Professional Documents
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d20 Modern
d20 Modern
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Sa
file
I N T R O D U C T I ON
W H Y T H E MO D ER N G E N R E ?
file
ple
job!
World!
Sa
~ GRC TEAM
TH E G R C T E A M I S:
Webb.
SP EC I A L T H A N K S TO :
page art.
Sa
ple
file
CHARACTERS
Thehear
tand soulofanyr
ol
epl
ayi
ng gamei
st
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pl
ayer
char
act
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.Thei
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ayer
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ocr
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usthow wel
lt
henumber
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acki
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avor
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Now,l
et
sgetst
ar
t
ed
C H A R A C T E RS
RAC ES
The game world will determine the prominence of
non-human races and is ultimately determined by
the GM.
In a standard game, the modern world is
primarily made up of humans. This is not to say
that non-human races no longer exist; they just
arent as prominent. Most of the non-human
races have remained true to their old ways and
traditions. They have learned to live in isolation
and avoid modern humans. These elder races
have retained the knowledge of the past and are
able to play any class they wish. There is one
exception; the Modern Hero class cannot be
taken as a Favorite class by non-humans. Only
humans can take this option.
ple
Sa
RE L IG ION
file
AL IG NM ENT
and Shawnee
Armenian: Armenian.
Yiddish.
Japanese: Japanese.
Korean: Korean.
Romanian, Spanish.
WEAL T H
LAN G U A GES
ple
Sa
file
C H A R A C T E RS
Will
Sav
e
+0
1
2
3
4
+1
+1
+2
+0
+1
+1
+0
+1
+1
+0
+1
+1
5
6
7
+2
+3
+3
+1
+2
+2
+1
+2
+2
+1
+2
+2
8
9
10
+4
+4
+5
+2
+3
+3
+2
+3
+3
+2
+3
+3
11
12
13
+5
+6/+1
+6/+1
+3
+4
+4
+3
+4
+4
+3
+4
+4
14
15
16
+7/+2
+7/+2
+8/+3
+4
+5
+5
+4
+5
+5
+4
+5
+5
17
18
19
+8/+3
+9/+4
+9/+4
+5
+6
+6
+5
+6
+6
+5
+6
+6
20
+10/+
5
+6
+6
+6
Special
FACT IO NS
A character can belong to only one faction at any
given time, but the character is free to change
factions as he sees fit. To change a faction it will
cost the character 3 Prestige Points per current
level. When changing to a new faction the
character keeps his Fame score and any faction
traits, but loses all Prestige Points in the old
faction.
A faction can be any group including: Person,
Group, Organization, Nation, Belief System,
Ethical Philosophy or a Moral Philosophy.
Each Faction comes with many different benefits
including: Gear, Traits, Fame and Prestige Points.
Fame and Prestige Points represent the
characters reputation and the number of favors
within the faction.
Difficult
y and
Trait
Bonus
feat
New
Class
Skill
Bonus
feat
New
Class
Skill
file
Ref
Sav
e
+0
FAM E
ple
Fort
Sav
e
+0
Bonus
feat
Base
Attack
Sa
Leve
l
New
Class
Skill
ple
Sa
file
Sa
ple
file
TheModer
n Her
obasecl
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owi
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i
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Manyoft
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Inf
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Sa
file
PATH OF STRENGTH
Level
Sa
H ER O ICS
ple
file
FAM E B ONU S
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
11
Base Attack
Bonus
+1
+2
+3
+4
+5
+6/+1
+7/+2
+8/+3
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
+16/+11/+6/+1
+17/+12/+7/+2
+18/+13/+8/+3
+19/+14/+9/+4
+20/+15/+10/+5
Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
PATH OF DEXTERITY
Hit Dice per Level: d8
Skill Ranks per Level: 7 + Int modifier
Level
Base
Fort
Ref
Attack
Save
Save
1
+0
+0
+2
2
+1
+0
+3
3
+2
+1
+3
4
+3
+1
+4
5
+3
+1
+4
6
+4
+2
+5
7
+5
+2
+5
8
+6/+1
+2
+6
9
+6/+1
+3
+6
10
+7/+2
+3
+7
11
+8/+3
+3
+7
12
+9/+4
+4
+8
13
+9/+4
+4
+8
14
+10/+5
+4
+9
15
+11/+6/+1
+5
+9
16
+12/+7/+2
+5
+10
17
+12/+7/+2
+5
+10
18
+13/+8/+3
+6
+11
19
+14/+9/+4
+6
+11
20
+15/+10/+5
+6
+12
Will
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
ple
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
PATH OF CHARISMA
Sa
PATH OF INTELLIGENCE
Will
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
PATH OF WISDOM
Hit Dice per Level: d8
Skill Ranks per Level: 5 + Int modifier
Level
Base
Fort
Ref
Attack
Save
Save
1
+0
+0
+0
2
+1
+0
+0
3
+2
+1
+1
4
+3
+1
+1
5
+3
+1
+1
6
+4
+2
+2
7
+5
+2
+2
8
+6/+1
+2
+2
9
+6/+1
+3
+3
10
+7/+2
+3
+3
11
+8/+3
+3
+3
12
+9/+4
+4
+4
13
+9/+4
+4
+4
14
+10/+5
+4
+4
15
+11/+6/+1
+5
+5
16
+12/+7/+2
+5
+5
17
+12/+7/+2
+5
+5
18
+13/+8/+3
+6
+6
19
+14/+9/+4
+6
+6
20
+15/+10/+5
+6
+6
file
PATH OF CONSTITUTION
12
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
level.
HERO POINTS
The Modern Hero class uses a customized version
of the Hero Point optional rules from the
Pathfinder Advanced Player's Guide (Chapter 8,
New Rules).
http://www.d20pfsrd.com/gamemastering/hero
points. Hero Points replace the old MSRD Action
Points.
The Modern Hero class begins with 1 Hero Point
and gains 1 Hero Point every level. There is no
maximum number the Modern Hero can have.
The Modern Hero then chooses any attribute to
be associated with his Hero Points and the
chosen attribute modifier is added to the total
Epic Power
file
ple
High Power
Standard
Power
Example
Hero Points are permanently spent.
Hero Points are gained at 1 per level + (your chosen ability modifier)
and with additional various bonuses. There is no maximum number you can have.
Hero Points are not permanently spent and are replenished after a level is gained.
Hero Points are gained at 1 per level + (your chosen ability modifier)
and with additional various bonuses. There is no maximum number you can have.
Hero Points are not permanently spent and are replenished after each adventure.
Hero Points are gained at a rate of 1 per level + (your chosen ability modifier)
and with additional various bonuses. There is no maximum number you can have.
Hero Points are not permanently spent, but are replenished after 8 hours of
complete rest.
Hero Points are gained at a rate of 1 per level + (your chosen ability modifier)
and with additional various bonuses. There is no maximum number you can have.
Sa
Campaign Type
Low Power
WEAL T H B ON US
TAL E N TS
Talents are available to the Modern Hero class,
even those without an Archetype. Unless
otherwise noted, all Talents are extraordinary
abilities.
TRA IN ING
WEAP O N PR OF IC IEN CY
13
Sa
ple
file
TALENTS
Tal
ent
sar
eavai
l
abl
et
oal
lModer
n Her
oes,
even t
hosewi
t
houtan Ar
chet
ype.
Unl
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wi
senot
ed,al
lTal
ent
sar
eext
r
aor
di
nar
y
abi
l
i
t
i
es.
T A LE N T S
AC ID R ES IS TAN C E
BONUS C LA S S SK IL L S
modifier.
Prerequisite: None
ARM OR C LASS B O NU S
Prerequisite: None
CAP T IV AT E
ATT E N T IV E
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Prerequisite: None
Bonus.
file
ATT ACK B ON US
Sa
skills.
Prerequisite: None
based skills.
AWAR E
surroundings.
15
T A LE N T S
Captivate is a mind-affecting ability. Captivate
relies on audible and visual components in order
to function.
CH AR M OF T H E E NTERTA IN ER
The hero has a natural aptitude at Perform skills.
Prerequisite: None
Benefit: The hero adds half his class level
(minimum 1) to all Perform skill checks and may
make all Perform skill checks untrained.
ple
another gender).
file
CH AR M ING
Sa
CO LD R ES IST AN C E
The hero gains Cold Resistance.
Prerequisite: None
COOR D INA TE
CO NF U S ION
T A LE N T S
particular skill as long as they continue to
perceive the hero. This bonus increases by +1 for
every four levels.
If an ally is from the same Faction, the bonus
increase to +2
For every Hero Point spent, this bonus increases
by +2
The bonus lasts for a number of rounds equal to
the heros Charisma modifier and is a move
action to initiate but a free action to maintain.
Certain uses of this ability are infeasible, such as
Stealth and may be disallowed at the GM's
discretion. A hero cant coordinate himself.
ple
Sa
DAMA G E R ED UC T ION
file
CRO S S TR A IN IN G
DAZZ L E
The hero is able to dazzle an opponent.
Prerequisite: Fast Talk
Benefit: The hero can (once a day per level
and/or for 1 Hero Point) cause one or more
creatures to become under the effects of the
condition Dazzled. Each creature to be dazzled
must be within 90 feet, able to see and hear the
hero and capable of paying attention to him. The
17
T A LE N T S
allow a character to make a Reflex save for half
defensive roll.
EVA S ION
none.
Prerequisite: None
great agility.
no damage.
E L EC TR IC IT Y R ES IS T A N CE
damage.
Prerequisite: None
Constitution modifier.
EM PA T HY
E NDU R ANC E
EX PL O IT W E A KNES S
Prerequisite: None
file
ple
skills.
Prerequisite: None
skills.
Sa
skills.
Prerequisite: None
based skills.
EX TRA F EA T
Prerequisite: None
place of a talent.
E NE M Y F A CT ION
Prerequisite: None
EX TRA T RA IN ING
Prerequisite: None
18
T A LE N T S
EX TR E ME EFF OR T
The hero gains a bonus on all Strength based
skills.
Prerequisite: None
Benefit: The hero gains +2 to all Strength based
skills. This Talent can be taken again and
stacked.
FA IT H
The hero has a great deal of faith. It might be
faith in oneself, in a higher power, or in an ideal.
Prerequisite: Skill Emphasis
Benefit: Once a day per level (or for one Hero
Point) the hero gets to include his Wisdom
modifier to any one die roll.
ple
skills.
Prerequisite: None
skills.
file
FAST
FAVOR ED N E TWORK
Sa
FAST-TA LK
Prerequisite: None
based skills.
FAVO R
The hero has the ability to acquire minor aid from
anyone he or he meets.
Prerequisite: Charm
Benefit: By making a favor check, a hero can
gain important information without going through
the time and trouble of doing a lot of research.
Favors can also be used to acquire the loan of
19
T A LE N T S
HEA L ING K NACK
Prerequisite: None
Prerequisite: None
FIR E R ES IS TA NC E
HEA L ING TO UC H
Prerequisite: None
GR EA T ER IN SP IRA T ION
HER O IC S U R GE
Prerequisite: Inspiration
standard action.
Prerequisite: None
Sa
ple
file
FEA R L ES S
IGN OR E HA RD N ESS
hardness.
Prerequisite: None
stacked.
hardness.
20
T A LE N T S
weapon damage rolls. At every six levels
thereafter, this bonus increases by +1.
If an ally is from the same Faction, the bonus
increases to +2.
For every Hero Point spent, this bonus increases
by +2.
The bonus lasts for a number of rounds equal to
the heros Charisma modifier and is a move
action to initiate but a free action to maintain.
Inspiration is a mind-affecting ability. Inspiration
can use audible or visual components. The hero
must choose which component to use when
starting his performance.
IMP R O V ED A ID A N OTHER
Any attempts to aid another increases by +1 on a
successful aid another check.
Prerequisite: Empathy
Benefit: The heros bonus on attempts to any aid
another (skills, teamwork feats, or in combat)
increases by +1 on a successful aid another
check. This talent can be selected multiple times,
each time increasing the bonus by +1.
Additionally, for each Hero Point spent, the hero
can increase the aid by +1.
IMP R O V ED UN CA NN Y DOD GE
IN TU IT ION
INC R EAS ED S P E ED
file
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Sa
JACK OF A LL TRAD ES
INS P IRA TION
The hero has a natural aptitude at craft skills.
Prerequisite: None
Benefit: The hero adds half his class level
(minimum 1) to all Craft skill checks and may
make all Craft skill checks untrained.
LINGU IS T
With this talent, the hero becomes a master
linguist.
Prerequisite: Linguistics skill
Benefit: With this talent, the hero adds 1/2 his
level to Linguistics skill checks (minimum +1).
21
T A LE N T S
Prerequisite: None
Benefit: Prior to an encounter the hero can
develop a plan of action to handle the situation.
Using this talent requires preparation; a hero
cant use this talent when surprised or otherwise
unprepared for a particular situation. Creating a
plan requires 1 minute.
After creating the plan the hero makes a check
(DC 10 + 1/2 the Heros level + Intelligence
modifier). The result of the check provides the
hero and allies with a circumstance bonus. A hero
cant take 10 or 20 when making this check.
LO W PR OF IL E
This Talent allows the hero to hide a Faction
association.
Prerequisite: None
Benefit: The hero can hide the fact that they
belong to a certain Faction.
ME L E E S MA S H
The hero has an innate talent that increases
melee damage.
Prerequisite: None
Benefit: The hero receives a +1 bonus to any
melee damage. This Talent can be taken again
and stacked.
Check Result
9 or lower
1014
1524
25 or higher
Sa
ple
file
OP P OR TUN IS T
Bonus
+0 (check failed)
+1
+2
+3
Prerequisite: Special
your GM approval.
talent.
RAGE
PLA N
Prerequisite: None
T A LE N T S
You may choose to act as if you were disabled,
rather than dying. You must make this decision
as soon as you are reduced to negative hit points
(even if it isn't your turn). If you do not choose
to act as if you were disabled, you immediately
fall unconscious.
When using this talent, you are staggered. You
can take a move action without further injuring
yourself, but if you perform any standard action
(or any other action deemed as strenuous,
including some swift actions, such as casting a
quickened spell) you take 1 point of damage after
completing the act. If your negative hit points are
equal to or greater than your Constitution score,
you immediately die.
Note: This Talent counts and works the same as
the Diehard feat other than no prerequisite is
required.
file
REN OW N
Sa
ple
ROB US T
Prerequisite: None
level gained.
RE MA IN C ONS C IOU S
You are especially hard to kill. Not only do your
wounds automatically stabilize when grievously
injured, but you can remain conscious and
continue to act even at death's door.
Prerequisite: None
Benefit: When your hit point total is below 0, but
you are not dead, you automatically stabilize.
You do not need to make a Constitution check
each round to avoid losing additional hit points.
SAVAN T
The hero has a natural aptitude for study and
fact-finding.
Prerequisite: None
Benefit: The hero adds half his class level
(minimum 1) to all Knowledge skill checks and
may make all Knowledge skill checks untrained.
23
T A LE N T S
SE CO N D W IND
SON IC R ES IS TAN C E
Sa
ple
maintain.
checks.
file
SHAK E N
SK IL L E MPHA S IS
Prerequisite: None
24
T A LE N T S
is invisible. He still loses her Dexterity bonus to
AC if immobilized. A hero with this ability can still
lose her Dexterity bonus to AC if an opponent
successfully uses the feint action against her.
TRACK
Prerequisite: None
tracks.
WEAP O N TR A ININ G
TRA P S ENS E
Prerequisite: None
by +1.
Sa
ple
a mind-affecting ability.
file
TR ICK
UNC A N NY D O DG E
A hero can improve the initial attitude of an
animal.
Prerequisite: None
Benefit: This ability functions just like a
Diplomacy check to improve the attitude of a
person (see Using Skills). The hero rolls 1d20
ple
Sa
file
Sa
ple
file
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A RC H E T Y P E S & T R A I N I N G
E NG IN EER
Engineers can range from craftsmen to scientist.
TRA IN ING
The following are Training for the Engineer.
Creation feats.
Sa
ple
Engineering
version.
For all skill checks, the appropriate craft skill is
used instead of the spellcraft skill.
If a certain spell is required to create a special
ability, you use any spell, but the spell level is
based on the chart below using the characters
craft skill ranks.
file
Craft Ranks
10
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
20
Spell Level
0
0
28
A RC H E T Y P E S & T R A I N I N G
If the Engineer uses a kit he receives an
additional +2 bonus to skill checks.
ENGINEERING IMPROVISATION
Prerequisite: None
Benefit: An Engineer learns how to craft objects
more quickly than normal.
When using any Craft skill, the Engineer reduces
the time usage by 1/4.
RECONFIGURE
Prerequisite: Superior Repair
Benefit: An Engineer knows how to temporarily
create an item with an Engineered Special Ability
(the item creation feats are not needed).
Engineered Special Abilities are the same as
Magic items Special Abilities, but are based in
technology rather magic with these modifications
(the GM will decide if a magical effect can be
replicated in a technology version.
For all skill checks, the appropriate craft skill is
used instead of the spellcraft skill.
Engineered Special Abilities items are considered
non-magical.
The Engineer must spend 1 hour working with
the item to temporary upgrade it. There is no
cost, but the Engineered Special Ability only last
for 1 round or use, per level or Hero Point spent.
For more information see the Pathfinder Role
Playing Game Core Rules: Magic Item Creation.
http://www.d20pfsrd.com/magic-items#TOC
Magic-Item-Creation
file
IMPROVE KIT
QUICK CRAFT
ple
Prerequisite: None
Benefit: An Engineer gains the ability to
improvise solutions using common objects and
engineering know-how. This ability lets the
Engineer create objects in a dramatic situation
quickly and cheaply, but that have a limited
duration.
By combining common objects with a Craft check
that corresponds to the function desired, the
Engineer can build a tool or device to deal with
any situation.
Electronic devices, special tools, weapons,
mechanical devices and more can be built with
engineering improvisation.
It takes a full-round action to make an object
with engineering improvisation. The object, when
put into use, lasts for a number of rounds equal
to the Engineer's ranks in the Craft skill (or for
each Hero Point used) before it breaks down. It
can't be repaired.
Sa
RECONFIGURE WEAPON
Prerequisite: None
Benefit: An Engineer can reconfigure a melee or
ranged weapon, improving one aspect of it.
Reconfiguring a weapon requires 1 hour of work
and a successful craft check (DC 20);
reconfiguring a mastercraft weapon is slightly
harder (DC 20 + the weapons mastercraft bonus
29
A RC H E T Y P E S & T R A I N I N G
feature). An Engineer may take 10 or take 20 on
this check.
SABOTAGE
file
Sa
ple
Prerequisite: None
Benefit: The Engineer can sabotage an object so
that it operates poorly. The Engineer must
succeed on a Disable Device check (DC 20) to
accomplish the downgrade and sabotaging a
mastercraft object is slightly harder (DC 20 + the
mastercraft objects bonus feature). Noticing the
Engineers handiwork without first testing the
sabotaged device requires a successful
Perception check (DC = the Engineers Disable
Device check result). Fixing the sabotaged item
requires a successful Craft check.
Sabotaging a Device
As a full-round action, the Engineer can
reconfigure so that anyone who uses it suffers a
penalty equal to the Engineers class level on skill
checks made to use the device.
Sabotaging a Weapon
As a full-round action, the Engineer can sabotage
a weapon so that it has the broken condition the
next time it is used. A sabotaged weapon cannot
be used effectively until repaired. This use of
sabotage also applies to vehicles.
SUPERIOR REPAIR
SIGNATURE SHOOTER
The weapon is reconfigured for a single
individuals use only and is treated as a unique
exotic weapon. Anyone else who uses the
weapon takes a 4 non-proficient penalty on
attack rolls.
Weapons can be reconfigured multiple times;
each time a weapon is reconfigured, it imparts a
new benefit. Undoing an Engineers weapon
reconfiguration requires 1 hour and a successful
Disable Device check (DC 20 + the Engineers
class level).
UNFLUSTERED
Prerequisite: None
Benefit: Engineer can perform complicated tasks
without provoking attacks of opportunity from
adjacent foes.
30
A RC H E T Y P E S & T R A I N I N G
During any round in which the Engineer uses a
craft skill, he can use the desired skill without
provoking attacks of opportunity.
COVERT ATTACK
Sa
ple
file
Prerequisite: None
Benefit: The Infiltrator gains access to Advanced
Training. You also gain any one of the Combat
feats.
Prerequisite: None
Benefit: The Infiltrator gains the Rogues Sneak
Attack class feature.
If an Infiltrator can catch an opponent when he is
unable to defend himself effectively from her
attack, he can strike a vital spot for extra
damage.
The Infiltrators attack deals extra damage
(called "precision damage") anytime her target
would be denied a Dexterity bonus to AC
(whether the target actually has a Dexterity
bonus or not) or when the Infiltrator flanks her
target. This extra damage is 1d6 and increases
by 1d6 every two levels thereafter. Should the
Infiltrator score a critical hit with a covert attack,
this extra damage is not multiplied. Ranged
attacks can count as covert attacks only if the
target is within 30 feet.
With a weapon that deals nonlethal damage (like
a sap, whip, or an unarmed strike) an Infiltrator
can make a sneak attack that deals nonlethal
damage instead of lethal damage. He cannot use
a weapon that deals lethal damage to deal
nonlethal damage in a covert attack, not even
with the usual 4 penalty.
The Infiltrator must be able to see the target well
enough to pick out a vital spot and must be able
to reach such a spot. An Infiltrator cannot covert
attack while striking a creature with concealment.
More information on Sneak Attack can be found
in the Pathfinder Roleplaying Game Core Rules.
CONTACTS
Prerequisite: None
Benefit: The Infiltrator is well-enough wired into
the social system to be able to get the names
and numbers of individuals with particular
abilities and talents.
The Infiltrator can use Hero Points in place of
Prestige Points when dealing with Factions other
than his own. The Infiltrators Fame score will be
count as when used with other factions.
FALSE ALLEGIANCE
Prerequisite: Contacts
Benefit: The Infiltrator can fits in with whatever
group he chooses to be with.
The Infiltrator can successfully emulate another
Faction. The enables the Infiltrator to use his
Fame and Prestige Points total in the false faction
as he would in his faction.
31
A RC H E T Y P E S & T R A I N I N G
FORTUNES FAVOR
UP MY SLEEVE
Prerequisite: None
Benefit: The Infiltrator cannot be caught flat
footed, even if the attacker is unseen. He still
loses his Dexterity bonus to AC if immobilized.
The Infiltrator with this ability can still lose his
Dexterity bonus to AC if an opponent successfully
uses the feint action against him.
Prerequisite: None
Benefit: The Infiltrator becomes a master at
hiding weapons on his body. He adds his level
to all Sleight of Hand skill checks made to
prevent others from noticing them.
POISON EXPERT
Prerequisite: None
Benefit: You gain a +3 bonus to Diplomacy and
Knowledge (streetwise) skill.
If you have 10 or more ranks in one of these
skills, the bonus increases to +6 for that skill
Prerequisite: None
Benefit: The Infiltrator is trained in the use of
poison and cannot accidentally poison themselves
when preparing a poison.
The Infiltrator gains a +1 saving throw bonus
against poisons. This bonus increases by +1
every two levels.
INV ES T IGA T OR
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RESOURCES
Sa
Prerequisite: None
Benefit: The Infiltrator is considered to have
considerable material resources either at hand or
easily and cheaply acquired.
The Infiltrator doesnt need to spend Prestige
Points to buy Faction restricted items, but will
need the required Fame score and the money to
buy the items.
TRA IN IN G
The following are Training abilities for the
Investigator.
ADVANCED TRAINING - INVESTIGATOR
Prerequisite: Analyze Clue
Benefit: The Investigator gains access to
Advanced Training. You also gain any one of the
General feats.
THOUSAND FACES
32
A RC H E T Y P E S & T R A I N I N G
ANALYZE CLUE
FAST PICKS
Prerequisite: None
Benefit: The Investigator can use Perception to
follow tracks as per the Survival skill. This
function allows the Investigator to extract extra
information from material he or he has found.
The base (DC15) is modified by the time that has
elapsed since the clue was left and whether or
not the scene was disturbed.
Circumstances
DC
Modifier
Every day since event (max
+2
modifier +10)
Scene is outdoors
+5
+2
Scene moderately disturbed
+4
+6
FOLLOW UP
COLLECT EVIDENCE
Sa
ple
file
COAX INFORMATION
DEDUCTION
Prerequisite: None
Benefit: The Investigator can collect and prepare
evidentiary material for a lab.
To collect a piece of evidence, make a Perception
check (DC 15). If the Investigator succeeds, the
evidence is usable by a crime lab.
If the Investigator fails, a crime lab analysis still
can be done, but the lab takes a 5 penalty on
any necessary check.
If the Investigator fails by 5 or more, the lab
analysis simply cannot be done.
On the other hand, if the Investigator succeeds
by 10 or more, the lab gains a +2 circumstance
bonus on its checks to analyze the material.
Collecting evidence generally takes 1d4 minutes
per object and to fully examine a topic takes 1d4
hours.
Prerequisite: None
Benefit: An investigator can roll twice on any
Diplomacy check made to gather information,
and receives the information for both results.
This takes the same amount of time as one
check. If the lesser of the two checks reveals
false information, the rogue is aware of it.
False information is not revealed in this way if
the people she questioned do not know it to be
false.
HARD TO FOOL
Prerequisite: Advanced Training - Investigator
Benefit: Once per day, an Investigator can roll
two dice while making a Sense Motive check and
take the better result. He must choose to use this
talent before making the Sense Motive check.
Special: An Investigator can use this ability one
additional time per day for every 5 levels he
possesses.
33
A RC H E T Y P E S & T R A I N I N G
INFORMANTS
PURSUE
Prerequisite: Networking
Benefit: The Investigator may have a number of
individuals equal to his Fame score as
Informants.
Informants are NPCs that can provide information
and help to the Investigator. How much
information and help is up to the Game Master.
Prerequisite: None
Benefit: The Investigator adds half his level to
Knowledge (streetwise) and Perception skill
checks.
SLIPPERY MIND
Prerequisite: Advanced Training - Investigator
Benefit: This ability represents the Investigators
ability to wriggle free from mind affecting abilities
that would otherwise control or compel her. If an
Investigator with slippery mind is affected by a
mind affecting ability and fails her saving throw,
he can attempt it again 1 round later at the same
DC. He gets only this one extra chance to
succeed on her saving throw.
THOUGHTFUL REEXAMINING
Sa
ple
Prerequisite: None
Benefit: The Investigator can know if someone is
knowingly lying.
Once a day, per ranks in the Intimidation skill (or
for one Hero Point) you question the target,
backed up by the threat of pain. You may ask
one question per two ranks in the Intimidation
skill. The target can either answer the question or
take 1d4 points of damage plus your ranks in the
Intimidation skill. The target is not compelled to
answer truthfully, but the threat of pain gives it a
4 penalty on Bluff checks to convince you when
it is lying.
This effect lasts for 1 round per ranks in the
Intimidation skill and is a standard action to
initiate, but not maintain.
file
INTERROGATE
NETWORKING
TRAP FINDING
Prerequisite: None
Benefit: The Investigator is well-enough wired
into the social system to be able to get the
names and numbers of individuals with particular
abilities and talents.
The Investigator doesnt need to spend Prestige
Points to buy Faction restricted items, but will
need the required Fame score and the money to
buy the items.
Prerequisite: None
Benefit: An Investigator gains the Trap Finding
Rouge class ability.
An Investigator adds 1/2 his level to Perception
skill checks made to locate traps and to Disable
Device skill checks (minimum +1). An
Investigator can use Disable Device to disarm
any type of traps.
34
A RC H E T Y P E S & T R A I N I N G
URBAN TRACKING
Prerequisite: None
Benefit: The Investigator can use the Perception
in place of survival to track an individual in an
urban setting.
The DC check depends on the community
population and the conditions:
Population
DC
Fewer than 2,000
5
2,000-9,999
10
10,000-49,999
15
50,000-99,999
20
100,000-499,999
25
500,000+
30
Condition
DC Mod
-1
group being sought
+1
been missing or sought
-1 for every 10
Fame
ranks of Fame
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file
Prerequisite: None
Benefit: The Martial Artist can avoid damage
from many area-effect attacks.
If a Martial Artist makes a successful Reflex
saving throw against an attack that normally
deals damage on a successful save, he instead
takes no damage.
Dodge can be used with any type of armor. A
helpless Martial Artist does not gain the benefit of
Dodge.
Sa
Prerequisite: None
Benefit: You gain a +3 bonus to Diplomacy and
Knowledge (streetwise) skill.
If you have 10 or more ranks in one of these
skills, the bonus increases to +6 for that skill
MAR T IA L A RT IST
TRA IN ING
Prerequisite: None
Benefit: A Martial Artist can make a flurry of
blows as a full-standard action. When doing so he
may make one additional attack using any
combination of unarmed strikes or attacks with a
martial arts weapons (same as Monk weapons,
see the Pathfinder Role Playing Game Chapter 3
kama, nunchaku, quarterstaff, sai, shuriken and
siangham) as if using the Two-Weapon Fighting
A RC H E T Y P E S & T R A I N I N G
feat (even if the Martial Artist does not meet the
prerequisites for the feat).
For one Hero Point spent, the Martial Artist can
make one additional attacks when he uses flurry
of blows.
A Martial Artist applies his full Strength bonus to
his damage rolls for all successful attacks made
with flurry of blows, whether the attacks are
made with an off-hand or with a weapon wielded
in both hands. A Martial Artist may substitute
disarm, sunder and trip combat maneuvers for
unarmed attacks as part of a flurry of blows. A
Martial Artist cannot use any weapon other than
an unarmed strike or a special martial arts
weapon as part of a flurry of blows.
STUNNING MARK
You may spend 1 Hero Point as a swift action to
execute your Stunning Arm attack as a free
attack rather than a normal melee attack.
WINDS OF CHANGE
You may spend 1 Hero Point as an immediate
action to deflect one missile weapon that round.
ZEN COMBAT
You may spend 1 Hero Point as a swift action to
substitute your Wisdom score for your Strength
or Dexterity for all melee or ranged attacks you
make that round.
HIGH JUMP
file
INNER POWER
Sa
ple
Prerequisite: None
Benefit: The Martial Artist adds his level to all
Acrobatics checks made to jump, both for vertical
jumps and horizontal jumps.
In addition, he always counts as having a running
start when making jump checks using Acrobatics.
By spending 1 Hero Point as a swift action, a
Martial Artist gains a +20 bonus on Acrobatics
checks made to jump for 1 round.
IMBUE WEAPON
Prerequisite: Inner Power and Stunning Arm
Benefit: The Martial Artist may use any martial
art weapons (same as Monk weapons, see the
Pathfinder Role Playing Game Chapter 3 - Kama,
nunchaku, quarterstaff, sai, shuriken and
siangham) and may channel his Inner Power in a
new weapon ability. Choose one of the following
powers:
LIVING WEAPON
Prerequisite: None
Benefit: The Martial Artists attacks may be with
fist, elbows, knees and feet. This means that a
Martial Artist may make unarmed strikes with his
hands full. There is no such thing as an off-hand
attack for a Martial Artist striking unarmed. A
Martial Artist may thus apply his full Strength
CRUSHING FALL
When you succeed at a trip or disarm combat
maneuver, you may spend 1 Hero Point from as a
swift action to deal damage to your opponent.
36
A RC H E T Y P E S & T R A I N I N G
bonus on damage rolls for all his unarmed
strikes.
A Martial Artists unarmed attacks can deal lethal
or nonlethal damage, with no penalty on his
attack roll. He has the same choice to deal lethal
or nonlethal damage while grappling.
A Martial Artists unarmed attack is treated as
both a manufactured weapon and a natural
weapon for the purpose of effects that enhance
or improve either manufactured weapons or
natural weapons.
A Martial Artist also can deal more damage with
his unarmed strikes than a normal person would.
1st3rd
4th7th
8th11th
12th15th
16th19th
20th
Damage
(Small)
1d4
1d6
1d8
1d10
2d6
2d8
Damage
(Large)
1d8
2d6
2d8
3d6
3d8
4d8
PERS ON AL IT Y
A Personality varies from celebrities to political
leaders.
TRA IN IN G
The following are Training for a Personality.
file
Level
STUNNING ARMS
Sa
ple
feature.
CELEBRITY ACCESS
Prerequisite: None
37
A RC H E T Y P E S & T R A I N I N G
other factions, events or any other restricted
person, place, or thing.
CELEBRITY IMMUNITY
ENTOURAGE
Prerequisite: None
Benefit: If the Personality is arrested for a
crime, the hero can make spend one Prestige
Point to invoke her celebrity status and not suffer
the usual legal penalty or punishment.
If one of the Personalitys entourage (see the
Entourage training, below) is arrested for a crime
and unable to secure her own release, the
Personality may intercede on the entourages
behalf. This will cost the Personality two Prestige
Points.
Prerequisite: None
Benefit: The Personality may appoint a number
of ordinary individuals equal to her Fame score as
an entourage. These appointed individuals gain
all the benefits of Celebrity Access, Celebrity
Immunity and Ultimate Access.
The Personality may revoke these privileges at
any time and appoint replacements as he sees
fit. It takes 1d4 hours for a Personality to invoke
or revoke an Entourages privileges.
If Fame is permanently lost, the Personality will
also lose one member of her Entourage.
COMPELLING PERFORMANCE
file
RESTRICTED ACCESS
Sa
ple
Prerequisite: None
Benefit: A Personality's activities in the public
eye generate extra income.
The Personality adds 1/2 his level to Fame score
and to any Profession skill (minimum +1).
SOW DISTRUST
Prerequisite: None
Benefit: A Personality can turn one character
against another. The Personality must spend a
Hero Point per target.
The targets must be able to hear and understand
the Personality.
38
A RC H E T Y P E S & T R A I N I N G
Prerequisite: None
Benefit: A Personality develops such a force of
personal magnetism that he or he can convince a
single target to regard him as a trusted friend.
The target makes a Will saving throw to avoid
being persuaded by the Personalitys words and
actions. The DC is 10 + 1/2 class level +
Charisma bonus.
This ability doesnt enable the Personality to
control the target, but the target perceives the
Personalitys words and actions in the most
favorable way. A target remains won over for 1
minute per Personality level.
After the duration expires, the GM determines
the reaction and attitude of the target based on
what the Personality compelled the target to do.
PHYS IC IA N
A physician varies from a medic to a doctor.
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TALK DOWN
WINNING SMILE
file
Prerequisite: None
Benefit: A Personality can talk her way out of
trouble.
Prior to the start of hostilities or during combat,
for one Hero Point spent, the Personality can talk
down an opponent. The target must be able to
hear her voice.
That opponent immediately stops fighting and
reverts to an indifferent attitude regarding the
Personality. Any hostile action by the Personality
or by one of the Personalitys allies, directed at
the opponent allows the opponent to act as he or
he sees fit.
To initiate this talent, the Personality must spend
a full-round action. Then the opponent makes a
Will saving throw.
DC 10 + Personalitys ranks in a Charisma based
skill.
normal.
TRA IN IN G
Sa
A RC H E T Y P E S & T R A I N I N G
increasing the amount of damage healed by half
(+50%).
TREATMENTS (SPELLS)
All medical healing is considered non-magical.
CALMING TOUCH
Prerequisite: None
Benefit: For one Hero Point per individual, the
Physician can relieve the individual of a condition.
Your touch can remove the dazed, fatigued,
shaken, or staggered condition.
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m
Sa
Spell Level
0
0
1
1
2
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
file
HEALER
Heal Ranks
10
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
20
Prerequisite: None
Benefit: If treating a patient with the First Aid
ability from the Heal skill, for every 5 points
made over DC 15, the Physician can heal 1d4 of
damage. This check can be tried again, but the
new check will have to be greater than the
previous check to heal additional damage.
MEDICAL MIRACLE
Prerequisite: Minor Medical Miracle
Benefit: A Physician can revive a character
reduced to 10 hit points or lower. If the
Physician is able to administer aid within 10
rounds of the characters death, he or he can
make a Heal check.
Heal skill - DC 20 + the negative Hit Points
If the check succeeds, the dead character can
make a Fortitude save (DC 10 + the negative Hit
Points) to stabilize and be restored to 1d6 hit
points.
If the Physician fails the skill check or the patient
fails the Fortitude save, the dead character cant
be restored.
40
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scene or encounter. The jury-rigged object must
be fully repaired thereafter.
The jury-rig application of any craft skill can be
used untrained.
CRAF T
The following a new ways to utilize craft skills.
N EW S K ILL U S ES
N EW CR AFT S K ILLS
ELECTRONIC
REPAIR
15
20
25
ple
Time
1
min.
10
min.
1 hr.
Repair
DC
10
Type of Scratch-Built
Electronics (Examples)
Simple (timer or detonator)
Moderate (radio direction
finder, electronic lock)
Complex (cell phone)
Craft
DC
15
20
Advanced (computer)
30
25
Time
1 hr.
12
hr.
24
hr.
60hr.
EXPLOSIVE
Sa
file
10 hr.
S K I LLS
Improvised (1d6/5
feet)1
Simple (2d6/5
feet)
Moderate (4d6/10
feet)
Complex (6d6/15
feet)
Powerful (8d6/20
feet)
Devastating
(10d6/25 feet)
Craft
DC
10
Reflex
DC
10
15
12
20
12
1
round
10
min.
1 hr.
25
15
3 hr.
30
15
12 hr.
35
18
24 hr.
Time
MECHANICAL
Sa
ple
file
Explosive
46
Craft
DC
15
20
25
30
Time
1 hr.
12
hr.
24
hr.
60
hr.
S K I LLS
Information: A character makes a Knowledge
check to gain any general information associated
with the skill.
Check: The DC for answering a question within
the characters field of study is 10 for easy
questions, 15 for basic questions and 20 to 30 for
tough questions.
PHARMACEUTICAL
(Intelligence, Trained Only)
This skill allows a character to compound
medicinal drugs to aid in recovery from treatable
illnesses.
A medicinal drug gives a +2 circumstance bonus
on Fortitude saves made to resist the effects of a
disease, drug, or poison.
The Craft (pharmaceutical) check is based on the
severity of the disease, drug or poison to be
countered as measured by the DC of the
Fortitude save needed to resist it.
Fortitude Save DC
14 or lower
1518
1922
23 or higher
Craft DC
15
20
25
30
ART
among others
Time
1 hr.
3 hr.
6 hr.
12 hr.
file
STRUCTURAL
Sa
ple
(Intelligence)
Description: This skill allows a character to build
and repair wooden, concrete, or metal structures
from scratch, including bookcases, desks, walls,
houses and so forth and includes such handyman
skills as plumbing, house painting, drywall, laying
cement and building cabinets.
Scratch-Built Structure
Simple (bookcase)
Moderate (house deck)
Complex (bunker)
Advanced (house)
Craft DC
15
20
25
30
Time
12 hr.
24 hr.
60 hr.
600 hr.
BUS IN ESS
corporate structures.
them.
C IV ICS
obligations.
processes.
CURR E NT EV ENTS
KNO W L ED GE
skill.
EAR T H AN D L IF E S C IE N CES
47
S K I LLS
Finding public information on the Internet does
not fall under this category. This application of
the Knowledge (technology) skill only pertains to
finding files on private systems with which the
character is not familiar.
PH YS ICA L SC IENC ES
Astronomy, chemistry, mathematics, physics and
engineering.
Size of Site
Personal computer
Small office network
Large office network
Massive corporate network
PO PU LA R CU L TUR E
Popular music, personalities, genre films, books,
comics, science fiction and gaming, among
others.
DC
10
15
20
25
Time
1 round
2 rounds
1 minute
10 minutes
STR E E TWIS E
TAC T ICS
ple
T EC HN OLO GY
file
Sa
Level of Security
Minimum
Average
Exceptional
Maximum
DC
20
25
35
40
COMPUTER HACKING
FIND FILE
data, or applications.
S K I LLS
physically accesses a computer connected to the
site.
Every site is overseen by a system
administratorthe person in charge of the site
and who maintains its security.
When a character hacks into a site, the visit is
called a session. Once a character stops
accessing the site, the session is over. The
character can go back to the site in the future;
when he or he does, its a new session.
Several steps are required to hack into a site:
COVERING TRACKS
DEFEND SECURITY
ple
Sa
file
DEGRADE PROGRAMMING
INTERNET ACCESS
Reaching a site over the net requires two
Knowledge (technology) checks. The first check
(DC 10) is needed to find the site on the net. The
second is a check to defeat computer security.
Once a character has succeeded in both checks,
the character has accessed the site.
Scope of Alteration
Crash computer
Destroy programming
Damage programming
DC
10
15
20
Time
1 minute
10 minutes
10 minutes
LOCATE DATA
To find the data the character wants, make a
Knowledge (technology) check.
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