HE Ustom ERO: Character Points

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At a glance
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The key takeaways are that the system aims to give players more flexibility in character creation while maintaining game balance, using a character point system to purchase traits instead of classes.

The character point system is central to customizing heroes - at each level, characters gain 26 points to purchase traits, allowing them to spend points as they level up rather than being restricted to class abilities.

Some examples of traits that can be purchased with character points include base attack bonus, defense bonus, feats, hit dice, powers, reputation bonus, and skills.

1.

THE CUSTOM HERO


The following system is designed to allow the Gamemaster to A character is limited to a number of feats equal to his level.
dispense with classes in his modern d20 games, allowing players This does not include bonus feats.
instead to pick and choose their abilities as they rise in levels.
Hit Dice (2/4/6/8/10 points)
The goal is to give players more flexibility while maintaining
The character point cost of hit dice depends on the die. 2 points
balance as much as possible, including balance with the standard
for d4, 4 points for d6, 6 points for d8, 8 points for d10 and 10
rules.
points for d12. A character cannot have more Hit Dice than his
character level.
Character Points Characters with a Constitution bonus no longer gain that
Central to the concept of custom heroes is character points. At
bonus to their hit dice. Instead, they gain their Constitution
first level a character has 26 character points to purchase their
bonus in hit points for every level they advance, whether they
traits. Each time they advance a level they gain 26 more
gain a hit die or not. Characters with a Constitution penalty add
character points. Characters starting out at higher levels receive
their penalty to any hit dice they roll (minimum of 1 hit point
the appropriate number of points (level x 26 points).
gained), but dont lose points every level they advance.
Characters can save character points between levels; they
need not spend all of them at once. But, a character can only Powers (Varies)
spend character points when they advance a level, before or Powers are a catchall category for any character ability that does
after a session of play, or during downtime, as determined by not fit into another trait. See the section on powers, below.
the Gamemaster.
Reputation Bonus (4 points per +1)
All characters gain a base Reputation bonus as they advance, as
Traits shown on Table 2. If they wish they can increase their base
A trait is any of the numerous mechanical aspects of a character
Reputation bonus with character points. The maximum total
in the modern d20 system that are bought with character points.
base Reputation bonus a character can have is shown on Table 1.
The traits are: Base Attack Bonus, Defense Bonus, Feats, Hit
Dice, Powers, Reputation Bonus, Saving Throws and Skills.
Note that ability scores are not handled using character points, Table 1: Maximum Traits
and are thus not traits. Starting characters determined their Base Hit Rep. Saving Skill
ability scores using Gamemaster-determined rules, and gain a +1 Lvl Attack Defense Feats Dice Bonus Throws Ranks
bonus to ability scores every four levels, as normal. 1 +1 +3 1 1 +2 +1 4
Each trait has a character point cost, as well as a maximum 2 +2 +4 2 2 +3 +2 5
rating based on level. For example, the maximum Base Attack 3 +3 +4 3 3 +3 +3 6
Bonus a character can have is equal to their character level. The 4 +4 +5 4 4 +4 +4 7
trait maximums are shown on Table 1. 5 +5 +5 5 5 +4 +4 8
6 +6 +6 6 6 +5 +5 9
Base Attack Bonus (8 points per +1) 7 +7 +6 7 7 +5 +6 10
A characters base attack bonus cannot exceed his character level. 8 +8 +7 8 8 +6 +6 11
9 +9 +7 9 9 +6 +7 12
Defense Bonus (4 points per +1)
10 +10 +8 10 10 +7 +8 13
A characters Defense bonus cannot exceed one-half his
11 +11 +8 11 11 +7 +8 14
character level + 3. 12 +12 +9 12 12 +8 +9 15
Feats (4 points per feat) 13 +13 +9 13 13 +8 +10 16
Feats are bought for 4 points each, but characters also receive the 14 +14 +10 14 14 +9 +10 17
normal feats for their level. At first level all characters gain the 15 +15 +10 15 15 +9 +11 18
16 +16 +11 16 16 +10 +12 19
feat Simple Weapons Proficiency, plus one other feat. Humans
17 +17 +11 17 17 +10 +12 20
gain a second feat at first level. Then, all characters gain one feat
18 +18 +12 18 18 +11 +13 21
at every level divisible by three (3rd, 6th, 9th, etc.) These are 19 +19 +12 19 19 +11 +14 22
bonus feats and do not require character points. 20 +20 +13 20 20 +12 +14 23

An Alternate Character Creation System for Modern d20 Games


By Leroy Van Camp III ([email protected])
Base Saving Throw Bonus (4 points per +1) Action Points
Each of the three saving throwsFortitude, Reflex and Will Characters gain a number of action points equal to 5 + one-half
is increased separately. The maximum base saving throw a their level, rounded down, at 1st level and every time they
character can have is shown on Table 1. attain a new level. Action Points are not traits and cannot be
Skills (1 points per 1 rank) bought with character points.
There are no class or exclusive skills, though the GM may
prohibit some skills from being gained without approval, based Advanced Classes
on the campaign setting. For example, in a campaign where There are two ways of handling advanced classes when using the
players could potentially learn magic, the GM might not allow Custom Hero rules. First, you can convert all class special
the skill Spellcraft without proper study first. Skills can be abilities to feats and powers, giving
created that require prerequisites much like a feat. them prerequisites as required to Table 2: Base
closely match the progression of the Reputation Bonus
Skill ranks are bought for 1 character point, except at first
level, where 1 character point grants 4 skill points. A character class. This allows a character to follow Base
the concept of the advanced class Reputation
can never put more than 2 points into a skill at any one level, Lvl Bonus
unless they have no ranks in the skill, in which case they can put while still maintaining a classless
system. 1 +0
up to 4 points into it. They also cannot have more ranks than 2 +0
their character level + 3, as shown on Table 1. The second option is to allow
3 +1
At each level, characters with an Intelligence bonus gain skill characters to take advanced classes as
4 +1
points equal to their bonus. Characters with an Intelligence normal. They must meet the
5 +1
penalty must pay a number of points equal to their Intelligence prerequisites to join the class, and if 6 +2
penalty + 1 for their first skill rank bought at each level; all they choose to follow the class they 7 +2
subsequent ranks are bought normally. For example, a character gain all the listed traits, but do not 8 +2
with an Intelligence of 9 (-1 penalty) advances a level and wants gain the standard 26 character points. 9 +3
to increase his Hide and Spot skills by two ranks each. Because This may result in abilities or traits 10 +3
he has a penalty of -1, his first rank in Hide will cost one point more impressive than they could have 11 +3
gained via character points, but at the 12 +4
extra, or 3 character points. His penalty is now paid and so his
loss of control over how they gain 13 +4
ranks in Spot cost the normal 1 point per rank, or 2 character
them. As they progress in levels they 14 +5
points total. 15 +5
Humans gain 4 bonus skill points at first level, and 1 bonus can choose additional levels of the
16 +5
skill point each level thereafter. advanced class or can take the 26
17 +6
character points as normal.
18 +6
Talents When using this method it is 19 +7
All of the talents have been converted over to feats. See the New possible that one or more traits will 20 +7
Feats section below for these new feats. The exception is the exceed the level-based trait maximum.
talent Robust, which does not work well in a classless system. If This is acceptable, but the character cannot use character points
the GM wants to have a method for characters to gain to increase it further. For example, a 4th level character has a
additional hit points using character points, see the optional rule Fortitude save of +4, which is the max for his level. When he
Removing Hit Dice, below. advances to 5th level he takes his first level of an advanced class
which boosts his Fortitude save by +2, to +6. This exceeds his
Occupations maximum, which for 5th level is still +4. At 6th level he chooses
The GM has two options when it comes to handling character points over a second level in the advanced class. He
occupations. First, they can remove the concept completely, cannot spend points on his Fortitude save, though, as it is
letting players use their points to model the occupations they already at +6, which is above his maximum for 6th level.
desire. The benefit of this is consistency and simplicity. The The abilities of the advanced classes from the core modern
downside is that it removes the wealth bonus from the picture, d20 rulebook have been converted to feats and can be found in
plus it may require the character to distribute his character the New Feats section below.
points a bit more thin during creation.
The second option is to allow players to choose an Ordinaries
occupation as normal. Consider any skill the character has In most cases ordinaries follow the standard modern d20 rules,
ranks in to be a class skill. Because there are no longer class and need not be created via character points. For most ordinary
skills, choosing occupation skills you do not have ranks in characters, fine-tuning them with points is overkill. If the GM
becomes useless. wishes to create an ordinary with points rather than the basic
classes, he should do it with 22 points rather than 26, reflecting
the fact that they do not get bonus feats or talents from their class.
Powers valuable saving throw, with Reflex coming in second. Will
Power is a catchall term for any character ability that does not fit comes in third, but is so far behind the other two in usefulness
into the other traits. They might give bonuses to other traits, that there is a good chance no one will bother spending points
behave similar to a feat but have non-standard costs, or may to improve it. When no one is going to put you to sleep with
simply work in a non-standard way. They are often supernatural, magic or control your mind with psionicsfor examplethe
but that is not a requirement. Some examples of powers include Will save becomes nearly useless.
psionics, magic or superpowers. The GM will need to decide Because of this, the GM should take a look at the kind of
what powers are available in his campaign, if any. Powers are an game he is going to run and adjust the point cost of saving
ideal way to integrate special powers and abilities from other throws accordingly. In an FX-laden campaign, no adjustments
roleplaying games into your d20 campaigns. should be necessary. In a game with no FX at all, but plenty of
All powers cost character points, plus some powers have action, Fortitude should remain the same, but you might want
prerequisites that must be met before the character can have the to drop Reflex to 3 character points per +1 (depending on the
power, much like feats. Some powers have a single cost, while amount of autofire and grenades you expect to have in your
some are bought in ranks, like skills, with a cost per rank. game), and drop Will saves to 2 point character points per +1,
A quick, simple example of a power is given: arcane making it more of a color trait, or used to qualify for feats. It
spellcasting. This example is designed to be demonstrative, not will be more useful to NPCs who may have to face feats and
necessarily thorough or even completely usable without abilities the player characters wield that require Will saves.
expansion. If you do this, you will also want to reduce the character
points per level to 24, as the Custom Hero system assumes
Arcane Spellcasting (12 points per rank) characters will occasionally be raising all saves. If one or more of
You can learn, prepare and cast arcane spells. the saving throws is less vital, they will raise it less often, or not
Prerequisite: Knowledge (occult) 4 ranks, Spellcraft 4 at all, and players will use those points to achieve levels of power
ranks, access to one or more books on the magical arts. or flexibility core characters never could.
Benefit: When you acquire the first rank of this power you
gain a caster level of 1 and learn the cantrip read magic, an Effective Levels
additional number of cantrips equal to 10 + Intelligence The Custom Hero rules are based on the standard d20 system
modifier, plus a number of 1st level spells equal to your of experience points and level. The GM hands out XP as normal
Intelligence modifier + 1, all of which are inscribed in your and when characters have enough
spellbook. Each additional rank adds +1 to your caster level, their level increases and they receive Table 3: Effective
26 character points. This approach is Level
plus allows you to learn two additional spells and add them to
simple and easy, and supported by Total
your spellbook.
numerous other systems in the game, Effective Character
The number of spells you can prepare per day is shown on Level Points
Table 3 (this being the normal spell table for a standard d20 such as encounter balancing and
1 26
wizard, and not actually replicated here). monetary reward guidelines. The
2 52
Special: You cannot gain more than 1 rank of Arcane downside of that approach is that it
3 78
Spellcasting each time you gain a level. results in periodic but extensive leaps
4 104
in character power and ability. But 5 130
Optional Rules what if you want more gradual 6 156
These rules are designed to be create characters that closely increases in character power? The 7 182
match the power levels of characters created with the standard answer is to use effective levels. 8 208
classes, while still following the standard d20 approach to All characters have an effective 9 234
characters. Below are several alternate approaches to handling level, which is equal to the number of 10 260
characters. character points they havewhether 11 286
or not they have been spentdivided 12 312
Saving Throws and Genre by 26. This effective level is used to 13 338
The Custom Hero system makes two assumptions about saving determine all level-based effects, such 14 364
throws. First, it assumes that the three saving throws 15 390
as action points, bonus feats, hit
Fortitude, Reflex and Willare of equal value, and will be of 16 416
points and skill points, ability score
equal importance in a campaign. Second, it assumes most 17 442
increases, balancing encounters and 18 468
players will want to improve all three saves to one degree or handing out rewards. At character 19 494
another. The cost of savesand character points handed out at creation, this effective level is used to 20 520
each level (26)are grounded in these two assumptions. determine trait maximums. After that,
The genre of the campaign the Gamemaster is running can trait maximums are determined by effective level + 1. So, if a
invalidate these assumptions. Campaigns with no magic, character has enough points to make his effective level 4, then
psionics or similar FX can reduce the value of individual saves. his trait maximums are based on a 5th level character.
In an FX-free action game, Fortitude will very likely be the most
Table 3 shows a characters effective level based on his total Removing Trait Maximums
character points. The trait maximums are in place to prevent characters from
When using effective levels, the GM hands out character going beyond the boundaries of the normal modern d20 classes.
points directly, rather than XP. These points can be spent A character using classes can never have a base attack bonus
normally. Each time a character gets enough character points to higher than their level, and so the Custom Hero has the same
total another increment of 26, they advance in effective level. restriction. This helps insure that characters using the Custom
The number of character points a GM gives out per session of Hero rules should be of comparable power and ability as a
play will depend on a number of factors, including length of standard, class-based character of a similar level.
time played, how the players worked together, how well they For some campaigns the GM may want to waive these
met their goals and how well they roleplayed. The easiest way to maximums, allowing players to spend character points as they
determine this is to estimate how many average-length sessions please. In theory, this should not be too problematic, as the
it should take to advance one effective level, then divide 26 by limited number of character points a character receives at each
that number, which gives the average character point reward. level should prevent them from focusing on one trait to an
For example, a GM decides he wants characters to gain an unbalancing extreme without hindering other important traits.
effective level every four sessions of average length, which comes For example, a combat-oriented character could pump up his
to 7 character points per session. base attack bonus by +2 every level, but their Defense bonus,
Example: A character has a total of 310 character points, Fortitude save, hit dice and feats would all suffer, all of which are
making him 11th effective level. He gains 6 character points also important to combat characters. Keep in mind, though,
after an adventure, for a total of 316 character points, which that by removing trait maximums characters could potentially
carries him to 12th effective level. He gains hit points equal to acquire feats and powers at lower levels than normal. This is the
his Constitution modifier and one skill point for being human. most prominent downside of removing trait maximums.
Several of his trait maximums increase, as if his effective level Gamemasters may want to pick and choose which traits are
was 13th. 12th level is divisible by three, so he gains a bonus excluded from the trait maximums. A good candidate is feats,
feat. 12th level is also divisible by four, so he gains a +1 ability allowing characters to have as many as they want. Considering
score boost. the cost of feats, this should not be too problematic.
The benefits of using effective levels is that it allows for
Removing Hit Dice
more organic character progression, while still retaining the the
A character that uses character points to buy a d4 hit die could
concept of level and allows the GM to use the majority of the
roll a 4, while his stalwart companion could buy a d10 and roll
systems that are based on level. The drawback is that it prevents
a 1, which for some people may not seem quite fair in a point-
the use of any system that depends on spending XP, such as
based system. To even the playing field, and tie hit points more
the fantasy d20 rules for creating magic items.
closely to character points, the GM might wish to alter the rules
Discarding Levels so hit points are bough directly with character points.
For Gamemasters who find levels of any kind too restrictive, How this is done is up to the GM, but the easiest method
they can be discarded completely. This works in a manner is to rule that the listed character point cost buys the average of
similar to the effective level option, but without any levels at all. the corresponding die, rounded up. This results in 2 points for
There are no trait maximums, and characters do not receive any 3 hit points, 4 points for 4 hit points, 6 points for 5 hit points,
of the normal benefits for level advancement, such as bonus 8 points for 6 hit points, and 10 points for 7 hit points.
feats and skill points, bonus hit points from Constitution, or Characters with a Constitution penalty would add it to these
ability score increases. Characters receive only character points numbers.
after each session, and they can spend them as they please. Another option is to allow hit points to be bought on a 1-
In order to discard levels the GM will have to make some for-1 basis; 1 character point buys 1 hit point. Characters with
decisions on how certain aspects of character advancement are a Constitution penalty must spend a number of character points
handled, most notably ability scores. Without levels there is no equal to their penalty + 1 for their first hit point at each level.
mechanic for ability score increases. The GM can give ability For example, a character with a penalty of -2 wants to buy some
scores character point values and let players increase them hit points. His first hit point will cost 3 points, then 1 character
normally. point per hit point thereafter.
The benefit of this approach is increased flexibility. The The advantage of the 1-for-1 method is that it is
downside is it makes it harder for the GM to use the d20 tools straightforward. The downside is that combat-oriented
for balancing encounters and judging challenges and rewards. At characters will likely have more hit points. Note that using this
lower point totals the GM can divide character points by 26 to alternate rule makes the Toughness feat rather useless.
find an equivalent character level, but as characters advance
Alternate Character Points Per Level
there is a good possibility this will become less indicative of
The number of character points handed out per level (26) is
actual power and ability.
designed to approximate the power level of the modern d20
classes. This number can be altered to reflect the needs of the
campaign. In some campaigns it makes sense to give characters Advanced Empathy
more per level, or even less per level. More per level can be used You have unsurpassed insight into human thoughts and
for more rapid acceleration of power, give all characters a emotions.
broader range of knowledge, or allow characters to buy powers Prerequisite: Wisdom 17 and Improved Empathy.
and feats that are a core part of the setting, in addition to the Benefit: Your bonus from Empathy improves to +6.
normal traits. Fewer points can be handed out to represent a
Advanced Fast-Talk
more gritty game.
You are a master of cons and deception.
Example: a GM wants to run a game where all the players
Prerequisite: Charisma 15, Fast Talk, Bluff 8 ranks.
are scheming vampires who are part of an ancient society. These
Benefit: Your Fast Talk Bonus improves to +6.
vampires all have different supernatural vampiric powers. The
GM wants players to be able to increase these powers as they Advanced Ignore Hardness
advance in level, but he wants the characters to be able to do so Your ability to find weakness in a target greatly improves.
without sacrificing the other traits. So, the GM decides that Prerequisite: Improved Ignore Hardness, base attack
once a character is turned into a vampire it gains 32 character bonus +5.
points per level rather than 26. Benefit: You can ignore 4 points of an objects hardness
Alternate character points per level is an excellent means to when making a melee attack against it. This does not stack with
control power levels in a game, but the downside is that it Ignore Hardness or Improved Ignore Hardness.
reduces the usefulness of levels. With the shift in points, it
Advanced Increased Speed
becomes harder and harder to use level as a basis for determining
You move incredibly fast.
challenges and rewards.
Prerequisite: Dexterity 17, base Reflex save +3.
Benefit: Your base speed increases by 5 feet, stacking with
New Feats Increased Speed and Improved Increased Speed for a total of
The following feats are based on the talents of the core character
+15 feet.
classes and the abilities of the advanced classes. Most work the
same as the talent or ability, or at least come close. Some have Advanced Living Weapon
been split into multiple feats, and some have had their specific You know how to hit very hard with unarmed strikes.
mechanics altered to balance them. The feat Robust was not Prerequisites: Advanced Combat Martial Arts, Improved
converted, nor was the Field Scientists Smart Defense ability. Living Weapon, base attack bonus +11.
Some class abilities were combined into one if they were very Benefits: Your unarmed strikes deal 1d10 damage.
similar.
Advanced Mastercraft
Action Boost Your mastercraft items are of unsurpassed quality.
You can push yourself farther than most. Prerequisites: Improved Mastercraft, 16 or more ranks in
Prerequisites: Endurance, Concentration 10 ranks. your chosen Craft skill.
Benefits: You can spend 2 action points in a round. You can Benefits: You can create mastercraft items that have up to a
spend 1 action point, see the result of the roll, and then decide +3 bonus. The XP cost of items with a +3 bonus is 750 XP.
to spend a second point, as long as you do so before the The Craft DC for a mastercraft object is the same as for a
Gamemaster reveals the result of the action. normal object of the same type, as described in the Craft skill,
with the following modification: For a +3 object, add +10 to the
Adrenaline Rush
Craft DC.
You can temporarily increase one of your physical ability scores
(Strength, Dexterity, or Constitution). Advanced Melee Smash
Prerequisites: Action Boost, Concentration 11 ranks, base Your melee attacks strike incredibly fast and hard, doing much
Fortitude save +6. more damage.
Benefits: You can spend 1 action point to increase the Prerequisites: Improved Melee Smash, base attack bonus +5
selected ability score by 1d4+1 points. The increase lasts for one Benefit: You receive a +3 bonus on melee damage.
round per 3 ranks of Concentration you have. At the end of the Special: This bonus replaces, and does not stack with, the
duration, you are fatigued for 1d4+1 rounds. bonus from Melee Smash or Improved Melee Smash.
Advanced Damage Reduction Advanced Talk Down
You can shrug off a surprising amount of damage. You can talk many people into a more peaceful situation.
Prerequisite: Constitution 17, Improved Damage Prerequisites: Improved Talk Down, Bluff 16 ranks,
Reduction, base Fortitude save +5 and 7 or more hit dice. Diplomacy 16 ranks.
Benefit: Your Damage Reduction increases to DR 3/. Benefits: When using Talk Down you can talk down any
number of opponents within 30 feet of your position or within
30 feet of a television, radio, or telephone broadcasting the your
message.
Advanced Unlimited Access DC
Your reputation as an internationally known personality can get Components Modifier
you into places others cant go. Frame Shape and Locomotion1
Prerequisites: Improved Unlimited Access, Diplomacy 15 Bipedal +4
ranks, Perform (select one) 15 ranks, base Reputation bonus +8. Quadruped +3
Benefits: Your bonus from Unlimited Access improves by Treads +2
+3, for a total of +9. Wheels +1
Special: The GM may allow some characters to use a skill External Components2
other than Perform to qualify for this skill, to cover famous Manipulators3 +3
authors, scientists or politicians. A good background and story Audio/visual sensor +2
should be a prerequisite. Remote Range1
Remote control link, 100 feet +1
Aware Remote control link, 200 feet +3
You are intuitively aware of your surroundings.
Remote control link, 300 feet +5
Prerequisite: Alertness.
Benefit: You add your base Will saving throw bonus to 1
Select only one of the options in this category.
Listen or Spot checks to avoid surprise. 2
Select one or more of the options in this category.
Blanket Protection 3
Necessary for a robot built to use any skill except
You can assist allies in defending themselves. Listen or Spot.
Prerequisites: Harms Way, Defense bonus +5, base attack
bonus +9. Select a frame size and form, add manipulators and sensors
Benefits: You can use your expertise to provide protection as necessary, and choose a type of remote control link. Add all
for up to six allies (not including yourself ). You spend 1 action the modifiers to determine the checks DC. Make the Craft
point and take a full-round action to issue orders and directions. (mechanical) check to construct the robots frame.
Doing this provides your allies with a +1 insight bonus to It takes 30 hours to construct a Diminutive robot frame or
Defense for 3 rounds. 12 hours to construct a Tiny robot frame.
A Diminutive robot can be 6 to 12 inches long or tall and
Build Robot
weighs about 1 pound. A Tiny robot can be 13 to 24 inches long
You can build remote-controlled robots that are Tiny or
or tall and weighs up to 3 pounds. Statistics for these robots can
Diminutive in size.
be found in the Creature listings.
Prerequisites: Extreme Machine, Computer Use 10 ranks,
Construct the Electronics: The next step is to build the internal
Craft (electronic) 10 ranks and Craft (mechanical) 10 ranks.
electronics for the robot and install them in the frame. The DC
Benefits: The robots you build serve as the your eyes, ears,
is based on the size of the robot and modified by the number of
or hands out to a predetermined distance away from you when
components that need to be wired together. For a Diminutive
you want to use one of the following skills: Computer Use,
robot, the DC is 20. For a Tiny robot, the DC is 15. Add +1 to
Demolitions, Disable Device, Listen, Repair, or Spot.
the DC for each external component and +2 for the remote link.
You must have at least 1 rank in the skill that you want to
Make the Craft (electronic) check.
program into the robot. You can only control one robot at a
It takes 12 hours to wire a Diminutive robot or 6 hours to
time, and only one of your robots can be active at any time.
wire a Tiny robot.
Follow these steps to build a robot.
For example, wiring the electronics for the Tiny robot
Wealth Check: The purchase DC for the components needed
described above requires a check against DC 19 after 6 hours of
to construct a robot is based on the robots size. Diminutive
work.
robots are DC 18 and Tiny are DC 15. Make the Wealth check
Program the Robot: You program the robot as the final step.
to purchase and gather the necessary components prior to
Decide how many ranks of the appropriate skill to program into
starting construction.
the robot, up to the number of ranks your have in the skill. A
Construct Frame: The robots body determines its size, shape,
robot can only contain programming for one skill. Make the
locomotion, and hit points. The DC of the Craft (mechanical)
Computer Use check to program the robot.
check is set by the robots size and modified by the form of
The DC for the Computer Use check is 20, modified by the
locomotion selected.
number of ranks the Techie wants to program into the robot (+1
to the DC for each rank). It takes 1 hour to program the robot.
Craft
Reprogramming: A robot can be reprogrammed at any time.
Size DC
Doing this requires 1 hour of work and a Computer Use check
Diminutive 15
(DC 20 + the number of ranks programmed into the robot).
Tiny 12
Bullseye Benefits: This ability allows you to designate a single
With a chosen weapon you can focus your concentration to fire opponent during your action and receive a +1 competence
devastating shots. bonus on attacks against that opponent. You can select a new
Prerequisites: Greater Weapon Focus with your chosen opponent on any action.
personal firearm, Lightning Shot, Sharp-Shooting, base attack Compelling Performance
bonus +9. Your performance skills and force of personal magnetism
Benefits: With a successful attack, before damage is rolled,
increases to the point that you can arouse a single emotion of
you can spend 1 action point to deal +3d6 points of damage. your choicedespair, hope, or ragein a target with a
Special: You can take this feat multiple times. Its effects do
performance.
not stack; each time you take this feat it applies to a different Prerequisites: Perform 16 ranks.
firearm. Benefits: To use this ability, you must spend 1 action point.
Captivate The emotion you arouse affects one target (a GM character)
You have the ability to temporarily beguile a target (a GM within 15 feet of you (or within 15 feet of a television, radio, or
character) through the use of words and bearing. telephone that broadcasts your performance). The performance
Prerequisites: Charisma 15, Charm, Bluff or Diplomacy 8 requires a full-round action, and its effects on the target last for
ranks. 1d4+1 rounds.
Benefit: The target must have an Intelligence score of 3 or The target makes a Will saving throw. The DC is 10 + 1 per
higher to be susceptible to a captivate attempt, must be within 3 ranks of Perform you use + your Charisma bonus. If the target
30 feet of the hero, and must be able to see, hear, and succeeds at the saving throw, he or she is immune to the
understand the hero. To captivate a target, you must use an compulsion of this performance. If the target fails, he or she
attack action and make a Charisma check (DC 10). If the reacts to the emotion as described below.
Charisma check succeeds, the target can try to resist. Despair: The target takes a 2 morale penalty on saving
The target resists the captivation attempt by making a Will throws, attack rolls, ability checks, skill checks, and weapon
saving throw (DC 15 + your Charisma bonus). If the saving damage rolls.
throw fails, the hero becomes the targets sole focus. The target Hope: The target gains a +2 morale bonus on saving throws,
pays no attention to anyone else for 1 round. This focusing of attack rolls, ability checks, skill checks, and weapon damage
the targets attention allows other characters to take actions of rolls.
which the captivated target is unaware. The effect ends Rage: The target gains a +2 morale bonus to Strength and
immediately if the target is attacked or threatened. Constitution, a +1 morale bonus on Will saves, and a 1 penalty
You can concentrate to keep a target captivated for to Defense. In a dramatic situation, the target is compelled to
additional rounds. You concentrate all your effort on the task, fight, regardless of the danger.
and the target gets to make a new Will save each round. The Contact (high-level)
effect ends when you stop concentrating, or when the target You cultivate associates and informants with more power and
succeeds on the save. influence.
Charm Prerequisites: Contact (mid-level), Gather Information 13
You know how to charm those of your chosen gender (some ranks.
characters are charming to members of the opposite gender, Benefit: You gain a high-level contact. A contact will not
others to members of the same gender). accompany a character on missions or risk his or her life. A
Benefit: You gain a +2 bonus on all Charisma-based skill contact can, however, provide information or render a service
checks made to influence members your chosen gender. You can (make a specific skill check on your behalf ). You cant call on the
only charm Gamemaster characters with attitudes of indifferent same contact more than once in a week, and when you do call
or better. The charm bonus cant be used against characters who on a contact, compensation may be required for the assistance
are unfriendly or hostile. the contact renders. In general, a professional associate wont be
compensated monetarily, but instead will consider that you owes
Close Combat Shot
him or her a favor. Contacts with underworld or street
You can avoid being attacked when shooting up close.
connections usually demand monetary compensation for the
Prerequisites: Personal Firearms Proficiency, Sleight of
services they render, and experts in the use of skills normally
Hand 6 ranks, Tumble 6 ranks, Base Attack Bonus +2.
want to be paid for the services they provide.
Benefits: You gain the ability to make a ranged attack with
For underworld or street contacts, this expense is
a Medium-size or smaller firearm while in a threatened area
represented by a Wealth check against a purchase DC of 20. For
without provoking an attack of opportunity.
skilled experts, the purchase DC is 10 + the ranks the expert has
Combat Sense in the appropriate skill.
When you focus on an opponent you can read his defenses. Special: This feat may be gained multiple times. Each time
Prerequisites: Base attack bonus +3, Wisdom 13+. the character acquires a new high-level contact. Each time a
character gains a contact, the GM should develop a supporting character to represent the contact. The player can suggest the
character to represent the contact. The player can suggest the type of contact his or her character wants to gain, but the
type of contact his or her character wants to gain, but the contact must be an ordinary character, not a heroic character.
contact must be an ordinary character, not a heroic character.
Cool Under Pressure
Contact (low-level) You are good at using some of your skills under stress.
You cultivate associates and informants. Prerequisite: Base Will save +4.
Prerequisites: Gather Information 7 ranks. Benefit: Selects a number of skills equal to 3 + your
Benefit: You gain a low-level contact. A contact will not Wisdom modifier. When making a check with one of these
accompany a character on missions or risk his or her life. A skills, you can take 10 even when distracted or under duress.
contact can, however, provide information or render a service
Coordinate
(make a specific skill check on your behalf ). You cant call on the
You have a knack for getting people to work together.
same contact more than once in a week, and when you do call
Prerequisite: Charisma 13, base Will save +1.
on a contact, compensation may be required for the assistance
Benefit: When you can spend a full round directing your
the contact renders. In general, a professional associate wont be
allies and makes a Charisma check (DC 10), you provide any of
compensated monetarily, but instead will consider that you owe
your allies within 30 feet a +1 bonus on their attack rolls and
him or her a favor. Contacts with underworld or street
skill checks. The bonus lasts for a number of rounds equal to the
connections usually demand monetary compensation for the
your Charisma modifier. You can coordinate a number of allies
services they render, and experts in the use of skills normally
equal to your Charisma bonus + 1.
want to be paid for the services they provide.
For underworld or street contacts, this expense is Critical Strike
represented by a Wealth check against a purchase DC of 10 for You can guarantee your threats become critical hits with your
the low-level contact, 15 for the mid-level contact, or 20 for the chosen weapon.
high-level contact. For skilled experts, the purchase DC is 10 + Prerequisites: Greater Weapon Specialization with the
the ranks the expert has in the appropriate skill. chosen weapon, base attack bonus +13.
Special: This feat may be gained multiple times. Each time Benefits: When you roll a threat using your chosen weapon
the character acquires a new low-level contact. Each time a you can spend an action point to automatically confirm the
character gains a contact, the GM should develop a supporting critical. This is done before the die roll.
character to represent the contact. The player can suggest the Dazzle
type of contact his or her character wants to gain, but the You have the ability to dazzle a target (a GM character) through
contact must be an ordinary character, not a heroic character. sheer force of personality, a winning smile, and fast-talking.
Contact (mid-level) Prerequisite: Fast Talk, Bluff 5 ranks.
You cultivate associates and informants with more power and Benefit: This feat can only be used in non-hostile situations,
influence. though the penalties persist should it turn hostile. To dazzle a
Prerequisites: Contact (low-level), Gather Information 10 target, you must use an attack action and make a Charisma
ranks. check (DC 12). If the Charisma check succeeds, the target can
Benefit: You gain a mid-level contact. A contact will not try to resist.
accompany a character on missions or risk his or her life. A The target resists the dazzle attempt by making a Will
contact can, however, provide information or render a service saving throw (DC 13 + your Charisma bonus). If the save fails,
(make a specific skill check on your behalf ). You cant call on the the target receives a 1 penalty on attack rolls, ability checks,
same contact more than once in a week, and when you do call skill checks, and saving throws for a number of rounds equal to
on a contact, compensation may be required for the assistance the your Charisma bonus + 3.
the contact renders. In general, a professional associate wont be The target must have an Intelligence score of 3 or higher to
compensated monetarily, but instead will consider that you owe be susceptible to a dazzle attempt, must be within 30 feet of
him or her a favor. Contacts with underworld or street you, and must be able to see, hear, and understand you.
connections usually demand monetary compensation for the Damage Reduction
services they render, and experts in the use of skills normally You have an innate talent to ignore a set amount of damage
want to be paid for the services they provide. from most weapons, but not from energy or special attack forms
For underworld or street contacts, this expense is (which may or may not exist, depending on the campaign).
represented by a Wealth check against a purchase DC of 15. For Prerequisite: Constitution 13, base Fortitude save +2, 3 or
skilled experts, the purchase DC is 10 + the ranks the expert has more hit dice and either Remain Conscious or Energy
in the appropriate skill. Resistance (any type).
Special: This feat may be gained multiple times. Each time Benefit: You gain Damage Reduction 1/.
the character acquires a new mid-level contact. Each time a
character gains a contact, the GM should develop a supporting
Defensive Position Empathy
You know how to take advantage of cover. You have a knack for being sensitive to the feelings and thoughts
Prerequisite: Defense bonus +6. of others without having those feelings and thoughts
Benefits: Your gain an additional +2 cover bonus to Defense communicated in any objectively explicit manner.
and an additional +2 cover bonus on Reflex saves whenever you Prerequisite: Wisdom 13.
have one-quarter, one-half, three-quarters, or nine-tenths cover. Benefit: You gain a +2 bonus on checks involving
interaction skills (Bluff, Diplomacy, Handle Animal,
Defensive Roll
Intimidate, Perform, and Sense Motive), provided you spend at
You can roll with a potentially lethal attack to take less damage
least 1 minute observing your target prior to making the skill
from it.
check.
Prerequisites: Uncanny Dodge, Defense bonus +5, base
Reflex save +4 Evasion
Benefit: When you would be reduced to 0 hit points or less Your reflexes allow you to avoid some types of damage.
by damage in combat (from a ranged or melee attack), you can Prerequisites: Defense bonus +3, base Reflex save +1.
attempt to roll with the damage. You spend 1 action point to use Benefit: When exposed to any effect that normally allows a
this feat. Once the point is spent, the you make a Reflex saving a Reflex saving throw for half damage, you suffer no damage if
throw (DC = damage dealt). If the save succeeds, you take only you make a successful saving throw. Evasion can only be used
half damage. You must be able to react to the attack to execute when wearing light armor or no armor.
a defensive rollif you are immobilized, you cant use this feat.
Expert Healer
Defensive Strike Your ability to restore hit points with a medical kit or surgery kit
You can catch your opponents off guard when on the defensive. and a successful use of the Treat Injury skill improves.
Prerequisites: Sudden Action, base attack bonus +7. Prerequisites: Healing Touch, Surgery.
Benefits: If an opponent makes a melee attack against you Benefits: In addition to the normal hit point recovery rate
and misses while the you are using the total defense option, you (1d4 for a medical kit, 1d6 per patients character level for
can attack that opponent on your next turn (as an attack action) surgery), you restore 1 hit point for every 3 ranks you have in
with a +4 bonus on your attack roll. You gain no bonus against the skill Treat Injury.
an opponent who doesnt attack you or against an opponent
Exploit Weakness
who makes a successful attack.
You can find ways to use brains over brawn in combat.
Delay Damage Prerequisites: Intelligence 15, base attack bonus +3
You can stave off damage you have taken for a few rounds. Benefit: After 1 round of combat, you can designate one
Prerequisites: Adrenaline Rush, Concentration 13 ranks, opponent as your target. You must use a move action and make
base Fortitude save +7. an Intelligence check (DC 15) with a bonus equal to your Base
Benefits: Once per day you can delay the damage dealt by Attack Bonus. If the check succeeds, for the rest of the combat
a single attack or effect for a one round per 3 ranks of you use your Intelligence bonus instead of either Strength or
Concentration. Dexterity bonus on attack rolls as you finds ways to outthink
your opponent and notices weaknesses in his opponents
Discern Lie
fighting style.
You develop the ability to gauge whether another character is
telling the truth by reading facial expressions and interpreting Extreme Effort
body language. You can push yourself to make an extreme effort.
Prerequisites: Investigate 13 ranks, Sense Motive 13 ranks. Benefit: You gain a +2 bonus to any Strength checks or
Benefits: You must be able to see and hear (but not Strength-based skills. This requires a full-round action, or longer
necessarily understand) the individual under scrutiny. With a if the check normally takes longer.
successful Sense Motive check opposed by the subjects Bluff Special: You can take this feat up to three times, each time
check result or against DC 10 (whichever is greater), you can tell gaining an additional +2 to your Strength checks and Strength-
whether the subject is deliberately and knowingly speaking a lie. based skills, for a maximum of +6
This ability doesnt reveal the truth, uncover unintentional
Extreme Machine
inaccuracies, or necessarily reveal omissions in information.
If it has mechanical or electronic components, a know how to
Energy Resistance get maximum performance out of it.
You are particularly resistant to certain kinds of deadly energy. Prerequisites: Jury-Rig.
Prerequisite: Base Fortitude save +1. Benefits: By spending 1 action point and making either a
Benefit: Pick one type of energy (acid, cold, electricity, fire Craft (electronic) or Craft (mechanical) check (whichever is
or sonic/concussion). You ignore an amount of damage of that appropriate for the machine in question), you can temporarily
type equal to your Constitution modifier per round. improve a machines performanceat the risk of causing the
machine to need repairs later. The DC for the Craft check
depends on the type of improvement being made, as shown on DC ranges from 10 for a simple favor to as high as 30 for
the table below. formidable and highly dangerous, expensive, or illegal favors.
You cant take 10 or 20 on this check, nor can you retry the
Repair check for the same (or virtually the same) favor.
Improvement Craft DC Chance (d%) Special: Favors should help advance the plot of an
Ranged Weapons adventure. A favor that would enable a character to avoid an
+1 to damage 15 0125 adventure altogether should always be unavailable to the
+2 to damage 20 0150 character, regardless of the result of a favor check. The GM
+3 to damage 25 0175 should carefully monitor a characters use of favors to ensure that
+5 ft. to range increment 15 0125 this ability isnt abused. The success or failure of a mission
+10 ft. to range increment 25 0150 shouldnt hinge on the use of a favor, and getting a favor
Electronic Devices shouldnt replace good roleplaying or the use of other skills. The
+1 equipment bonus 15 0125 GM may disallow any favor deemed to be disruptive to the game.
+2 equipment bonus 20 0150
Fearless
+3 equipment bonus 25 0175
You are less prone to fear.
Vehicles
Prerequisite: Concentration 6 ranks.
+1 on initiative checks 20 0125
Benefit: You gain a +4 morale bonus on Will saves to resist
+1 to maneuver 25 0150
fear effects and on level checks to oppose Intimidate checks.
+2 to maneuver 30 0175
Flurry of Blows
The extreme modifications takes 1 hour. You cant take 10 or You gain the ability to strike with a flurry of blows at the
take 20 on this check. If the check succeeds, the effect of the expense of accuracy.
improvement lasts for a 1 minute per 3 ranks in the Craft skill Prerequisites: Combat Martial Arts, base attack bonus +10.
you used, beginning when the object is first put into use. The Benefits: You must be unarmoured to use this feat, and you
You select the single improvement you want to make prior to must make unarmed strikes to gain the benefit. With a flurry of
making the check. After the duration of the effect ends, the blows, you may make one extra attack in a round at your highest
machine reverts to its previous state and a repair chance base attack bonus. This attack and each other attack made in the
percentile roll is made. The result of this roll indicates whether round take a 2 penalty. Using this ability is a full-round action.
the machine requires repairs before it can be used again. Flying Kick
Faith You can launch a powerful leaping strike.
You have a great deal of faith. It might be faith in self, in a higher Prerequisites: Living Weapon, base attack bonus +5
power, or in both. Benefits: You can use a charge to deliver a powerful flying
Prerequisite: Base Will save +3, Iron Will. kick to an opponent. At the end of your charge, the you add +1
Benefit: Your unswerving belief allows you to add your damage die to the damage you deal with an unarmed strike. For
Wisdom modifier to the die roll whenever you spend 1 action example, if you had Improved Living Weapon and did 1d8
point to improve the result of an attack roll, skill check, saving damage with an unarmed strike, you would do 2d8 when doing
throw, or ability check. a flying kick.
Fast-Talk Greater Inspiration
You have a way with words when attempting to con and deceive. Your ability to bolster your allies improves.
Prerequisite: Charisma 13. Prerequisite: Improved Coordinate, Inspiration, base Will
Benefit: You gain a +2 bonus on any Bluff, Diplomacy, or save +6.
Gamble checks the hero makes while attempting to lie, cheat, or Benefit: An ally must listen to and observe you for a full
otherwise bend the truth. round for the inspiration to take hold, and you must make a
Charisma check (DC 10). The effect lasts for a number of
Favor rounds equal to your Charisma modifier. An inspired ally gains
You have the ability to acquire minor aid from anyone you meet.
a +3 morale bonus on saving throws, attack rolls, and damage
Prerequisite: Charisma 15, Charm, Diplomacy 6 ranks.
rolls.
Benefit: By making a favor check, you can gain important
Your cant inspire yourself. You can inspire a number of
information without going through the time and trouble of
allies equal to equal to your Charisma bonus + 5. A target can
doing a lot of research. Favors can also be used to acquire the
only be inspired by you twice per day.
loan of equipment or documents, or to receive other minor
assistance in the course of an adventure. Greater Weapon Focus
You spend 1 action point to activate this feat. To make a Pick a weapon for which you have the feat Weapon Focus. Your
favor check, roll a d20 and add your Charisma bonus. The GM accuracy with your chosen weapon increases.
sets the DC based on the scope of the favor being requested. The
Prerequisite: Weapon focus for your chosen weapon, base Special: This feat can be taken multiple times, each time
attack bonus +8. increasing the bonus by +1.
Benefits: Your bonus from Weapon Focus increases by +1,
Improved Charge
for a total of +2.
You can move around obstacles when charging.
Greater Weapon Specialization Prerequisites: Sudden Action, Dexterity 13+.
Your ability to strike more solid blows increases. Benefits: You can make a charge without having to move in
Prerequisite: Improved Critical for the chosen weapon, base a straight line. All other charge rules apply, but you can alter
attack bonus +11 your direction when making a charge to avoid obstacles.
Benefit: Your bonus to damage from Weapon Specialization
Improved Combat Sense
increases by +2, to a total of +4.
Your ability to read an opponents defenses improves.
Special: You can take this feat multiple times. Its effects do
Prerequisites: Combat Sense, base attack bonus +8,
not stack; each time you take this feat it applies to a different
Wisdom 15+.
weapon.
Benefits: Your competence bonus from Combat Sense
Harms Way increases by +1, for a total of +2.
You know how to put yourself between harm and an ally.
Improved Coordinate
Prerequisite: Base Reflex save +3.
Your leadership skills allow you to direct a large number of
Benefits: Once per round, if you are adjacent to an ally who
people.
is targeted by a direct melee or ranged attack (but not an area
Prerequisite: Charisma 15, Coordinate, base Will save +4.
effect), you can subject yourself to the attack in the allys stead.
Benefit: When you can spend a full round directing your
If the attack hits the you, you take damage normally. If it misses,
allies and makes a Charisma check (DC 10), you provide any of
it also misses the ally.
your allies within 60 feet a +1 bonus on their attack rolls and
You must declare your intention to place yourself in harms
skill checks. The bonus lasts for a number of rounds equal to the
way before the attack roll is made. You select your ally either
your Charisma modifier. You can coordinate a number of allies
prior to combat or immediately after you make your initiative
equal to your Charisma bonus + 5.
check. You cant change your ally for the duration of the combat.
Improved Critical
Healing Touch Choose one weapon for which you have the feat Weapon
You have a knack for treating injuries.
Specialization. With that weapon, you know how to hit where it
Prerequisite: Treat Injury 6 ranks.
hurts.
Benefit: Your ability to restore damage with a medical kit or
Prerequisites: Weapon Specialization for the chosen
perform surgery with a surgery kit increases by +2 hit points.
weapon, base attack bonus +8 or higher.
Ignore Hardness Benefit: When using the weapon you selected, your threat
You have an innate talent for finding weaknesses in objects. This range is doubled.
allows you to ignore some of an objects hardness when making Special: You can take this feat multiple times. Its effects do
a melee attack to break it. not stack; each time you take this feat it applies to a different
Prerequisite: Base attack bonus +1. weapon.
Benefit: You can ignore 2 points of an objects hardness
Improved Damage Reduction
when making a melee attack against it.
Your ability to shrug off damage improves.
Improved Adrenaline Rush Prerequisite: Constitution 15, Damage Reduction, base
You can temporarily increase two of your physical ability scores Fortitude save +4 and 5 or more hit dice.
(Strength, Dexterity, or Constitution). Benefit: Your Damage Reduction increases to DR 2/.
Prerequisites: Adrenaline Rush, Concentration 14 ranks,
Improved Dazzle
base Fortitude save +8.
Your ability to dazzle opponents improves.
Benefits: You can spend 1 action point to increase the
Prerequisite: Dazzle, Bluff 8 ranks.
selected ability score by 1d4+1 points. The increase lasts for one
Benefit: This feat can only be used in non-hostile situations,
round per 3 ranks of Concentration you have. At the end of the
though the penalties persist should it turn hostile. To dazzle a
duration, you are fatigued for 1d4+1 rounds. Or, you can
target, the hero must use an attack action and make a Charisma
temporarily increase two physical ability scores. At the end of
check (DC 10). If the Charisma check succeeds, the target can
the duration, you are fatigued for 1d6+2 rounds.
try to resist.
Improved Aid Another The target resists the dazzle attempt by making a Will
You are good at aiding others in their actions. saving throw (DC 16 + your Charisma bonus). If the save fails,
Benefit: Your bonus on attempts to aid another increases by the target receives a 2 penalty on attack rolls, ability checks,
+1 on a successful aid another check.
skill checks, and saving throws for a number of rounds equal to Improved Jury-Rig
the your Charisma bonus + 6. You are very good at jury-rigging devices.
The target must have an Intelligence score of 3 or higher to Prerequisites: Jury-Rig, Computer Use 12 ranks, and
be susceptible to a dazzle attempt, must be within 30 feet of Disable Device 12 ranks, and either Craft (electronic) 12 ranks
you, and must be able to see, hear, and understand you. or Craft (mechanical) 12 ranks.
Benefits: Your bonus from the feat Jury-Rig increases by +2,
Improved Empathy
Your empathy has developed, giving you a more keen insight. for a total of +4.
Prerequisite: Wisdom 15 and Empathy. Improved Living Weapon
Benefit: Your bonus from Empathy improves to +4. You know how to hit hard with unarmed strikes.
Prerequisites: Living Weapon, base attack bonus +7.
Improved Evasion
Benefits: Your unarmed strikes deal 1d8 damage.
Your ability to avoid some forms of damage improves.
Prerequisites: Evasion, Defense bonus +6, base Reflex Improved Mastercraft
save +6. Your mastercraft items are of higher quality.
Benefit: When exposed to any effect that normally allows a Prerequisites: Mastercraft, 14 or more ranks in your chosen
character to attempt a Reflex saving throw for half damage, you Craft skill.
suffer no damage if you make a successful saving throw and only Benefits: You can create mastercraft items that have up to a
half damage on a failed save. Improved evasion can only be used +2 bonus. The XP cost of items with a +2 bonus is 400 XP.
when wearing light armor or no armor. The Craft DC for a mastercraft object is the same as for a
Improved Fast-Talk normal object of the same type, as described in the Craft skill,
You are particularly adept at cons and deception. with the following modification: For a +2 object, add +5 to the
Prerequisite: Fast Talk, Bluff 6 ranks.
Craft DC.
Benefit: Your Fast Talk Bonus improves to +4. Improved Medical Miracle
Improved Healing Touch You have a chance to bring a character who has been dead for
You quite adept at treating injuries. several minutes.
Prerequisites: Medical Miracle, Treat Injury 16 ranks.
Prerequisites: Healing Touch, Treat Injury 8 ranks.
Benefit: At 10th level, you can revive a character reduced to
Benefit: Your ability to restore damage with a medical kit or
perform surgery with a surgery kit increases by +2 hit points, for 10 hit points or lower. If you are able to administer aid within
a total of +4. 3 minutes of the characters death, you can make a Treat Injury
check. The DC for this check is 40, and you cant take 10 or take
Improved Ignore Hardness 20. If the check succeeds, the dead character can make a
Your ability to find weakness in a target improves. Fortitude save (DC 20) to stabilize and be restored to 1d6 hit
Prerequisite: Ignore Hardness, base attack bonus +3. points. If you fail the skill check or the patient fails the Fortitude
Benefit: You can ignore 3 points of an objects hardness save, the dead character cant be restored.
when making a melee attack against it. This does not stack with
Ignore Hardness. Improved Melee Smash
Your melee attacks strike very fast and hard, doing more
Improved Increased Speed damage.
You move much faster than normal. Prerequisite: Melee Smash, base attack bonus +3
Prerequisite: Dexterity 15, base Reflex save +2. Benefit: You receive a +2 bonus on melee damage.
Benefit: Your base speed increases by 5 feet, stacking with Special: This bonus replaces, and does not stack with, the
Increased Speed for a total of +10 feet. bonus from Melee Smash.
Improved Iron Fist Improved Sweep
You can focus your energies to strike more powerfully with all of Your ability to get the lay of the land improves.
your attacks in a round. Prerequisites: Sweep, Spot 12 ranks.
Prerequisites: Advanced Living Weapon, Iron Fist, base Benefits: You not only spot potential perils with a successful
attack bonus +13. check, you can determine the relative strength of these dangers.
Benefits: You can spend 1 action point to increase the A successful check relates the dangers strength compared to you:
damage you deal to all opponents with unarmed strikes for one stronger (higher level or Hit Dice), on par (same level or HD),
round. You can declare the use of the action point after making or weaker (lower level or HD).
a successful unarmed strike or at the start of your turn. The
result of the action point roll is added to the damage roll for all Improved Talk Down
attacks for one round. You can talk several people into a more peaceful situation.
Prerequisites: Talk Down, Bluff 13 ranks, Diplomacy 13
ranks.
Benefits: When using Talk Down you can talk down a Benefit: An ally must listen to and observe you for a full
number of opponents equal to your Charisma bonus within 15 round for the inspiration to take hold, and you must make a
feet of your position or within 15 feet of a television, radio, or Charisma check (DC 10). The effect lasts for a number of
telephone broadcasting the your message. rounds equal to your Charisma modifier. An inspired ally gains
a +2 morale bonus on saving throws, attack rolls, and damage
Improved Uncanny Dodge
rolls.
You can react to opponents on opposite sides of you as easily as
Your cant inspire yourself. You can inspire a number of
a single attacker.
allies equal to equal to your Charisma bonus + 1. A target can
Prerequisites: Uncanny Dodge, Defense bonus +5, base
only be inspired by you once per day.
Reflex save +4
Benefit: You can no longer be flanked. Iron Fist
You can focus your energies to strike more powerfully.
Improved Unlimited Access
Prerequisites: Improved Living Weapon, base attack
Your reputation as a well known personality can get you into
bonus +8.
places others cant go.
Benefits: You can spend 1 action point to increase the
Prerequisites: Unlimited Access, Diplomacy 10 ranks,
damage you deal to a single opponent with a single unarmed
Perform (select one) 10 ranks, base Reputation bonus +6.
strike. You declare the use of the action point after making a
Benefits: Your bonus from Unlimited Access improves by
successful unarmed strike. The result of the action point roll is
+3, for a total of +6.
added to the damage roll for that attack.
Special: The GM may allow some characters to use a skill
other than Perform to qualify for this skill, to cover famous Jury-Rig
authors, scientists or politicians. A good background and story You are good at jury-rigging devices.
should be a prerequisite. Prerequisites: Computer Use 6 ranks, and Disable Device 6
ranks, and either Craft (electronic) 6 ranks or Craft
Improvised Implements
(mechanical) 6 ranks.
You are adept at using improvised weapons and equipment.
Benefits: You gain a +2 competence bonus on Repair skill
Benefits: You no longer take a 4 penalty when wielding an
checks made to attempt temporary or jury-rigged repairs. See
improvised weapon. Also, you are able to make do without
the Repair skill in the modern d20 rulebook for details on jury-
proper equipment in certain circumstances: you no longer take
rigging.
a 4 penalty when using the Climb and Disable Device skills
without the proper tools. Linguist
You are a master linguist.
Improvised Weapon Damage
Prerequisite: At least 1 rank in either Read/Write Language
You do more damage with improvised weapons.
or Speak Language for each of three different languages.
Prerequisites: Improvised Implements, base attack
Benefit: Whenever you encounter a new language, either
bonus +5.
spoken or written, you can make an Intelligence check to
Benefits: You treat an improvised weapon as one size
determine if you can understand it. The check is made with a
category larger than it is for the purpose of determining the
bonus equal to one-half your level (minimum of 1) + your
damage it deals.
Intelligence modifier. For a written language, the bonus applies
Increased Speed to a Decipher Script check instead.
You move faster than normal. The DC for the check depends on the situation: DC 15 if
Prerequisite: Dexterity 13. the language is in the same group as a language the hero has as
Benefit: Your base speed increases by 5 feet. a Read/Write Language or Speak Language skill; DC 20 if the
Intuition language is unrelated to any other languages the hero knows;
You have an innate ability to sense trouble in the air. and DC 25 if the language is ancient or unique. With this
Prerequisite: Wisdom 15, Alertness. special ability, a Smart hero can glean enough meaning from a
Benefit: You can make a Will saving throw (DC 15). On a conversation or document to ascertain the basic message, but
successful save, the hero gets a hunch that everything is all right, this ability in no way simulates actually being able to converse
or the hero gets a bad feeling about a specific situation, based on or fluently read and write in a given language.
the GMs best guess relating to the circumstances. This feat is Lightning Shot
usable a number of times per day equal to twice your base Will You can fire your weapon more quickly, at the expense of
save. accuracy.
Prerequisites: Weapon Focus with a personal firearm, Base
Inspiration
You can inspire your allies, bolstering them and improving their attack bonus +5
Benefits: You may make one extra ranged attack with a
chances of success.
Prerequisite: Coordinate, base Will save +2. personal firearm in a round at your highest base attack bonus.
This attack and each other attack made in the round take a 2 drop you to below the minimum needed for your current level,
penalty. Using lightning shot is a full-round action. You cant then the XP cant be paid and you cant use the mastercraft
take more than a 5-foot step and use lightning shot in the same ability until you gains enough additional XP to remain at your
round. current level after the expenditure is made.
When successfully completed, a mastercraft object provides
Living Weapon
a +1 bonus to its quality compared to an ordinary object of the
You know how to attack well with any part of your body.
same type. All weapons and armor, and certain other types of
Prerequisites: Combat Martial Arts, Defensive Martial Arts,
equipment, such as computers and electronic devices, can be
base attack bonus +4.
constructed as mastercraft objects.
Benefits: You can attack with either fist interchangeably, or
The Craft DC for a mastercraft object is the same as for a
even with elbows, knees, and feet. This means that you may
normal object of the same type, as described in the Craft skill,
even make unarmed strikes when your hands are full, and there
with the following modification: For a +1 object, add +3 to the
is no such thing as an off-hand attack for you when striking
Craft DC.
unarmed.
You also deal more damage (1d6) with unarmed strikes. Medical Miracle
If you can get to them quick enough, you can save a character
Lucky
reduced to 10 hit points or lower.
Fate likes you and often smiles upon your endeavors.
Prerequisites: Expert Healer, Treat Injury 13 ranks.
Benefits: Whenever you spend 1 action point to improve
Benefits: If you are able to administer aid within 3 rounds
the result of a die roll, you roll an additional 1d6. You can then
of the characters death, you can make a Treat Injury check. The
select the highest die roll to add to your d20 roll.
DC for this check is 30, and you cant take 10 or take 20. If the
Major Breakthrough check succeeds, the dead character can make a Fortitude save
You receive credit for a major scientific breakthrough that earns (DC 15) to stabilize and be restored to 0 hit points. If you fail
you the recognition of your peers. the skill check or the patient fails the save, the dead character
Prerequisites: Minor Breakthrough and 16 or more ranks in cant be saved.
your chosen Knowledge skill. Plus, you must have spent time in
research and study, a minimum of two months. This time need
Melee Smash
Your melee attacks strike fast and hard, doing more damage.
not be continuous.
Prerequisite: Strength 13, base attack bonus +1.
Benefits: You gains a +2 bonus on Reputation checks when
Benefit: You receive a +1 bonus on melee damage.
dealing with individuals who have at least 1 rank in any of the
following Knowledge skills: behavioral sciences, earth and life Minor Breakthrough
sciences, physical sciences, or technology. This bonus stacks You receive credit for a minor scientific breakthrough that earns
with the bonus provided by Minor Breakthrough. you the recognition of your peers.
This major breakthrough also provides you with a +3 Prerequisites: 11 or more ranks in one of the following
Wealth bonus increase. Knowledge skills: behavioral sciences, earth and life sciences,
physical sciences, or technology. Plus, you must have spent time
Mastercraft
in research and study, a minimum of one month. This time need
Choose a Craft skill. With that skill you are are adept at creating
not be continuous.
mastercraft objects.
Benefit: Choose one of the following Knowledge skills that
Prerequisites: 11 or more ranks in your chosen Craft skill.
meets the prerequisites: behavioral sciences, earth and life
Benefits: You can build mastercraft objects using your
sciences, physical sciences, or technology. When dealing with
chosen Craft skill. With Craft (electronic), you can build
others with at least 1 rank in the same Knowledge skill, you gain
electronic devices. With Craft (mechanical), you can build
a +2 bonus on Reputation checks. This minor breakthrough also
mechanical devices, including weapons.
provides you with a +3 Wealth bonus increase.
On average, it takes twice as long to build a mastercraft
object as it does to build an ordinary object of the same type. Nip-Up
The cost to build a mastercraft object is equal to the purchase You are quick at getting to your feet.
DC for the components (see the appropriate Craft skill Prerequisite: Dexterity 13+.
description) + the bonus provided by the mastercraft feature. Benefits: You can stand up from a prone position as a free
You can add the mastercraft feature to an existing ordinary action without drawing an attack of opportunity.
object by making the Wealth check and then making the Craft
Nonlethal Force
check as though he or she were constructing the object from
You become adept at using nonlethal force to subdue an
scratch.
opponent.
In addition to the Wealth check, you must also pay a cost
Prerequisites: Base attack bonus +4.
in experience points of 125 XP. The XP must be paid before
making the Craft check. If the expenditure of these XP would
Benefits: You can deal nonlethal damage with a weapon checks made to uncover additional evidence or otherwise locate
that normally deals lethal damage (if you so chooses) without and capture the suspect.
taking the normal 4 penalty on the attack roll.
React First
Opportunist You are ready to act if negotiations go sour.
You are adept at taking advantage of the damage to others in Prerequisites: Alertness, Bluff 6 ranks, Diplomacy 6 ranks.
combat. Benefits: You gain the ability to react first when trying to
Prerequisites: Evasion, Defense bonus +4, base Reflex make a deal or mediate a settlement. You must make contact
save +2 and speak to the participants prior to the start of combat. If you
Benefit: You can spend 1 action point to make an attack of do this, you gain a free readied action that allows you to make
opportunity against an opponent who has just been struck for either a move or attack action if either side in the negotiation
damage in melee by another character. This attack counts as (other than you) decides to start hostilities. You get to act before
your attack of opportunity for that round. You cannot use this any initiative checks are made, in effect giving you the benefit of
feat more than once per round, even if you have the feat surprise.
Combat Reflexes.
Remain Conscious
Plan You have the ability to continue performing actions when you
Prior to a dramatic situation, either combat- or skill-related, you would otherwise be considered unconscious and dying.
can develop a plan of action to handle the situation. Prerequisites: Endurance, base Fortitude save +4.
Prerequisites: Intelligence 15, Knowledge (tactics) 6 ranks. Benefit: When your hit points reach 1, you can perform as
Benefit: Using this feat requires preparation, generally though you were disabled, making either an attack action or a
about five minutes; you cant use this feat when surprised or move action every round until you reach 10 hit points (and
otherwise unprepared for a particular situation. To devise a plan die) or your hit points return to 1 or higher. You can choose to
make an Intelligence check (DC 10). The result of the check succumb to unconsciousness if you thinks that doing so might
provides you and your allies with a circumstance bonus. You prevent you from taking more damage.
cant take 10 or 20 when making this check.
Scientific Improvisation
You have the ability to improvise solutions using common
Check Result Bonus
objects and scientific know-how.
9 or lower +0 (check failed)
Prerequisites: Knowledge (technology) 6 ranks, and either
1014 +1
Craft (chemical) 6 ranks or Craft (electronic) 6 ranks.
1524 +2
Benefits: You can create objects in a dramatic situation
25 or higher +3
quickly and cheaply, but that have a limited duration. By
spending 1 action point and combining common objects with a
This bonus can be applied to all skill checks and attack rolls
Craft check that corresponds to the function desired, you can
made by you and your, but the bonus only lasts for the first 3
build a tool or device to deal with any situation. The DC for the
rounds. After that time, reduce the bonus by 1 point (to a
Craft check is equal to 5 + the purchase DC of the object that
minimum of +0) for every additional round the situation
most closely matches the desired function. Only objects that can
continues, as the vagaries of circumstance begin to unravel even
normally be used more than once can be improvised.
the best-laid plans.
Electronic devices, special tools, weapons, mechanical
Profile devices, and more can be built with scientific improvisation. It
By making a Gather Information check (DC 15) when talking takes a full-round action to make an object with scientific
to witnesses of a crime, you compile a rough mental picture of improvisation. The object, when put into use, lasts for 1 round
the suspect. per 3 ranks you have in the Craft skill utilized before it breaks
Prerequisites: Investigate 6 ranks, Gather Information 6 down. It cant be repaired.
ranks, Sense Motive 6 ranks.
Second Wind
Benefits: The mental picture you create provides a physical
You can call upon your willpower to give you a second wind.
description, including distinguishing markings and visible
Prerequisites: Base Fortitude Save +1.
mannerisms. Success makes the profile accurate, at least
Benefit: You can spend 1 action point to gain a second
concerning a particular suspect as seen by witnesses. (For this
wind. When you do this, you recover a number of hit points
Gather Information check, no money changes hands.)
equal to your Constitution modifier. This feat cannot increase
You can expand the profile by making an Investigate check
your hit points beyond your full normal total.
(DC 15) involving the crime scene or other evidence linked to
the suspect. If successful, you combine eyewitness accounts with Sharp-Shooting
forensic evidence to develop a profile of the suspects method of You know how to get past a targets cover.
operation. This provides a +2 circumstance bonus on any skill Prerequisites: Weapon Focus with a personal firearm,
Defensive Position, base attack bonus +7.
Benefits: When using a personal firearm to attack a target, A successful Will save doesnt restore previous attitude
the cover bonus to the targets Defense for one-quarter, one-half, shifts, but it does render the target immune for 24 hours to
three-quarters, or nine-tenths cover is reduced by 2. further attempts by you to sow distrust.
You cant use this feat on your allies.
Sixth Sense
You become so attuned at solving mysteries that you find a way Stamina
to put two and two together and rarely miss a clue. You recover from damage twice as fast as normal.
Prerequisites: Investigate 10 ranks and Gather Information Prerequisites: Base Fortitude Save +3.
10 ranks. Benefit: You recover 2 hit points per character level per
Benefits: Whenever you spend 1 action point to improve evening of rest, 2 points of temporary ability damage per
the result of a skill check made using certain skills (see below), evening of rest, and awaken in half the normal time after being
you get to add an additional 1d6 to the result. The skills that knocked unconscious.
sixth sense applies to are Gather Information, Investigate,
Sudden Action
Listen, Research, Search, and Spot.
You can focus your effort to burst into sudden action when the
Skill Focus situation calls for it.
You are particularly adept with a single skill. Prerequisites: Base attack bonus +5, base Reflex save +6.
Benefit: Pick one skill. With that skill you gain a +3 bonus Benefits: Once per day you can change your place in the
on skill checks. initiative order, moving higher in the count by a number less
Special: This feat does not allow you to make checks for a than or equal to your base Reflex save, as you see fit. You can
trained-only skill if you have no ranks in the skill. You can take declare the use of this ability at the start of any round, before
this feat multiple times. Its effects do not stack; each time it anyone else takes an action. After you have used this feat once
applies to a different skill. in a day, you can spend action points to activate it.
Smart Survival Sweep
You think quickly on your feet, finding ways to avoid damage. You know how to size up an area and get the lay of the land in
Prerequisites: Intelligence 15+, Defensive bonus +4. a single sweep of your eyes.
Benefits: You can spend 1 action point to reduce the Prerequisite: Spot 6 ranks.
damage dealt by a single attack or effect by 5 points. Benefits: A sweep provides a +4 circumstance bonus on
Spot checks and covers an area out to 30 feet away from the you
Smart Weapon
(but not behind you). You can use this bonus at the start of an
Choose one weapon you are proficient with and can use with
encounter. Anything not concealed can be spotted in a sweep
one hand. With that weapon you know how to put your mind
with a successful check (DC 10). The DC for concealed or less
to work when using it.
obvious threats is equal to their Hide check result.
Prerequisites: Smart Survival, base attack bonus +6.
Benefits: With the selected weapon, you can use your Tactical Aid
Intelligence modifier instead of Strength or Dexterity modifier You can give helpful tactical advice to your allies.
on attack rolls. Prerequisites: Knowledge (tactics) 10 ranks, base attack
bonus +6.
Sow Distrust
Benefits: As an attack action, you can provide tactical aid to
You can turn one character against another.
any single ally (but not yourself ) within sight and voice range of
Prerequisites: Improved Talk Down, Bluff 14 ranks,
the your position. As a full-round action, you provide tactical
Diplomacy 14 ranks.
aid to all of your allies (including yourself ) within sight and
Benefits: You must spend a full-round action and know the
voice range of the your position.
name of the character you are attempting to persuade as well as
This aid provides either a competence bonus on attack rolls
the name of the character toward whom the targets distrust will
or a dodge bonus to Defense (your choice). This bonus is equal
be directed. The target must be able to hear and understand you.
to the your Intelligence modifier (minimum +1), and it lasts for
The target makes a Will save. The DC is equal to 10 + 1 per
one round per 3 ranks you have in the skill Knowledge (tactics).
3 ranks of Bluff + your Charisma bonus. If the target fails the
save, his or her attitude toward the other designated character Talk Down
worsens by one step: helpful turns to friendly, friendly to You can talk someone into a more peaceful situation.
indifferent, indifferent to unfriendly, unfriendly to hostile (see Prerequisites: Alertness, Bluff 10 ranks, Diplomacy 10
the Diplomacy skill). The target makes a Will save whenever ranks
you uses this feat against him or her. As long as the target Benefits: Either prior to the start of hostilities or during
continues to fail the Will save, you can continue taking full- combat, you can talk down a single opponent within 15 feet of
round actions to worsen the targets attitude toward a designated your position or otherwise able to hear your voice. The target
character. When the targets attitude drops to hostile, he or she must be able to understand you. That opponent immediately
may attack the designated character. stops fighting and reverts to an indifferent attitude regarding
you and the situation in general. Any hostile action by you or by Unlimited Access
one of your allies directed at the opponent allows the opponent Your reputation as a known personality can get you into places
to act as he or she sees fit. others cant go.
To initiate this feat, you must spend a full-round action Prerequisites: Renown, Diplomacy 6 ranks, Perform (select
talking to our opponent. The opponent makes a Will saving one) 6 ranks, base Reputation bonus +4.
throw. The DC is equal to 10 + 1 per 3 ranks in Diplomacy + Benefits: When others would normally make a Diplomacy
your Charisma bonus. If the save fails, the opponent stops check or Bluff check to smooth-talk or trick their way into a
fighting. If the save succeeds, the opponent continues as normal. private party or invitation-only event, you gain a +3 bonus.
Taunt When you buy a ticket to a show or for transportation, you can
You have the ability to temporarily rattle a target (a GM make a Diplomacy check to get that ticket upgraded. DCs are
character) through the use of insults and goading. given below.
Prerequisite: Improved Dazzle.
Diplomacy
Benefits: To taunt a target, you must use an attack action
Upgrade DC
and make a Charisma check (DC 10). If the Charisma check
succeeds, the target can try to resist. Seat at sporting event to field pass 10
The target resists the taunt by making a Will saving throw Hotel room to suite 15
(DC 13 + your Charisma bonus). If the save fails, the target Concert or theater ticket to backstage pass 20
becomes dazed (unable to act, but can defend normally) for 1 Economy transportation to first-class 25
round.
Special: The GM may allow some characters to use a skill
The target must have an Intelligence score of 3 or higher to
be susceptible to a taunt, must be within 30 feet of you, and other than Perform to qualify for this skill, to cover famous
must be able to hear and understand you. authors, scientists or politicians. A good background and story
A taunt can be played on an opponent any number of should be a prerequisite.
times. Weapon Specialization
Trick With a chosen weapon you know how to strike more solidly,
You have the ability to temporarily confuse a target (a GM doing additional damage.
Prerequisite: Weapon Focus with the chosen Weapon, base
character) through the use of ploy and deception.
Prerequisite: Intelligence 13, Bluff 6 ranks.
attack bonus +5.
Benefits: You gain +2 bonus on damage rolls with your
Benefit: The target must have an Intelligence score of 3 or
higher to be susceptible to a trick, must be within 30 feet of you, chosen weapon.
Special: You can take this feat multiple times. Its effects do
and must be able to hear and understand you. To trick the target
use a full-round action and make an Intelligence check (DC 20), not stack; each time you take this feat it applies to a different
adding one-half your ranks in Bluff as a bonus. If the check weapon.
succeeds, the target can try to think quickly and ignore the trick. Winning Smile
The target resists the trick by making a Reflex saving throw (DC You combine force of personal magnetism with your reputation
10 + your ranks in Bluff + your Intelligence bonus). If the saving to convince a single target to regard you as a trusted friend.
throw fails, the target becomes dazed (unable to act, but can Prerequisite: Improved Unlimited Access, Bluff 10 ranks.
defend normally) for 1 round. Benefits: The target makes a Will saving throw to avoid
A trick can only be played on a particular target once per being persuaded by your words and actions. The DC is 10 + 1
encounter. After the first trick in an encounter, whether the per 3 ranks of Bluff + your Charisma bonus. If the target is
attempt succeeds or not, that target becomes wary and immune currently being threatened or attacked by you or your allies, this
to such ploys. feat wont work. This feat doesnt enable you to control the
Uncanny Dodge target, but the target perceives your words and actions in the
You keep your wits and reflexes when attacked by surprise. most favorable way. You can try to give the target orders, but he
Prerequisites: Evasion, Defense bonus +4, base Reflex
or she must win an opposed Charisma check to convince the
save +3. target to perform any actions the target wouldnt normally
Benefit: You retain your Dexterity bonus to Defense
undertake. The target never obeys suicidal or obviously harmful
regardless of being caught flat-footed or struck by a hidden orders, and any act by you or your allies that threatens the target
attacker. breaks the mood and clears the targets head. Otherwise, a target
Special: You still loses your Dexterity bonus to Defense if
remains won over for 1 minute per 3 ranks you have in the Bluff
you are immobilized. skill.
After the duration expires, the GM determines the reaction
and attitude of the target based on what you compelled the
target to do.
Without a Trace
You know how to operate with leaving clues behind.
Prerequisites: Hide 13 ranks, Search 13 ranks.
Benefits: When you use any of the following skills: Balance,
Climb, Disable Device, Escape Artist, Hide, Move Silently, and
Sleight of Hand, those using Investigate, Listen, Search, or Spot
to detect your activity take a 4 penalty.
Contributions are Your original creation and/or You have sufficient rights
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All content in this document is open gaming content.
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distributed using this License. Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams,
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