Int), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Forgery (Int), Investigate (Int), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) (Int), Navigate (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int), Perception , and Speak Language (none).
Also, the starting occupation the hero selects can provide additional class skills to choose from.
Skill Points at 1st Level: (10 + Int modifier)
Skill Points at Each Additional Level: 10 + Int modifier.

Class Level Damage
save Fort Save Ref Save Will Save Class Features Defense Bonus Reputation Bonus
1st +1 +0 +0 +1 Talent +0 +1
2nd +2 +0 +0 +2 Bonus feat +1 +1
3rd +3 +1 +1 +2 Talent +1 +1
4th +3 +1 +1 +2 Bonus feat +1 +2
5th +4 +1 +1 +3 Talent +2 +2
6th +5 +2 +2 +3 Bonus feat +2 +2
7th +6 +2 +2 +4 Talent +2 +3
8th +6 +2 +2 +4 Bonus feat +3 +3
9th +7 +3 +3 +4 Talent +3 +3
10th +8 +3 +3 +5 Bonus feat +3 +4
Starting Feats
2 feats.
Class Features
All of the following are class features of the Smart hero.
Talents
At 1st, 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, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.
Research Talent Tree
The Smart hero has a natural aptitude for study and fact-finding. These talents can be selected in any order.
Savant: Select one of the skills listed in the following paragraph. The hero must have ranks in the skill if it is Trained Only. The Smart hero gets to add a bonus equal to his or her Smart level when making checks with that skill. A Smart hero can take this talent multiple times; each time it applies to a different skill.
Computer Use, Craft (any single skill), Decipher Script, Demolitions, Disable Device, Forgery, Investigate, Knowledge (any single skill), Navigate, Repair, Research, Search.
Linguist: With this talent, the Smart hero becomes a master linguist. Whenever the hero encounters a new language, either spoken or written, that he or she does not know the Smart hero can make an Intelligence check to determine if he or she can understand it. 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 check instead.
The DC for the check depends on the situation: DC 15 if the language is in the same group as a language the hero has as a Read/Write Language or Speak Language skill; DC 20 if the language is unrelated to any other languages the hero knows; and DC 25 if the language is ancient or unique. With this special ability, a Smart hero can glean enough meaning from a conversation or document to ascertain the basic message, but this ability in no way simulates actually being able to converse or fluently read and write in a given language.
A single check covers roughly one minute of a spoken language or one page of a written language.
Prerequisite: At least 1 rank in either Read/Write Language or Speak Language for each of three different languages.
Strategy Talent Tree
The Smart hero has the brainpower to see solutions in most situations. These talents can be selected in any order, but before the hero can select a talent from this tree he or she must have previously selected at least one talent from the Research Talent Tree.
Exploit Weakness: After 1 round of combat, the Smart 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 (DC 15) with a bonus equal to his or her Smart level. If the check succeeds, for the rest of the combat the Smart hero uses his or her Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as the hero finds ways to outthink his opponent and notices weaknesses in his opponent’s fighting style.
Prerequisite: One talent from the Research Talent Tree.
Plan: Prior to an encounter the Smart hero can develop a plan of action to handle the situation. Using this talent requires preparation; a Smart hero can’t use this talent when surprised or otherwise unprepared for a particular situation. Creating a plan requires 1 minute.
After creating the plan the Smart hero makes an Intelligence check (DC 10) with a bonus equal to his or her Smart level. The result of the check provides the Smart hero and allies with a circumstance bonus. A Smart hero can’t take 10 or 20 when making this check.
Check Result Bonus
9 or lower +0 (check failed)
10–14 +1
15–24 +2
25 or higher +3
This bonus can be applied to all skill checks and attack rolls made by the Smart hero and his or her allies, but the bonus only lasts for the first 3 rounds after making the plan. After that time, reduce the bonus by 1 point (to a minimum of +0) for every additional round the situation continues, as the vagaries of circumstance begin to unravel even the best-laid plans.
Prerequisite: One talent from the Research Talent Tree.
Trick: The Smart hero has the ability to temporarily confuse a target through the use of ploy and deception. The target must have an Intelligence score of 3 or higher to be susceptible to a trick, must be within 30 feet of the hero, and must be able to hear and understand the hero.
To play a trick on a target, the hero must use a full-round action and make an Intelligence check (DC 15), adding his or her Smart level as a bonus. If the Intelligence check succeeds, the target can try to think quickly and ignore the trick.
The target resists the trick by making a Will saving throw (DC 10 + Smart hero’s class level + Smart hero’s Int bonus). If the saving throw fails, the target becomes dazed (unable to act, but can defend normally) for 1 round.
A trick can only be played on a particular target once per encounter. After the first trick in an encounter, whether the attempt succeeds or not, that target becomes wary and immune to such ploys. This is a mind-affecting ability.
Prerequisite: One talent from the Research Talent Tree.
Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Smart hero gains a bonus feat. This feat must be selected from the following list, and the Smart hero must meet any prerequisites.
Builder, Cautious, Combat Expertise, Educated, Gearhead, Improved Disarm, Improved Trip, Iron Will, Lightning Reflexes, Meticulous, Studious, Vehicle Expert, Weapon Focus.

THE DEDICATED HERO
Ability: Wisdom
Action Points: Dedicated heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills: The Dedicated hero’s class skills (and the key ability for each skill) are: Craft (pharmaceutical, visual art, writing) (Int), Gamble (Wis), Investigate (Int), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) (Int), Perception (Wis), Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Speak Language (none), Survival (Wis), and Treat Injury (Wis).
Also, the starting occupation the hero selects can provide additional class skills to choose from.
Skill Points at 1st Level: (6 + Int modifier)
Skill Points at Each Additional Level: 6 + Int modifier.

Class Level Damage
save Fort Save Ref Save Will Save Class Features Defense Bonus Reputation Bonus
1st +1 +1 +0 +1 Talent +1 +1
2nd +2 +2 +0 +2 Bonus feat +2 +1
3rd +3 +2 +1 +2 Talent +2 +1
4th +3 +2 +1 +2 Bonus feat +3 +2
5th +4 +3 +1 +3 Talent +3 +2
6th +5 +3 +2 +3 Bonus feat +3 +2
7th +6 +4 +2 +4 Talent +4 +3
8th +6 +4 +2 +4 Bonus feat +4 +3
9th +7 +4 +3 +4 Talent +5 +3
10th +8 +5 +3 +5 Bonus feat +5 +4
Starting Feats
2 feats
Class Features
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 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, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.
Empathic Talent Tree
The Dedicated hero’s innate talents give him or her a great capacity for empathy.
Empathy: The Dedicated hero has a knack for being sensitive to the feelings and thoughts of others without having those feelings and thoughts communicated in any objectively explicit manner. This innate talent provides a bonus on checks involving interaction skills (Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive), provided the hero spends at least 1 minute observing his or her target prior to making the skill check. The bonus is equal to the hero’s Dedicated level.
Improved Aid Another: The Dedicated hero’s bonus on attempts to aid another increases by +1 on a successful aid another check. This talent can be selected multiple times, each time increasing the bonus by +1.
Prerequisite: Empathy.
Intuition: The Dedicated hero has an innate ability to sense trouble in the air. The Dedicated hero can make a Will saving throw (DC 15). On a successful save, the hero gets a hunch that everything is all right, or the hero gets a bad feeling about a specific situation, based on the GM’s best guess relating to the circumstances. This talent is usable a number of times per day equal to the character’s Dedicated level.
Prerequisite: Empathy.
Healing Talent Tree
The Dedicated hero has a talent for healing.
Healing Knack: The hero has a knack for the healing arts. The hero receives a +2 bonus on all Treat Injury skill checks.
Healing Touch 1: The Dedicated hero’s ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points.
Prerequisite: Healing knack.
Healing Touch 2: The Dedicated hero’s ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points, which stacks with healing touch 1 for a total of +4 hit points.
Prerequisites: Healing knack, healing touch 1.
Insightful Talent Tree
The Dedicated hero’s innate insightfulness serves her well.
Skill Emphasis: The Dedicated hero chooses a single skill and receives a +3 bonus on all checks with that skill. This bonus does not allow the hero to make checks for a trained-only skill if the hero has no ranks in the skill.
Aware: The Dedicated hero is intuitively aware of his or her surroundings. The hero adds his or her base Will saving throw bonus to Listen or Spot checks to avoid surprise.
Prerequisite: Skill emphasis.
Faith: The Dedicated hero has a great deal of faith. It might be faith in self, in a higher power, or in both. This unswerving belief allows the Dedicated hero to add his or her Wisdom modifier to the die roll whenever the hero spends 1 action point to improve the result of an attack roll, skill check, saving throw, or ability check.
Prerequisite: Skill emphasis.
Cool Under Pressure: The Dedicated hero selects a number of skills equal to 3 + the hero’s Wisdom modifier. When making a check with one of these skills, the Dedicated hero can take 10 even when distracted or under duress.
Prerequisite: Skill emphasis plus either faith or aware.
Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Dedicated hero gains a bonus feat. This feat must be from this list, and the Dedicated hero must meet any prerequisites.
Advanced Firearms Proficiency, Alertness, Archaic Weapons Proficiency, Attentive, Blind-Fight, Deceptive, Educated, Far Shot, Iron Will, Medical Expert, Meticulous, Surgery, Track, Weapon Focus.

THE CHARISMATIC HERO
Ability: Charisma
Action Points: Charismatic heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills: The Charismatic hero’s class skills (and the key ability for each skill) are: Bluff (Cha), Craft (visual art, writing) (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, popular culture, streetwise, theology and philosophy) (Int), Perform (act, dance, keyboards, percussion instruments, sing, stand-up, stringed instruments, wind instruments) (Cha), Profession (Wis), Read/Write Language (none), and Speak Language (none).
Also, the starting occupation the hero selects can provide additional class skills to choose from.
Skill Points at 1st Level: (8 + Int modifier)
Skill Points at Each Additional Level: 8 + Int modifier.

Class Level Damage
save Fort Save Ref Save Will Save Class Features Defense Bonus Reputation Bonus
1st +1 +1 +1 +0 Talent +0 +2
2nd +2 +2 +2 +0 Bonus feat +1 +2
3rd +3 +2 +2 +1 Talent +1 +2
4th +3 +2 +2 +1 Bonus feat +1 +3
5th +4 +3 +3 +1 Talent +2 +3
6th +5 +3 +3 +2 Bonus feat +2 +3
7th +6 +4 +4 +2 Talent +2 +4
8th +6 +4 +4 +2 Bonus feat +3 +4
9th +7 +4 +4 +3 Talent +3 +4
10th +8 +5 +5 +3 Bonus feat +4 +5
Starting Feats
2 feats
Class Features
All of the following are class features of the Charismatic hero.
Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Charismatic 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, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.
Charm Talent Tree
The Charismatic hero has an innate talent for being charming and captivating.
Charm: The Charismatic hero gets a competence bonus on all Charisma-based skill checks made to influence members of his chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.) The bonus is equal to the character’s Charismatic level.
A Charismatic hero can only charm Gamemaster characters with attitudes of indifferent or better. The charm bonus can’t be used against characters who are unfriendly or hostile.
This ability can be taken more than once (for another gender).
Favor: The Charismatic hero has the ability to acquire minor aid from anyone he or she meets. By making a favor check, a Charismatic hero can gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents, or to receive other minor assistance in the course of an adventure.
A Charismatic hero spends 1 action point to activate this talent. To make a favor check, roll a d20 and add the character’s favor bonus, equal to the character’s Charismatic level. The GM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 30 for formidable and highly dangerous, expensive, or illegal favors. A Charismatic hero can’t take 10 or 20 on this check, nor can the hero retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable a character to avoid an adventure altogether should always be unavailable to the character, regardless of the result of a favor check.
The GM should carefully monitor a Charismatic hero’s use of favors to ensure that this ability isn’t abused. The success or failure of a mission shouldn’t hinge on the use of a favor, and getting a favor shouldn’t replace good roleplaying or the use of other skills. The GM may disallow any favor deemed to be disruptive to the game.
Prerequisite: Charm.
Captivate: The Charismatic hero has the ability to temporarily beguile a target through the use of words and bearing. The target must have an Intelligence score of 3 or higher to be susceptible to a captivate attempt, must be within 30 feet of the hero, must be flat-footed or not in combat, and must be able to see, hear, and understand the hero.
To captivate a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist.
The target resists the captivation attempt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the saving throw fails, the hero becomes the target’s sole focus. The target pays no attention to anyone else for 1 round and remains flat-footed. This focusing of the target’s attention allows other characters to take actions of which the captivated target is unaware. The effect ends immediately if the target is attacked or threatened.
A Charismatic hero can concentrate to keep a target captivated for additional rounds. The Charismatic hero concentrates all his or her effort on the task, and the target gets to make a new Will save each round. The effect ends when the hero stops concentrating, or when the target succeeds on the save. This is a Mind-Affecting ability.
Prerequisites: Charm, Favor.
Fast-Talk Talent Tree
The Charismatic hero has an innate talent for bending the truth and dazzling others with a combination of words, mannerisms, and charm.
Fast-Talk: The Charismatic hero has a way with words when attempting to con and deceive. With this talent, he or she applies his or her Charismatic level as a competence bonus on any Bluff, Diplomacy, or Gamble checks the hero makes while attempting to lie, cheat, or otherwise bend the truth.
Dazzle: The Charismatic hero has the ability to dazzle a target through sheer force of personality, a winning smile, and fast-talking. The target must have an Intelligence score of 3 or higher to be susceptible to a dazzle attempt, must be within 30 feet of the hero, and must be able to see, hear, and understand the hero.
To dazzle a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist.
The target resists the dazzle attempt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the save fails, the target receives a –1 penalty on attack rolls, ability checks, skill checks, and saving throws for a number of rounds equal to the character’s Charismatic level.
This talent can be selected multiple times, each time worsening the dazzled penalty by –1. This is a Mind-Affecting ability.
Prerequisite: Fast-talk.
Taunt: The Charismatic hero has the ability to temporarily rattle a target through the use of insults and goading. The target must have an Intelligence score of 3 or higher to be susceptible to a taunt, must be within 30 feet of the hero, and must be able to hear and understand the hero.
To taunt a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist.
The target resists the taunt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the save fails, the target becomes dazed (unable to act, but can defend normally) for 1 round.
A taunt can be played on an opponent any number of times. This is a Mind-Affecting ability.
Prerequisites: Fast-talk, dazzle.
Leadership Talent Tree
The Charismatic hero has a talent for leadership and inspiration.
Coordinate: The Charismatic hero has a knack for getting people to work together. When the hero can spend a full round directing his or her allies and makes a Charisma check (DC 10), the hero provides any of his or her allies within 30 feet a +1 bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the hero’s Charisma modifier.
The hero can coordinate a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).
Inspiration: The Charismatic hero can inspire his or her allies, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier.
An inspired ally gains a +2 morale bonus on saving throws, attack rolls, and damage rolls.
A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).
Prerequisite: Coordinate.
Greater Inspiration: The Charismatic hero can inspire his or her allies to even greater heights, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the greater inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier.
An inspired ally gains an additional +1 morale bonus on saving throws, attack rolls, and damage rolls, which stacks with the bonus from inspiration for a total of a +3 morale bonus.
A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).
Prerequisites: Coordinate, inspiration.
Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Charismatic hero gains a bonus feat. This feat must be selected from the following list, and the Charismatic hero must meet any prerequisites.
Agile Riposte, Creative, Deceptive, Dodge, Frightful Presence, Iron Will, Lightning Reflexes, Low Profile, Point Blank Shot, Renown, Trustworthy, Windfall.

Multiclass Characters
A character may add new classes as he or she progresses in levels, thereby becoming a multiclass character. The class abilities from all of a character’s classes combine to determine a multiclass character’s overall abilities.
Class and Level Features
As a general rule, the abilities of a multiclass character are the sum of the abilities provided by each of the character’s classes.
Level
“Character level” is a character’s total number of levels. It is used to determine when feats and ability score increases are gained
“Class level” is the character’s level in a particular class. For a hero whose levels are all in the same class, character level and class level are the same.
Damage saves
A hero gains damage save bounes from each class as his or her class level increases, adding the new damage save to the previous total.
To use multiple attacks in the same round, a character must use a full attack, which is a full-round action.
Saving Throws
Add the base save bonuses for each class together.
Defense Bonus
Add the Defense bonuses for each class together.
Reputation Bonus
Add Reputation bonuses together.
Skills
A multiclass hero uses his or her character level to determine the maximum ranks the hero can have in a skill. If a skill is a class skill for any of a multiclass hero’s classes, then use character level to determine a skill’s maximum rank. (The maximum rank for a class skill is 3 + character level.)
When a multiclass hero gains a level in a class, he or she spends that level’s skill points as a member of that class. Only that class’s class skills may be purchased as class skills. All other skills, including skills for another class the hero has levels in, are considered cross-class skills when ranks in those skills are purchased at this level.
Class Features
The character gets all class features (talents, bonus feats, or other special abilities) of all classes for the levels he or she possesses.
Feats
A multiclass character receives a new feat every three character levels, regardless of individual class level. Taking one level in a new class does not entitle a character to receive the two feats that a beginning 1st-level character gets.
Ability Increases
A multiclass character increases one ability score by +1 every four character levels, regardless of individual class level.
Adding a Second Class
When a character with one class gains a level, he or she may choose to increase the level of his or her current class or pick up a new class at 1st level. This could be a basic class or, if the character qualifies for it, an advanced class.
The character gains the 1st-level base attack bonus, base save bonuses, class skills, other class features of the new class, hit points of the appropriate die type, and the new class’s number of skill points gained at each additional level (not that number x4, as is the case for a 1st-level character).
Picking up a new class is not exactly the same as starting a character in that class. When picking up a new class, a hero doesn’t receive maximum hit points but should roll the new Hit Die.
Advancing a Level
Each time a multiclass character attains a new level, the hero either increases one of his or her current class levels by one or picks up a new class at 1st level.
When a multiclass character increases one of his or her class levels by one, the character gets all the standard benefits that characters receive for attaining the new level in that class: more hit points, possible bonuses on attack rolls, Defense, and saving throws (depending on the class and the new level), a new class feature (as defined by the class), and new skill points.
Skill points are spent according to the class that the multiclass character just advanced in. Skills are purchased at the cost appropriate for that class.

In general, a character can have levels in as many different classes as there are classes.

Age
As the character ages, his or her physical ability scores decrease and his or her mental ability scores increase, as detailed on Table: Aging Effects. The effects of each aging step are cumulative.

Table: Aging Effects
Age Category Ability Adjustments
Child (1–11) –3 Str and Con; –1 Dex, Int, Wis, and Cha
Young adult (12–15) Original scores
Adult (16–39) Original scores
Middle age (40–59) –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha
Old (60–79) –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha
Venerable (80+) –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha


saves, and other changes
Spoiler:

SAVING THROWS

Generally, when a hero is subject to an unusual or magical attack, he or she gets a saving throw to avoid or reduce the effect. Like an attack roll, a saving throw is a 1d20 roll plus a bonus based on the hero’s class and level (the hero’s base save bonus) and an ability modifier.
A natural 1 (the d20 comes up 1) on a saving throw is always a failure. A natural 20 (the d20 comes up 20) is always a success.

A character’s saving throw bonus is:
Base save bonus + ability modifier

The Difficulty Class for a save is determined by the attack itself.

The three different kinds of saving throws are:
Fortitude: These saves measure the character’s ability to stand up to massive physical punishment or attacks against his or her vitality and health such as poison and paralysis. Apply the character’s Constitution modifier to his or her Fortitude saving throws.
Reflex: These saves test the character’s ability to dodge massive attacks such as explosions or car wrecks. (Often, when damage is inevitable, the character gets to make a Reflex save to take only half damage.) Apply the character’s Dexterity modifier to his or her Reflex saving throws.
Will: These saves reflect the character’s resistance to mental influence and domination as well as to many magical effects. Apply the character’s Wisdom modifier to his or her Will saving throws.

Damage
When a character hits with a weapon, he or she deals damage according to the type of weapon. Effects that modify weapon damage also apply to unarmed strikes and the natural physical attack forms of creatures. Each hit is the weapon damage+10.
That number is then saved against by the target. Success and the target takes no damage if it fails the target takes damage as listed in the chart below.
Table: Damage
Save Result Lethal Result Stun
succeeded No effect No effect
Fails less then 5 Hit[Injured] Hit[Bruised]
Fails by more then 5 Stunned Stunned
Fails by more then 10 Disabled Unconscious
Fails by more then 15 Dying Disabled
Fails by more then 20 Death Dying

Minimum Weapon Damage
If penalties to damage bring the damage result below 1, a hit still deals 1 point of damage.
Strength Bonus
When a character hits with a melee weapon or thrown weapon, add his or her Strength modifier to the damage.
Off-Hand Weapon: When a character deals damage with a weap¬on in his or her off hand, add only half of the character’s Strength bonus.
Wielding a Weapon Two-Handed: When a character deals damage with a weapon that he or she is wielding two-handed, add 1.5 times the character’s Strength bonus. However, the character doesn’t get this higher Strength bonus when using a light weapon two-handed; in such a case, only the character’s normal Strength bonus applies to the damage roll.
Damage types

Non Lethal
Hit [Bruised] ; -1 to saves verse non lethal damage
Stunned : The target takes 1 stun hit and can not act for 1 round. The target also losses any dodge or dexterity bonus to his defenses. Farther more attacker gain a +2 to attack roll verse stunned targets.
Unconscious: Target is knocked out and helpless.

Lethal
Hit [Injury] ; -1 TO Damage saves verse any form of damage
Stunned : The target takes 1 stun hit and can not act for 1 round. The target also losses any dodge or dexterity bonus to his defenses. Farther more attacker gain a +2 to attack roll verse stunned targets.
Disabled :The character is conscious but badly hurt. He may only take 1 move action per round any strenuous activity changes his condition to Dying.
Dying: The player must make a fort save DC 10 or die. If the save is passed the charter is alive but unconscious. A new save must be made ever 30 minute DC 10 +1 per save made. Failure means death if a 20 is rolled or the player beats the roll by more then 10 the character wakes up but is disabled.
Death; You dead sorry about that.

Critical Hits
When a character makes an attack roll and gets a natural 20 (the d20 shows 20), the character hits regardless of the target’s Defense, and the character has scored critical hit.. Unless otherwise specified, a critical hit adds 5 to the base damage modifier making it 15 and not 10. (It is possible for some weapons to have higher modifiers, doing more damage on a critical hit.) Some weapons have expanded threat ranges, making a critical hit more likely. The Critical column on Table: Ranged Weapons and Table: Melee Weapons indicates the threat range for each weapon on the tables. Bonus damage represented as extra dice is not multiplied when a character scores a critical hit. Objects (including vehicles) and some types of creatures are immune to critical hits. A 20 is always a successful hit, but deals no extra damage against these targets.

Reaction
Every round, each combatant gets to do something. The combatants’ reaction checks, from highest to lowest, determine the order in which they act, from first to last.
Reaction Checks
At the start of a battle, each combatant makes a single reaction check.. The GM finds out what order characters 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 tens order[ example 15,5 or 22,12,and 2). If two or more combatants have the same reaction check result, the combatants who are tied go in order of total reaction modifier (including Improved Ireaction bonus, if applicable). If there is still a tie, roll a die.
Flat-Footed: At the start of a battle, before the character has had a chance to act (specifically, before the character’s first turn in the initiative order), the character is flat-footed. A character can’t use his or her Dexterity bonus to Defense or make attacks of opportunity while flat-footed.
Joining a Battle
If characters enter a battle after it has begun, they roll reaction at that time and act whenever their turn comes up in the existing order.
Reaction is the sum of the characters dexterity, Intelligence, reflex saving throw, and defense combined

skills [spoiler]Getting Skills
At each level, a character gets skill points that are used to buy skills. The character’s class and Intelligence modifier determine the number of points received.
If the character buys a class skill, he or she gets +3 rank in the skill after spending at lest 1 skill point. The maximum rank in a class skill is equal to character level + 3. The maximum rank in a skill is level of the character..

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
SKILLS I

Skill Descriptions

Skills are presented in alphabetical order, in the following format. Entries that do not apply to a particular skill are omitted in that skill’s description.

Skill Description Format

Skill Name (Key Ability) Trained Only; Armor Penalty
The skill name line and the line beneath it include the following information:
Key Ability: The abbreviation for the ability whose modifier applies to the skill check. Exceptions: Speak Language and Read/Write Language have “None” given as their key ability because the use of these skills never requires a check.
Trained Only: If “Trained Only” appears on the line beneath the skill name, a character must have at least 1 rank in the skill to use it. If “Trained Only” is omitted, the skill can be used untrained. If any particular notes apply to trained or untrained use, they are covered in the Special section (see below).
Armor Penalty: If “Armor Penalty” appears on the line beneath the skill name, apply the armor penalty for the armor the character is wearing to checks involving this skill.
Check: What a character can do with a successful skill check, and the check’s DC.
Try Again?: Any conditions that apply to repeated attempts to use the skill for a particular purpose. If this entry is omitted, the skill check can be tried again without any inherent penalty other than taking additional time.
Special: Any particular notes that apply, such as whether a character can take 10 or take 20 when using the skill.
Untrained: Any details about using a skill untrained. If this entry doesn’t appear, it means the skill works the same even when used untrained, or that an untrained character can’t make checks with this skill (true for skills that are designated “Trained Only”).
Time: How much time it takes to make a check with this skill.

Acrobatics[Dex, Armor check penalty]

You can keep your balance while traversing narrow or treacherous surfaces. You can also dive, f lip, jump, and roll, avoiding attacks and confusing your opponents.
Check: This skill has three distinct uses. First, you can use it to move on narrow surfaces and uneven ground without falling. A successful check allows you to move at half speed through such situations. Only one check is needed per round to move across such surfaces. Use the following table to determine the base DC, which is then modified by the Acrobatics skill modifiers noted below. While you are using Acrobatics in this way, you are considered f lat-footed and lose your Dexterity bonus to your AC (if any). If you take damage while using Acrobatics, you must immediately make another Acrobatics check at the same DC to avoid falling or being knocked prone.

Surface Width Base
Acrobatics DC
Greater then 3feet wide 0
1-3 feet wide 5
7-11 inches wide 10
2-6 inches wide 15
Less then 2 inches 20
No Acrobatics check is needed to move across these surfaces unless the modifiers increase the DC to 10 or higher

This skill can also be used to move past or through opponents without provoking an attack of opportunity. You must make one check per opponent. If you fail your check when moving past an opponent, you continue to move but provoke an attack of opportunity as normal. If you fail your check when moving through an opponent’s square, your movement ends before you enter the opponent’s space and you provoke an attack of opportunity as normal.
Situation Base Acrobatics DC
Move though a threaten area 15*
Move though an enemy’s space 25
*This modifier is used to avoid an attack of opportunity due to movement or the use of a ranged attack. Only one check is made to avoid attacks from one opponent for one round. This penalty increases by +2 for each additional opponent avoided in one round

You can also use the Acrobatics skill to jump across gaps and pits, as well as soften your fall. Instead of determining the base DC by the surface width, the base DC is equal to the distance to be crossed (if horizontal) or four times the height to be reached (if vertical). These DCs double if you do not have at least 10 feet of space to get a running start. The only modifiers that apply are those concerning the surface you are jumping from. If you fail this check by 4 or less, you can attempt a DC 20 Reflex save
to grab hold of the other side after having missed the jump. If you fail by 5 or more, you fail to make the jump and fall (or land prone, in the case of a vertical jump

Long Jump Acrobatics DC
5 Feet 5
10 Feet 10
15 Feet 15
20 Feet 20

Greater then 20 feet +5 per 5 feet

High Jump Acrobatics DC
1 foot 4
2 foot 8
3 foot 12
4 foot 16
Greater then 4 feet +4 per 1 foot

The following modifiers apply to all Acrobatics skill checks. The modifiers stack with one another, but only the most severe modifier for any given condition applies

Acrobatics Modifiers
DC Modifier
Lightly Obstructed (gravel, sand) +2
Severely Obstructed (cavern, rubble) +5
Slightly Slippery (wet +2
Severely Slippery (icy) +5
Slightly Sloped (<45°) +2
Severely Sloped (>45°) +5

Slightly Unsteady (boat in rough water) +2
Mildly Unsteady (boat in a storm) +5
Severely Unsteady (earthquake) +10
Move at normal speed or greater +5

Action: None. An Acrobatics check is made as part of another action or as a reaction to a situation.
Special: If you are proficient in the Acrobatics skill, you gain a +3 dodge bonus to defense when fighting defensively instead of the usual +2, and a +6 dodge bonus to defense when taking the total defense action instead of the usual +4.

Bluff (Cha)
Check: A Bluff check is opposed by the target’s Sense Motive check when trying to con or mislead. Favorable and unfavorable circumstances weigh heavily on the outcome of a bluff. Two circumstances can work against the character: The bluff is hard to believe, or the action that the bluff requires the target to take goes against the target’s self-interest, nature, personality, or orders.
If it’s important, the GM can distinguish between a bluff that fails because the target doesn’t believe it and one that fails because it asks too much of the target. For instance, if the target gets a +10 bonus because the bluff demands something risky of the target, and the target’s Sense Motive check succeeds by 10 or less, then the target didn’t so much see through the bluff as prove reluctant to go along with it. If the target’s Sense Motive check succeeds by 11 or more, he has seen through the bluff, and would have succeeded in doing so even if it had not placed any demand on him (that is, even without the +10 bonus).
A successful Bluff check indicates that the target reacts as the character wishes, at least for a short time (usually 1 round or less), or the target believes something that the character wants him or her to believe.
A bluff requires interaction between the character and the target. Targets unaware of the character can’t be bluffed.

Example Circumstances Sense Motive Modifier
The target wants to believe the character. –5
The bluff is believable and doesn’t affect the target much one way or the other. +0
The bluff is a little hard to believe or puts the target at some kind of risk. +5
The bluff is hard to believe or entails a large risk for the target. +10
The bluff is way out there; it’s almost too incredible to consider. +20

A bluff is not the same thing as a lie. A bluff is a quick prevarication intended to distract, confuse, or mislead, generally only for the short term. A bluff is not intended to withstand long-term or careful scrutiny, but rather to momentarily deter an action or decision. Bluffs involve attitude and body language. Bluffs often include lies, but they usually aren’t very sophisticated and aren’t intended to deceive the target for more than a few moments.
A lie, on the other hand, is a simple misrepresentation of the facts. Body language and attitude aren’t a big part of communication. The lie may be very sophisticated and well thought-out, and is intended to deceive a character at least until he or she discovers evidence to the contrary. A character should not make a Bluff check every time he or she utters a lie.

Feinting in Combat: A character can also use Bluff to mislead an opponent in combat so that the opponent can’t dodge the character’s attack effectively. If the character succeeds, the next attack the character makes against the target ignores his or her Dexterity bonus to Defense (if the opponent has one), thus lowering his or her Defense score. Using Bluff in this way against a creature of animal intelligence (Int 1 or 2) requires a –8 penalty on the check. Against a nonintelligent creature, feinting is impossible.
Creating a Diversion to Hide: A character can use Bluff to help him or her hide. A successful Bluff check gives the character the momentary diversion needed to attempt a Hide check while people are aware of the character. (See the Hide skill)
Sending a Secret Message: A character can use Bluff to send and understand secret messages while appearing to be speaking about other things. The DC for a basic message is 10. Complex messages or messages trying to communicate new information have DCs of 15 or 20. Both the sender and the receiver must make the check for the secret message to be successfully relayed and understood.
Anyone listening in on a secret message can attempt a Sense Motive check (DC equal to the sender’s Bluff check result). If successful, the eavesdropper realizes that a secret message is contained in the communication. If the eavesdropper beats the DC by 5 or more, he or she understands the secret message.
Whether trying to send or intercept a message, a failure by 5 or more points means that one side or the other misinterprets the message in some fashion.
Try Again?: Generally, a failed Bluff check makes the target too suspicious for the character to try another bluff in the same circumstances. For feinting in combat, the character may try again freely.
Special: A character can take 10 when making a bluff (except for feinting in combat), but can’t take 20.
A character with the Deceptive feat gets a +2 bonus on all Bluff checks.
Time: A bluff takes at least 1 round (and is at least a full-round action) but can take much longer if the character tries something elaborate. Using Bluff as a feint in combat is an attack action.

Climb (Str) Armor Penalty
Check: With each successful Climb check, the character can advance up, down, or across a slope or a wall or other steep incline (or even a ceiling with handholds).
A slope is considered to be any incline of less than 60 degrees; a wall is any incline of 60 degrees or steeper.
A failed Climb check indicates that the character makes no progress, and a check that fails by 5 or more means that the character falls from whatever height he or she had already attained (unless the character is secured with some kind of harness or other equipment).
The DC of the check depends on the conditions of the climb. If the climb is less than 10 feet, reduce the DC by 5.
Since the character can’t move to avoid an attack, he or she is flat-footed while climbing (the character loses any Dexterity bonus to Defense).
Any time the character takes damage while climbing, make a Climb check against the DC of the slope or wall. Failure means the character falls from his or her current height and sustains the appropriate falling damage.
Accelerated Climbing: A character can try to climb more quickly than normal. The character can move his or her full speed, but the character takes a –5 penalty on his or her Climb check. (Moving twice the character’s speed in a round requires two checks, one for each move action.)
Making Handholds and Footholds: A character can make handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute 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 a DC of 15. In similar fashion, a climber with an ice axe or other proper implement can cut handholds or footholds in an ice wall.
Catching Yourself When Falling: It’s practically impossible for a character to catch him or herself on a wall while falling. Make a Climb check (DC equal to wall’s DC + 20) to do so. A slope is relatively easier to catch on (DC equal to slope’s DC + 10).
Special: Someone using a rope can haul a character upward (or lower the character) by means of sheer strength. Use two times a character’s maxi

Paizo Employee Senior Software Developer

[I got rid of your double post for you. Sorry for the inconvenience.]


Gary Teter wrote:
[I got rid of your double post for you. Sorry for the inconvenience.]

thanks man thought I deleted that. It happens from time to time cut and past is your friend. thanks.

Dark Archive

Here something I thought up when reading the damage save rules:

Alternative System: All players/NPC have a HP value equal to 6+con. When hit, the player must make a damage save with a DC equal to the value of damage done. The damage save bonus is equal to your base damage save, +con. On a failed save , the player/NPC takes 1 point of HP damage, +1 point of HP damage for every 5 points they failed the save. On a successful save, a attack that deals lethal damage deals one point of non-lethal HP damage, and attack that deals non-lethal damage deals no damage.

And another thought is could we remove damage saves as a serperate save and make just a Fort save?


Hummm they could work as a fort save. How ever as a fort save death will be far more common thats why I went with a 2nd higher damage save.

Dark Archive

Forgot the rest of the system:

Once you are below 50% HP, you are considered injured, and take a -2 penatiy to all rolls. If you reach 0 HP, you are considered dying. Reach -Max HP and you are dead, and unable to take any action. If you take enough non-lethal damage to put you at 0 HP you pass out and are considered unconscious .


seekerofshadowlight wrote:

Skill Descriptions

Skills are presented in alphabetical order, in the following format. Entries that do not apply to a particular skill are omitted in that skill’s description.

Resurrecting a thread.

I was beginning work on revising d20 modern's skill set to mimic Pathfinder's, but I was going through some of the archives to see if anyone else had done any work themselves. I came across this thread, but noticed that only Acrobatics and Bluff was posted. Have you updated this as well as anything else (like you did with the classes)? Farming for ideas.

Thanks!

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