Sample Settings




Sample Settings

Contents

Heroes of the Hunt

This is a campaign setting where the characters are hunters of the supernatural. This is a sample campaign that is stripped down to the basic mechanics to allow the GM to fit it into any setting and game style they wish. The following are some examples how to convert other game system mechanics over to the Modern Path.

Languages

You must belong to the Hunter’s Faction to know Hunter’s code.

Hunter’s Code

Used by Hunters, mostly made up of symbols.

Difficultly

Haunting

Penalty: You have a spirit attached to you. What the spirit wants is up to the Game master. Each day the spirit will try and drain 1 Hero Point from the hero to manifest itself.

The spirit must make a Willpower save DC (10 + ½ your level + hero’s Wisdom Bonus). If the spirit makes the save, it drains 1 Hero Point from the hero and can manifest itself and use its powers.

Feats

Supernatural Strike

You may score critical hits against creatures that are normally unaffected by critical hits.

Prerequisite: Base attack bonus +2 or better.

Benefit: When you roll a threat against a creature normally unaffected by critical hits (such as a construct, ooze, or undead) you may check for a critical hit and deal the increased damage if the threat is confirmed.

This is a supernatural ability.

Faction

Hunter

The Hunter can come from any walk of life, background and/or experience. They serve as a primary bastion against the ever-present threat of a supernatural incursion. The faction’s strength lies in its ability to remain unknown by the general public. Hunters must stand fearless in the face of the supernatural.

Goal

The primary goal of a Hunter is to eliminate the supernatural. They hunt the supernatural and keep the innocent safe.

Hunters are a loose group of individuals and many work on their own. Groups of Hunters are not unknown, but they generally have their own leader.

Traits

Heritage

A heritage is someone who comes from a long line of family hunters.

Class Skills: You gain a +1 Trait bonus on Knowledge (arcana) and Survival skill and these skills are always a class skill for you.

Fame Bonus: +5 to the Hunter Faction

Shadow Scholar

Shadow scholars fall into two categories—learned supernatural and mundane folk who have spent time studying occult culture, magic and other supernatural occurrences.

Skills: You gain a +1 Trait bonus on Knowledge (arcana) and Spellcraft skill and these skills are always a class skill for you.

Fame Bonus: +3 to the Hunter Faction

The Chosen

You have the bloodline of the Slayers

Bonus: You gain access to the Advance Training – Slayer in the Shadow Hunter Archetype Training.

Fame Bonus: +5 to the Hunter Faction

Archetypes

Shadow Hunter

The Shadow Hunter hunts the supernatural.

Training

The following are Training for the Shadow Hunter.

Advanced Training – Slayer

Prerequisite: Trait – The Chosen

Benefit: The Slayer gains proficiency with one exotic weapon of his choice and the Slayer is also proficient with all martial weapons and can make attack rolls normally.

Advanced Training – Detect Supernatural

Prerequisite: Advance Training – Slayer

Benefit: A Slayer is uncannily aware of the denizens of the supernatural and the true nature of reality. The Slayer can sense the presence of the supernatural. Anything or anyone with a supernatural description is detectable. Using this talent is a move action that requires concentration. It has a range of 30 feet and lasts as long as the Slayer concentrates, up to a number of rounds equal to the Slayer’s level.

The amount of information gleaned by this uncanny awareness depends on how long the Slayer focuses his attention.

  • 1st Round: Presence or absence of the supernatural.
  • 2nd Round: Number of supernatural auras (creatures or objects) in the area and the power of the strongest aura present. If the power of the strongest aura is “overwhelming,” and has a CR rating of at least twice the Slayer’s level, the Slayer is stunned for 1 round and the use of this ability ends.
  • 3rd Round: The power of each supernatural aura in the area becomes clear. If an aura is outside the Slayer’s line of sight, then he discerns its direction but not its exact location.

Supernatural Aura: A creature of the supernatural emanates an aura that links it to the dimension. The power of the supernatural aura depends on the type of creature or object emitting the aura and its Hit Dice or caster level.

Creature/Object Rating
Outsider HD
Magic item or spell Caster level x 1/2
Aberration, construct, dragon, elemental, undead creature HD x 1/2
All other denizens of the Supernatural HD x 1/5
Rating Aura Power
1 or lower Faint
2–4 Moderate
5–10 Strong
11 or higher Overwhelming

If an aura falls into more than one strength category (for instance, if a creature and a magic item are in the same place and each emits an aura) the ability indicates the stronger of the two.

Length Aura Lingers: How long a supernatural aura lingers after the creature or object has vacated the location depends on the aura’s original strength.

Original Aura Power Duration
Faint 1d6 minutes
Moderate 1d6 x 10 minutes
Strong 1d6 hours
Overwhelming 1d6 days

Each round, a Slayer can turn to detect the presence of the supernatural in a new area. The ability can penetrate barriers, but 1 foot of stone, 1 inch of metal, or 3 feet of wood or dirt blocks it.

Advanced Training – Slayer Weapon

Prerequisite: Advance Training – Slayer and Advance Training – Detect Supernatural

Benefit: A Slayer can imbue one of her weapons with the bane weapon special ability as a swift action.

He must select one creature type when he uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the Slayer wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the Slayer before the duration expires. This ability lasts for a number of rounds per day equal to the Slayer’s level. These rounds do not need to be consecutive.

Any melee weapon can be empowered by the Slayer, including the Slayer’s unarmed strikes.

Advanced Training – Supernatural Immunity

Prerequisite: Advance Training – Slayer

Benefit: A Slayer gains 1 point of damage reduction and spell resistance 10, +1 for every two levels against any object, creature, or ability with the supernatural (Su) special ability type.

Supernatural Immunity doesn’t reduce the damage dealt by firearms, melee weapons, or hazardous effects.

Advanced Training – Word of Slaying

Prerequisite: Favored Enemy, Advance Training – Slayer and Advance Training – Slayer Weapon

Benefit: A Slayer can use this ability once per day and one additional time per day for every four levels (or for one Hero Point).

A Slayer can utter a word of power that can devastate the Slayer’s Favored Enemy. The word of slaying affects any Favored Enemy creatures within 15 feet of the Slayer. The ill effects depend on the Hit Dice of the creatures, as shown below.

Hit Dice Effect
12 or more Dazed
8–11 Stunned
4–7 Paralyzed
3 or less Killed
Favored Enemy

Prerequisite: None

Benefit: A Shadow Hunter selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A Shadow Hunter may make Knowledge skill checks untrained when attempting to identify these creatures.

At every five levels the bonus against any one favored enemy increases by +2.

Any time this training is taken, the Shadow Hunter may select an additional favored enemy.

If the Shadow Hunter chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the Shadow Hunter’s bonuses do not stack; he simply uses whichever bonus is higher.

Hunter’s Hunch

Prerequisite: Favored Enemy

Benefit: The Shadow Hunter gains a +10 competence bonus on Perception checks against his Favored Enemy. He retains his Dexterity bonus to AC even when flat-footed and can’t be flanked.

Hunter’s Tracking

Prerequisite: Favored Enemy

Benefit: A Shadow Hunter can follow tracks against his Favored Enemy by making a Survival check to find or follow a track. A Shadow Hunter can attempt to follow tracks using Survival untrained.

The typical DC for a fresh trail is 10. The DC increases or decreases depending on the Hit Dice of the creature, the number of creatures and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Shadow Hunter ignores the effects of surface conditions and poor visibility.

By touching a print or residue left behind, you receive a clear mental image of the Favored Enemy that made it. The image has the exact same appearance as the creature that made the footprint at the moment it made the imprint, including any telling features or expressions, any gear or equipment, or anything else the creature was carrying at the time.

Locate Target

Prerequisite: None

Benefit: Once a day per level (or for one Hero Point) Locate Target greatly enhances your senses against the target creature. You gain the ability to perceive the target when it is invisible or ethereal as though using the see invisibility spell and receive a +20 competence bonus on Perception checks to locate the target.

You ignore concealment provided by fog or mist, blur, displacement, invisibility and similar effects affecting the target, but not concealment provided by darkness. This provides no benefits to your allies and no benefits against creatures other than the target.

This effects last for 1 round per level of the Shadow Hunter and is a swift action to initiate but not to maintain.

Penetrating Strike

Prerequisite: Favored Enemy

Benefit: Your attacks are capable of penetrating the defenses of some creatures.

Your attacks on your Favored Enemy ignore up to 1 point of damage reduction for every two levels.

Seen It

Prerequisite: None

Benefit: Once a day per level (or one Hero Point) the Shadow Hunter can remove a condition from himself. You can remove the dazed, fatigued, shaken, or staggered condition.

Sensitive

Prerequisite: None

Benefit: The Shadow Hunter becomes aware of the unseen.

The Shadow Hunter can notice any object, creature, or ability with the supernatural (Su) special ability type.

This training ability lets a Shadow Hunter detect approaching non-human enemies, detect out hidden foes and aid in tracking.

A creature with the Sensitive ability can detect opponents within 30 feet + 5 feet per hit dice of the creature.

The Shadow Hunter detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the source, the Shadow Hunter can pinpoint the area that the source occupies, even if it cannot be seen.

The Shadow Hunter gains a +2 in Perception and Survival when used to track the supernatural.

Swift Track

Prerequisite: None

Benefit: The Shadow Hunter can move at his normal speed while using Survival to follow a supernatural creature without taking the normal –5 penalty.

He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Zombie Hunting

Prerequisite: Favored Enemy (Zombies)

Benefit: The Shadow Hunter specializes in Zombie hunting and gains proficiency in Chainsaw.

In addition, Shadow Hunter receives a +2 insight bonus on attack rolls made against Zombies and all critical threats are automatically confirmed.

Classic Heroes

Classic Heroes is the MSRD classes incorporated into archetypes for the various standard fantasy classes.

The GM is free to incorporate any other classes that are appropriate for the campaign. The Modern Hero base class will work well mixed with any other class, setting or game style.

Alchemist

The following are archetypes for the alchemist class.

Engineer

Archetype Features

The following features pertain to the Engineer archetype.

Builder

At 1st level, the Engineer gains the bonus feat Builder.

This ability replaces brew potion.

Improve Kit (+1)

At 2nd level, an engineer can use his know-how to upgrade an electrical or mechanical tool kit at no additional cost.

Electrical Tool Kit, Basic: For the cost of a basic electrical tool kit, an Engineer can assemble a mastercraft (+1) version of the kit that grants a +1 equipment bonus on all craft checks made to fix electrical devices.

Electrical Tool Kit, Deluxe: For the cost of a deluxe electrical tool k it, an Engineer can assemble a mastercraft (+1) version that grants a +3 equipment bonus (instead of the usual +2 equipment bonus) on all craft checks made to fix electrical devices and a +1 equipment bonus on all Craft (electrical) checks.

Mechanical Tool Kit, Basic: For the cost of a basic mechanical tool kit, an Engineer can assemble a mastercraft (+1) version of the kit that grants a +1 equipment bonus on all craft checks made to fix mechanical devices.

Mechanical Tool Kit, Deluxe: For the cost of a deluxe mechanical kit, an Engineer can assemble a mastercraft (+1) version that grants a +3 equipment bonus (instead of the usual +2 equipment bonus) on all craft checks made to fix mechanical devices and a +1 equipment bonus on all Craft (mechanical) and Craft (structural) checks.

This ability replaces poison resistance +2

Quick Craft

At 2nd level, an engineer learns how to craft ordinary scratch-built electronic, mechanical, and structural objects more quickly than normal.

When using the Craft (electronic), Craft (mechanical), or Craft (structural) skill to build an ordinary scratch-built item, the Engineer reduces the building time by one-quarter.

At 5th level, the Engineer reduces the building time of ordinary objects and mastercraft objects by half.

This ability replaces poison use.

Improve Kit (+2)

At 5th level, the Engineer can assemble mastercraft (+2) electrical and mechanical tool kits. This ability works as the 1st-level improve kit class feature, except the equipment bonuses improve by an additional +1.

This ability replaces poison resistance +4.

Improve Kit (+3)

At 8th level, the Engineer can assemble mastercraft (+3) electrical and mechanical tool kits. This ability works as the 5th-level improve kit class feature, except the equipment bonuses improve by an additional +1.

This ability replaces poison resistance +6.

Quick Fix

At 10th level, the Engineer can repair a mechanical or electrical device in half the normal time. However, cutting the repair time increases the craft check DC by 5.

This ability replaces poison immunity.

Unflustered

An 18th-level Engineer can perform complicated tasks without provoking attacks of opportunity from adjacent foes.

During any round the Engineer uses any skill without provoking attacks of opportunity.

This ability replaces instant alchemy.

New Discoveries

These discoveries only apply to the Engineer archetype.

Superior Repair

An Engineer learns improved ways of repairing items.

An Engineer with a mechanical tool kit and an appropriate facility (a workshop, garage, or hangar) can repair damage to an item. (Without a mechanical tool kit, the Engineer takes a –4 penalty on the craft check.) With 1 hour of work, the engineer can restore a number of hit points based on his craft check result, as shown in Table: Superior Repair. If damage remains, the Engineer may continue to make repairs for as many hours as needed to fully repair the item.

Table: Superior Repair

Craft Check Result Damage Repaired
Less than 20
None
20–29 2d6 + Engineer class level
30–39 3d6 + Engineer class level
40+ 4d6 + Engineer class level
Reconfigure Weapon

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 weapon’s mastercraft bonus feature). An Engineer may take 10 or take 20 on this check.

The reconfiguration imposes a –1 penalty on attack rolls made with the weapon but grants one of the following benefits indefinitely:

  • Changed Rate of Fire: The reconfiguration changes the weapon’s rate of fire. A semiautomatic-only weapon switches to an automatic-only weapon, or vice versa. This benefit applies only to a ranged weapon with either a semiautomatic or automatic fire setting.
  • Greater Ammo Capacity: The reconfigured weapon can hold 50% more ammunition than normal. This benefit applies only to weapons that take ammunition.
  • Greater Concealment: The reconfiguration grants a +2 bonus on Sleight of Hand checks made to conceal the reconfigured weapon.
  • Greater Range Increment: The reconfigured weapon’s range increment increases by 10 feet. This benefit applies only to weapons with range increments.
  • Signature Shooter: The weapon is reconfigured for a single individual’s 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 Engineer’s weapon reconfiguration requires 1 hour and a successful Disable Device check (DC 20 + the Engineer’s class level).

Sabotage

The Engineer can sabotage an electrical or mechanical 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 object’s bonus feature). Noticing the Engineer’s handiwork without first testing the sabotaged device requires a successful Perception check (DC = the Engineer’s Disable Device check result). Fixing the sabotaged item requires a successful craft check.

  • Sabotage Device: As a full-round action, the Engineer can reconfigure a device with electrical or mechanical components so that anyone who uses it suffers a penalty equal to the Engineer’s class level on skill checks made to use the device.
  • Sabotage Weapon: As a full-round action, the Engineer can sabotage a weapon so that it misfires or breaks the next time it is used. A sabotaged weapon cannot be used effectively until repaired.
Weapon Upgrade

An Engineer can upgrade weapons, as well as weapon systems aboard vehicles.

Table: Weapon Upgrade

Weapon Upgrade Craft DC
Weapon also dazes target for 1 round 25
Weapon also knocks target prone 30
Weapon leaves target shaken for 1d4 rounds 35
Weapon also stuns target for 1d4 rounds 40
Vehicle Weapon Upgrade DC
Weapon deals an extra two dice of damage 25
Weapon ignores 5 points of target’s hardness/DR 30
Weapon’s critical hit multiplier increases by 1 35
Weapon ignores 10 points of target’s hardness/DR 40

The Engineer must spend 1 hour tinkering with the weapon, after which he must succeed at a Craft (mechanical) check. The DC varies depending on how the weapon is modified, as shown in Table: Weapon Upgrade. If the skill check fails, the attempt to modify the weapon also fails, although the Engineer may try again. (The engineer may take 20 on the skill check, but the upgrade takes 20 hours to complete.) An upgraded weapon has a 10% chance of breaking after each time it is used; it cannot be used again until repaired, and repairing it requires 1 hour and a successful craft check (DC 40).

Field Scientist

Archetype Features

The following features pertain to the Field Scientist archetype.

Smart Defense

At 1st level a Field Scientist applies his or her Intelligence bonus and his or her Dexterity bonus to his or her Armor Class. Any situation that would deny the Field Scientist his or her Dexterity bonus to Armor Class also denies the Intelligence bonus.

This ability replaces throw anything.

Scientific Improvisation

At 2nd level, a Field Scientist gains the ability to improvise solutions using common objects and scientific know-how. This ability lets the Field Scientist create objects in a dramatic situation quickly and cheaply, but that have a limited duration.

By spending 1 Hero Point and combining common objects with a Craft check that corresponds to the function desired, the Field Scientist can build a tool or device to deal with any situation. The DC for the Craft check is equal to 5 + 1/10 the cost of the object that most closely matches the desired function.

Only objects that can normally be used more than once can be improvised.

Electronic devices, special tools, weapons, mechanical devices, and more can be built with scientific improvisation. It takes a full-round action to make an object with scientific improvisation. The object, when put into use, lasts for a number of rounds equal to the Field Scientist’s class level, or until the end of the current encounter, before it breaks down. It can’t be repaired.

This ability replaces poison use.

Skill Mastery

At 3rd level, a Field Scientist selects a number of skills from his or her class list equal to 3 + his or her Intelligence modifier. When making a skill check using one of these skills, the Field Scientist may take 10 even if stress and distractions would normally prevent him or her from doing so.

This ability replaces swift alchemy.

Minor Breakthrough

Upon attaining 5th level, a Field Scientist receives credit for a minor scientific breakthrough that earns him the recognition of his peers. The Field Scientist chooses a Knowledge skill and when dealing with others with at least 1 rank in the same Knowledge skill, the Field Scientist gains a +2 bonus on Fame checks.

This minor breakthrough also provides the Field Scientist with a +3 bonus to a profession skill.

This ability replaces poison resistance +4.

Smart Survival

A Field Scientist of 6th level or higher can spend 1 Hero Point to reduce the damage dealt by a single attack or effect by 5 points.

This ability replaces swift poisoning.

Smart Weapon

At 8th level, the Field Scientist selects one weapon that he or she is proficient in and can use with one hand. With the selected weapon, the Field Scientist can use his or her Intelligence modifier instead of Strength or Dexterity modifier on attack rolls.

This ability replaces poison resistance +6.

Major Breakthrough

At 10th level, the Field Scientist gains a +2 bonus on Fame checks when dealing with individuals who have at least 1 rank in any Knowledge skill. This bonus stacks with the bonus provided by the minor breakthrough ability.

This major breakthrough also provides the Field Scientist with a +3 bonus to a profession skill.

This ability replaces poison immunity.

Techie

Archetype Features

The following features pertain to the Techie archetype.

Jury-Rig

A Techie gains a +2 competence bonus on craft skill checks made to attempt temporary or jury-rigged repairs. See the Craft skill for details on jury-rigging.

This ability replaces throw anything.

At 6th level, this competence bonus increases to +4.

This ability replaces swift poisoning.

Extreme Machine

If it has mechanical or electronic components, a Techie of 2nd level or higher can get maximum performance out of it.

By spending 1 Hero Point and making either a Craft (electronic) or Craft (mechanical) check (whichever is appropriate for the machine in question), the Techie can temporarily improve a machine’s performance—at 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 the table below.

Ranged Weapons Craft DC Repair Chance (d%)
+1 to damage 15 01–25
+2 to damage 20 01–50
+3 to damage 25 01–75
+5 ft. to range increment 15 01–25
+10 ft. to range increment 25 01–50
Electronic Devices Craft DC Repair Chance (d%)
+1 equipment bonus 15 01–25
+2 equipment bonus 20 01–50
+3 equipment bonus 25 01–75
Vehicles Craft DC Repair Chance (d%)
+1 on initiative checks 20 01–25
+1 to maneuver 25 01–50
+2 to maneuver 30 01–75

The Techie performs the extreme modifications in 1 hour. The Techie can’t take 10 or take 20 on this check. If the check succeeds, the effect of the improvement lasts for a number of minutes equal to his or her Techie class level, beginning when the object is first put into use. The Techie selects the single improvement he or she wants to make prior to making the check. After the duration of the effect ends, the machine reverts to its previous state and a repair chance percentile roll is made. The result of this roll indicates whether the machine re­quires repairs before it can be used again.

This ability replaces poison resistance +2.

Build Robot

A Techie of 5th level or higher can build remote-controlled robots that are Tiny or Diminutive in size. These robots serve as the Techie’s eyes, ears, or hands out to a predetermined distance away from the character when the Techie wants to use one of the following skills: Craft (any), Disable Device, Knowledge (technology) or Perception.

The Techie must have at least 1 rank in the skill that he wants to program into the robot. The Techie can only control one robot at a time, and only one of his robots can be active at any time.

Follow these steps to build a robot.

Cost: The purchase cost for the components needed to construct a robot is based on the robot’s size.

Size Cost
Diminutive $18,000
Tiny $15,000

The character needs to purchase and gather the necessary components prior to starting construction.

Construct Frame: The robot’s body determines its size, shape, locomotion, and hit points. The DC of the Craft (mechanical) check is set by the robot’s size and modified by the form of locomotion selected.

Size Craft DC
Diminutive 15
Tiny 12
Components DC Modifier
Frame Shape and Locomotion1  
Bipedal +4
Quadruped +3
Treads +2
Wheels +1
External Components 2  
Manipulators3 +3
Audio/visual sensor +2
Remote Range 1  
Remote control link, 100 feet +1
Remote control link, 200 feet +3
Remote control link, 300 feet +5

Select only one of the options in this category.

Select one or more of the options in this category.

Necessary for a robot built to use any skill except Perception.

Select a frame size and form, add manipulators and sensors as necessary, and choose a type of remote control link. Add all the modifiers to determine the check’s DC. Make the Craft (mechanical) check to construct the robot’s frame.

It takes a Techie 30 hours to construct a Diminutive robot frame or 12 hours to construct a Tiny robot frame.

A Diminutive robot can be 6 to 12 inches long or tall and weighs about 1 pound. A Tiny robot can be 13 to 24 inches long or tall and weighs up to 3 pounds.

Small Robot: CR 1/2; Small construct; HD 1d10+5; hp 10; Init +0; Spd 30 ft. (treads), 30 ft. (bipedal), 40 ft. (quadrupedal), or 50 ft. (wheels); Armor Class 11, touch 11, flatfooted 11 (+1 size); BAB +0; CMB –4; CMD 11; Atk +1 melee; Full Atk +1 melee or +1 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ construct; AL none; SV Fort +0, Ref +0, Will +0; Str 10, Dex 10, Con —, Int —, Wis 10, Cha 10.

Skills: None (unless programmed by a Techie).

Feats: None.

External Components: Audio/visual sensor, manipulator arms.

Construct the Electronics: The next step is to build the internal electronics for the robot and install them in the frame. The DC is based on the size of the robot and modified by the number of components that need to be wired together. For a Diminutive robot, the DC is 20. For a Tiny robot, the DC is 15. Add +1 to the DC for each external component and +2 for the remote link. Make the Craft (electronic) check. It takes a Techie 12 hours to wire a Diminutive robot or 6 hours to wire a Tiny robot.

Program the Robot: The Techie programs the robot as the final step. Decide how many ranks of the appropriate skill to program into the robot, up to the number of ranks the Techie has in the skill. A Techie’s robot can only contain programming for one skill. Make the Knowledge (technology) check to program the robot. The DC for the Knowledge (technology) check is 20, modified by the 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.

Reprogramming: A robot can be reprogrammed at any time. Doing this requires 1 hour of work and a Knowledge (technology) check (DC 20 + the number of ranks programmed into the robot).

This ability replaces poison resistance +4.

Mastercraft

At 8th level, the Techie becomes adept at creating mastercraft objects. He applies the mastercraft ability to one of his or her Craft skills (electronic or mechanical). From this point on, he can build mastercraft objects using that skill.

With Craft (electronic), the Techie can build electronic devices. With Craft (mechanical), the Techie can build mechanical devices, including weapons.

On average, it takes twice as long to build a mastercraft object as it does to build an ordinary object of the same type.

When successfully completed, a mastercraft object provides a +1 bonus to its quality compared to an ordinary object of the same type. All weapons and armor, and certain other types of equipment, such as computers and electronic devices, can be constructed as mastercraft objects.

This ability replaces poison resistance +6.

At 10th level, the Techie can add the mastercraft ability to another Craft skill, or he or she can improve his or her ability in the skill selected at 8th level, so that his or her mastercraft objects provide a +2 bonus.

This ability replaces poison immunity.

At 18th level, the Techie adds another +1 bonus to his or her mastercraft ability. If the Techie focuses his or her ability on one Craft skill, his or her mastercraft objects now provide a +3 bonus. If the Techie already has the ability for both Craft skills, he or she chooses which one to improve to a +2 bonus.

This ability replaces instant alchemy.

The Craft DC for a mastercraft object is the same as for a normal object of the same type, as described in the Craft skill, with the following modification: For a +1 object, add +3 to the Craft DC; for a +2 object, add +5 to the Craft DC; and for a +3 object, add +10 to the Craft DC.

Barbarian

The following are archetypes for the Barbarian class.

Bodyguard

Archetype Features

The following features pertain to the Bodyguard archetype.

Harm’s Way

At 1st level, once per round, if the Bodyguard is adjacent to an ally who is targeted by a direct melee or ranged attack (but not an area effect), the Bodyguard can subject him or herself to the attack in the ally’s stead. If the attack hits the Bodyguard, he or her takes damage normally. If it misses, it also misses the ally.

The Bodyguard must declare his or her intention to place him or herself in harm’s way before the attack roll is made. The Bodyguard selects his or her ally either prior to combat or immediately after the Bodyguard makes his or her initiative check. The Bodyguard can’t change his or her ally for the duration of the combat.

This ability replaces Fast movement.

Combat Sense

This ability allows a Bodyguard of 2nd level or higher to designate a single opponent during his or her action and receive a +1 competence bonus on attacks against that opponent. The Bodyguard can select a new opponent on any action.

This ability replaces uncanny dodge.

At 9th level, the competence bonus increases to +2.

This ability replaces Trap sense +3.

Sudden Action

Once per day, a Bodyguard of 3rd level or higher can focus his or her effort to burst into sudden action when the situation calls for it. The Bodyguard can change his or her place in the initiative order, moving higher in the count by a number less than or equal to his or her class level, as the Bodyguard sees fit. The Bodyguard can declare the use of this ability at the start of any round, before anyone else takes an action.

This ability replaces Trap sense +1.

Improved Charge

A Bodyguard of 5th level or higher can make a charge without having to move in a straight line. All other charge rules apply, but the Bodyguard can alter his or her direction when making a charge to avoid obstacles.

This ability replaces Improved uncanny dodge.

Defensive Strike

At 6th level, if an opponent makes a melee attack against the Bodyguard and misses while the Bodyguard is using the total defense option, the Bodyguard can attack that opponent on his or her next turn (as an attack action) with a +4 bonus on his or her attack roll. The Bodyguard gains no bonus against an opponent who doesn’t attack the Bodyguard or against an opponent who makes a successful attack.

This ability replaces Trap sense +2.

Blanket Protection

At 12th level, a Bodyguard can use his expertise to provide protection for up to six allies (not including himself) within sight and voice range of his position.

The Bodyguard spends 1 Hero Point and takes a full-round action to issue orders and directions. Doing this provides the Bodyguard‘s allies with a +1 insight bonus to Defense for 3 rounds.

This ability replaces Trap sense +4.

At 15th level this ability is a move action.

This ability replaces Trap sense +5.

At 18th level this ability is a swift action.

This ability replaces Trap sense +6.

Street Warrior

The following features pertain to the Street Warrior archetype.

Urban Survival

At 1st level, the Street Warrior gains a +4 competence bonus on Survival checks in urban areas, which includes the ability to follow tracks, hunt feral animals, find (or lose) individuals in urban maze, find safe places to crash, and avoid hazards peculiar to a city environment.

This ability replaces Fast movement.

Improvised Weapons

At 2nd level, the Street Warrior becomes an expert at using improvised weapons. The Street Warrior does not take a –4 penalty on attack rolls when wielding an improvised weapon.

This ability replaces uncanny dodge.

Street Cred

At 3rd level, the Street Warrior adds +4 to his Fame score.

This ability replaces Trap sense +1.

Improved Streetfighting

At 5th level, the Street Warrior gains the Streetfighting feat. In addition, the extra damage provided by the Streetfighting feat increases to 1d4+2.

This ability replaces Improved uncanny dodge.

Weapon Specialization

At 6th level, the Street Warrior gains weapon specialization with a specific melee weapon (including unarmed strike). The weapon must be one in which the Street Warrior has a Weapon Focus feat. He gets a +2 bonus on all damage rolls with the chosen weapon. Should the Street Warrior not have a Weapon Focus, he does not get this ability until such a time that he gains Weapon Focus.

This ability replaces Trap sense +2.

Improvised Weapon Damage

At 9th level, the Street Warrior‘s attacks with improvised weapons deal more damage. He treats an improvised weapon as one size category larger than it is for the purpose of determining the damage it deals.

This ability replaces Trap sense +3.

Advanced Streetfighting

At 12th level, the extra damage provided by the Streetfighting feat increases to 1d4+4.

This ability replaces Trap sense +4.

At 15th level this increases to 1d4+6.

This ability replaces Trap sense +5.

At 18th level this increases to 1d4+8

This ability replaces Trap sense +6.

Bard

The following are archetypes for the Bard class.

Ambassador

The following class features pertain to the Ambassador archetype.

Diplomatic Immunity

Starting at 1st level, if the Ambassador is arrested for a crime, she can make a Diplomacy check to invoke her diplomatic credentials and not suffer the usual legal penalty or punishment. The severity of the crime determines the DC of the Diplomacy check, and how authorities react if the Ambassador succeeds. See Table: Diplomatic Immunity for Diplomacy check DCs based on the severity of the crime.

If one of the Ambassador’s consuls (see the select consul class feature, below) is arrested for a crime and unable to secure her own release, the Ambassador may intercede on the consul’s behalf. One may aid the other’s Diplomacy check.

An Ambassador who routinely invokes the privilege of diplomatic immunity—either on her own behalf or to protect her selected consuls—is likely to be recalled or terminated by those she has sworn to represent.

Table: Diplomatic Immunity

Severity of Crime Examples DC Effect of Successful Diplomacy Check
Class 5 Disturbing the peace, public intoxication, non-injurious traffic violation 15 –2 penalty on subsequent Diplomacy checks in that area
Class 4 Possession of controlled substance, injurious traffic violation, operating business without a license, operating a vehicle without a license, assault without a deadly weapon 20 –5 penalty on subsequent Diplomacy a checks in that area
Class 3 Attempted bribery of a public official, robbery or grand theft, aiding and abetting a known felon, assault with a deadly weapon, possession of a concealed weapon 25 –10 penalty on subsequent Diplomacy checks in the area
Class 2 Murder or manslaughter, fraud, smuggling, assault against a public official, trafficking in controlled substances 30 Deportation within 2d6 hours
Class 1 Conspiracy against the government, murder of a public official, sabotage of public utilities 35 Detention pending the diplomatic action by character’s affiliated government

This ability replaces Bardic knowledge.

Open Arms

Beginning at 2nd level, the Ambassador is skilled at initiating peaceful negotiations. She may add a competence bonus equal to one-half her Ambassador class level on all Diplomacy checks.

This ability replaces Versatile performance.

Information Access

Starting at 6th level, the Ambassador can acquire Faction items from factions she is unaffiliated with, provided she is dealing with Factions that are helpful, friendly, indifferent, or unfriendly toward her or those she represents. Prestige points are spent normally as if the Ambassador was part of the Faction. Dealing with Factions that are hostile the Ambassador are still unavailable.

This ability replaces Versatile performance.

Stipend

Skilled diplomats are well paid for their loyalty and dedication, and they are accustomed to traveling in style. At 10th level, and again at 15th level, the Ambassador gains a one-time Wealth bonus +4 to a Profession skill.

This ability replaces Versatile performance.

Restricted Access

At 14th level, the Ambassador gains clearance to access restricted files or classified information from any source that recognizes her faction. She gains a +5 bonus on Knowledge (technology) checks made to defeat computer security and a +5 bonus Fame bonus.

This ability replaces Versatile performance.

Select Consuls

At 18th level, the Ambassador may appoint a number of individuals equal to her Fame bonus as “consuls” or “attachés.” These appointed individuals gain all the benefits of the diplomatic immunity, information access, and restricted access class features (described above). The Ambassador may revoke these privileges at any time and appoint replacement consuls as she sees fit. It takes 1d4 hours for an Ambassador to invoke or revoke a consul’s or attaché’s privileges.

This ability replaces Versatile performance.

Glamourist

The following features pertain to the Glamourist archetype.

Self-Confidence

The Glamourist treats any talent where Charisma is a factor increasing the variables of the Talent by one level that it modifies.

This ability replaces Bardic knowledge.

Hidden Motives

At 2nd level, the Glamourist increases her ability to hide her motives and intentions. She gains a circumstance bonus equal to her Glamourist levels when using Bluff against a Sense Motive skill. In addition, the DC for Bluff checks against her is increased by her levels of Glamourist.

This ability replaces Versatile performance.

Hidden Allegiance

At 6th level, the Glamourist gains the supernatural ability to suppress her loyalties, even from spells and abilities. In cases where such divinations are made, the Glamourist gains a Will save (DC 15 + the character level of the individual making the attempt) to negate the attempt. Negated attempts reveal either no allegiance or a lack of the sought-for allegiance, as applicable for the ability or spell.

This ability replaces Versatile performance.

Audience

At 10th level, the Glamourist may extend any charisma based talents to a number of targets equal to her levels. Individual targets are otherwise affected as described under the charisma based talent.

This ability replaces Versatile performance.

Daze

At 14th level, the Glamourist gains the spell-like ability to daze individuals of her choice. This ability may be used once per day, and functions identically to the daze, mass spell.

This ability replaces Versatile performance.

Utterly Convincing

At 18th level, the Glamourist is a master at convincing people. Whenever the Glamourist spends a Hero Point to improve Charisma-based skill checks, she adds an additional 1d6 per Hero Point spent to the result.

This ability replaces Versatile performance.

Charm Person

At 20th level, the Glamourist gains the spell-like ability to charm monster, mass once per day. This ability functions identically to the charm monster, mass spell.

This ability replaces Deadly performance.

Negotiator

All of the following are features of the Negotiator archetype.

Conceal Motive

A Negotiator gets to add a bonus equal to his Negotiator level whenever he opposes a Sense Motive check.

This ability replaces Bardic knowledge.

React First

Starting at 2nd level, a Negotiator gains the ability to react first when trying to make a deal or mediate a settlement. The Negotiator must make contact and speak to the participants prior to the start of combat. If he does this, he gains a free readied action that allows the Negotiator to make either a move or standard action if either side in the negotiation (other than the Negotiator) decides to start hostilities. The Negotiator gets to act before any initiative checks are made, in effect giving him the benefit of surprise.

This ability replaces Versatile performance.

Talk Down

A Negotiator of 6th level or higher can talk his way out of trouble. Either prior to the start of hostilities or during combat, the Negotiator can talk down a single opponent within 15 feet of his position or otherwise able to hear the Negotiator’s voice. The target must be able to understand the Negotiator. That opponent immediately stops fighting and reverts to an indifferent attitude regarding the Negotiator and the situation in general. Any hostile action by the Negotiator or by one of the Negotiator’s allies directed at the opponent allows the opponent to act as he sees fit.

To initiate this talent, the Negotiator must spend a full-round action talking to his opponent. The opponent makes a Will saving throw. The DC is equal to 10 + Negotiator’s class level + Negotiator’s Charisma bonus. If the save fails, the opponent stops fighting. If the save succeeds, the opponent continues as normal.

This ability replaces Versatile performance.

At 18th level, a Negotiator can talk down a number of opponents equal to his or her Charisma bonus within 15 feet of his or her position or within 15 feet of a television, radio, or telephone broadcasting the Negotiator’s message.

This ability replaces Versatile performance.

At 20th level, the range extends to 30 feet and covers all opponents who can hear and understand the Negotiator’s voice.

This ability replaces Deadly performance.

This is a Mind-Affecting ability.

No Sweat

Starting at 10th level, whenever a Negotiator spends 1 Hero Point that involves a dice roll, he rolls an additional dice of the same type. The Negotiator can then select the highest die roll.

This ability replaces Versatile performance.

Sow Distrust

A Negotiator of 14th level or higher can turn one character against another. The Negotiator must spend a full-round action and know the name of the character he is attempting to persuade as well as the name of the character toward whom the target’s distrust will be directed. The target must be able to hear and understand the Negotiator.

The target makes a Will save. The DC is equal to 10 + Negotiator’s class level + Negotiator’s Charisma bonus. If the target fails the save, his attitude toward the other designated character worsens by one step: helpful turns to friendly, friendly to indifferent, indifferent to unfriendly, unfriendly to hostile (see the Diplomacy skill). The target makes a Will save whenever the Negotiator uses this talent against him. As long as the target continues to fail the Will save, the Negotiator can continue taking full-round actions to worsen the target’s attitude toward a designated character. When the target’s attitude drops to hostile, he attacks the designated character.

A successful Will save doesn’t restore previous attitude shifts, but it does render the target immune for 24 hours to further attempts by the Negotiator to sow distrust.

This is a Mind-Affecting ability.

This ability replaces Versatile performance.

Personality

The following features pertain to the Personality archetype.

Unlimited Access

When others would normally make a Diplomacy check or Bluff check to smooth-talk or trick their way into a private party or invitation-only event, the Personality adds a bonus equal to his or her Personality level.

When a Personality buys a ticket to a show or for transportation, he or she can make a Diplomacy check to get that ticket upgraded. DCs are given below.

Upgrade Diplomacy DC
Seat at sporting event to field pass 10
Hotel room to suite 15
Concert or theater ticket to backstage pass 20
Economy transportation to first-class 25

This ability replaces Bardic knowledge.

Bonus Class Skill

At 2nd, 6th, 10th14th and again at 18th level, the Personality gains one new class skill.

This ability replaces Versatile performance.

Royalty

At 6th, 10th, 14th and 18th level, a Personality’s activities in the public eye generate extra income. This income provides a Wealth bonus increase of +4 to a Profession skill.

This ability replaces Versatile performance.

Winning Smile

At 10th level, a Personality develops such a force of personal magnetism that he or she can convince a single target to regard him as a trusted friend. (If the target is currently being threatened or attacked by the Personality or his or her allies, this ability won’t work.)

The target makes a Will saving throw to avoid being persuaded by the Personality’s words and actions. The DC is 10 + Personality’s class level + Personality’s Charisma bonus.

This ability doesn’t enable the Personality to control the target, but the target perceives the Personality’s words and actions in the most favorable way. The Personality can try to give the target orders, but he must win an opposed Charisma check to convince the target to perform any actions the target wouldn’t normally undertake. The target never obeys suicidal or obviously harmful orders, and any act by the Personality or his allies that threatens the target breaks the mood and clears the target’s head. Otherwise, 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.

This is a Mind-Affecting ability.

This ability replaces Versatile performance.

Compelling Performance

At 14th level, a Personality’s force of personal magnetism increases to the point that he or she can arouse a single emotion of his choice—despair, hope, or rage—in a target. To use this ability, the Personality must spend 1 Hero Point. The emotion he arouses affects one target within 15 feet of the Personality (or within 15 feet of a television, radio, or telephone that broadcasts the Personality’s performance). The performance requires a full-round action, and its effects on the target last for 1d4+1 rounds.

The target makes a Will saving throw. The DC is 10 + Personality’s class level + Personality’s Charisma bonus. If the target succeeds at the saving throw, he or she is immune to the compulsion of this performance. If the target fails, he or she reacts to the emotion as described below.

Despair: The target takes a –2 morale penalty on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Hope: The target gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Rage: The target gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –1 penalty to Armor Class. In a dramatic situation, the target is compelled to fight, regardless of the danger.

This ability replaces Versatile performance.

Cavalier

The following is an archetype for the Cavalier class.

Field Officer

The following class features pertain to the Field Officer archetype.

Leadership

By providing supervision and guidance, a Field Officer can improve an ally’s chances of succeeding at a skill check. Instead of making a skill check to aid another, the Field Officer makes a Diplomacy check (DC 10). He cannot take 10 or take 20 on the check. Success grants a competence bonus on the ally’s skill check equal to the Field Officer’s Charisma bonus or Fame, whichever is greater. The ally must be within sight and hearing distance of the Field Officer and must be able to understand him.

A Field Officer cannot use this ability on himself.

This ability replaces mount.

Uncanny Survival

Beginning at 3rd level, a Field Officer can add one-half his class level to his Armor Class for 1 round, once per day. (The bonus applies to the Field Officer’s touch and flat-footed Armor Class, as well.) He must declare he is doing this at the beginning of his turn, and the Armor Class bonus lasts until his next round of actions.

This ability replaces Cavalier‘s charge.

Tactical Expertise

Starting at 4th level, as a full-round action, a Field Officer can use his tactical knowledge to coordinate allies. Allies to be affected must be within sight and hearing distance of the Field Officer and must be able to understand him.

The Field Officer must make a Knowledge (tactics) check with a DC equal to 15 + the number of allies affected. He cannot take 10 or take 20 on the check. If the check succeeds, all affected allies gain a competence bonus on attack rolls or a dodge bonus to Armor Class equal to the Field Officer’s Fame. The Field Officer chooses which of the two benefits to impart and must impart the same benefit to all affected allies. The benefits last for 1 round.

If the check fails, the Field Officer’s allies gain no benefit, but the action is still spent.

A Field Officer cannot apply the benefits of this ability to himself.

This ability replaces expert trainer.

August Leadership

The Field Officer gains this ability at 6th level. It works like the leadership ability (see above), except the Field Officer adds his Charisma bonus and his Fame to the ally’s skill check.

This ability replaces Bonus feat.

Tactical Mastery

At 11th level, the Field Officer requires less time to direct his allies. This ability is similar to tactical expertise (see Tactical Expertise, above) but requires a standard action instead of a full-round action.

This ability replaces Mighty charge.

Commanding Presence

At 12th level and beyond, a Field Officer can use an attack action and his commanding presence to enable an ally or weaken a single foe’s resolve.

Enabling an ally requires an attack action and a successful Diplomacy check (DC 20). If the check succeeds, the Field Officer can negate any one of the following harmful conditions affecting a single ally: cowering, dazed, fatigued, nauseated, panicked, shaken, or stunned. The ally to be affected must be within sight and hearing distance of the Field Officer and must be able to understand him.

The Field Officer cannot use this ability on himself.

Weakening a foe’s resolve requires an attack action and a successful Intimidate check (DC = target’s level check). If the check succeeds, the target is shaken for a number of rounds equal to 1d6 + one-half the Field Officer’s class level + the Field Officer’s Charisma modifier. The target must be within sight and hearing distance of the Field Officer and must be able to understand him. A target that resists the Field Officer’s attempt to weaken its resolve is immune to the Field Officer’s use of this ability for 24 hours.

This ability replaces Bonus feat.

Action Trust

At 20th level, the Field Officer’s mere presence inspires, safeguards, and motivates his allies.

As a free action, a Field Officer may spend one of his Hero Points to modify an ally’s attack roll, skill check, ability check, level check, or saving throw result by +2d6 (applying a bonus of +2 to +12).

The ally to be affected must be within sight and hearing distance of the Field Officer to gain the benefits of the Field Officer’s spent Hero Point. A Field Officer may use this ability once per round, and not on himself (he gains the normal benefits for spending a Hero Point on himself).

Any character may transfer some or all of her Hero Points to the Field Officer as a free action. The Field Officer must consent to the transfer, and these Hero Points become the Field Officer’s to spend as he sees fit.

This ability replaces Supreme charge.

Cleric

The following is an archetype for the Cleric class.

Acolyte

The following class features pertain to the Acolyte archetype.

Divine Skills

The Acolyte at 1st level gains spellcraft as a class skill with a +2 bonus.

This ability replaces spontaneous casting.

Turn or Rebuke Undead

Starting at 2nd level, an Acolyte gains the Turn Undead feat.

Spontaneous Casting

An Acolyte of 4th level gains the class ability spontaneous casting.

Combat Casting

At 6th level, the Acolyte gains the Combat Casting feat.

Turn or Rebuke Magical Beast

At 8th level, the Acolyte gains the supernatural ability to affect magical beasts. This ability works just like turning undead, except the creature type is magical beast. Magical beasts, unlike undead creatures, can’t be destroyed or commanded. All other rules pertaining to turning apply. The number of times per day the Acolyte can make a turning attempt does not increase.

Turn or Rebuke Outsider

At 10th level, the Acolyte gains the supernatural ability to affect outsiders. This ability works just like turning undead and magical beasts, except the creature type is outsider. Outsiders, unlike undead creatures, can’t be destroyed or commanded. All other rules pertaining to turning apply. The number of times per day the Acolyte can make a turning attempt does not increase.

Maximize Spell

At 12th level, an Acolyte gains the Maximize Spell feat.

Druid

The following is an archetype for the Druid class.

Wild-lord

The following class features pertain to the Wild-lord archetype.

Fast Climb

At 3rd level, the Wild-lord becomes an expert at climbing. A successful Climb check allows her to move her full speed rather than at half speed when climbing.

This ability replaces Trackless step.

Resist Venom

At 4th level, the Wild-lord gains +4 resistance bonus on saving throws against natural poisons.

This ability replaces Resist Nature’s Lure.

Skill Mastery

At 5th level, the Wild-lord designates one skill from her class skills. When making a check with this skill, the Wild-lord may take 10 even if stress and distractions would normally prevent her from doing so. She becomes so certain in the use of this skill that she can use it reliably even under adverse conditions.

Expert in Your Field

At 7th level, the Wild-lord is considered to be a master of nature lore, animals, and plants. The Wild-lord gains a circumstance bonus equal to her Fame when making skill checks that are directly involved with her knowledge of the natural world. Such skills would include applicable Knowledge skills, as well as such social skills as Intimidate and Bluff when animals are involved.

Command/Rebuke Animals

At 11th level, the Wild-lord may spend a Hero Point (in place of channel positive energy) to turn, command, or rebuke animals. This functions in the same manner as the ability to turn undead feat.

Transform Companion

At 13th level, the Wild-lord gains the supernatural ability to transform her animal companion into a small, inert object, such as a charm, a totem, or a stuffed animal, that may be carried around. While in object form, the transformed companion has the properties of the item.

The Wild-lord may, as a move action or part of a move action, cast the object to the ground and cause it to immediately take its original form. The transformed creature is considered a magical beast as long as it remains the Wild-lord’s companion.

This ability replaces A thousand faces.

Command/Rebuke Magical Beasts

At 15th level, the Wild-lord may spend a Hero Point (in place of channel positive energy) to turn magical beasts. This functions in the same manner as the ability to turn undead feat.

This ability replaces Timeless body.

Fighter

The following are archetypes for the Fighter class.

Archaic Weapons-master

The following class features pertain to the Archaic Weapons-master archetype.

Weapon Focus

At 1st level, the Archaic Weapons-master gains the Weapon Focus feat.

This ability replaces Bonus feat.

Weapon Specialization

At 2nd level, the Archaic Weapons-master gains the Weapon Specialization feat.

This ability replaces Bonus feat.

Imbue Weapon

At 4th level, the Archaic Weapons-master may treat any archaic weapon she wields and has Weapon Focus with as a +1 magic weapon for purposes of striking creatures with damage reduction. This does not grant the weapon a +1 bonus, but only allows it to circumvent damage reduction.

At 8th level, the Archaic Weapons-master may treat any archaic weapon she wields and has Weapon Specialization with as a +2 magic weapon for purposes of striking creatures with damage reduction. This does not grant the weapon a +2 bonus, but only allows it to circumvent damage reduction.

This ability replaces Bonus feat.

Quick Weapon Draw

At 6th level, the Archaic Weapons-master gains the Quick Draw feat.

This ability replaces Bonus feat.

Expert in Your Field

At 10th level, the Archaic Weapons-master is considered to be a master of her particular weapon, whether this is as a scholar with a detailed knowledge of the weapon’s history, or as a practitioner, such as a professional archer. Starting with 10th level, the Archaic Weapons-master gains a circumstance bonus equal to her Fame on skill checks that are directly involved with her knowledge and her Performance Combat with the weapon. Such skills would include applicable Knowledge skills, as well as such social skills as Intimidate, Bluff and all her Performance Combat rolls.

This ability replaces Bonus feat.

Weapon Stun

At 12th level, the Archaic Weapons-master can use his weapon to deal nonlethal damage, without taking the –4 penalty on attack rolls. The Archaic Weapons-master must have Weapon Specialization in the weapon to use it in this fashion.

This ability replaces Bonus feat.

Increased Weapon Critical

At 14th level, the Archaic Weapons-master gains the Impaling Critical feat.

This ability replaces Bonus feat.

Field Medic

The following class features pertain to the Field Medic archetype.

Medical Specialist

At 1st level, the Field Medic gains Heal as a class skill and receives a competence bonus on Heal checks. At 1st level, the bonus is +1. It increases to +2 at 5th level, a +3 at 8th level, a +4 at 13th level, and a +5 at 18th level.

This ability replaces Bonus feat.

Expert Healer

At 2nd level and higher, the Field Medic’s ability to restore hit points with a medical kit or surgery kit and a successful use of the Heal skill improves. In addition to the normal hit point recovery rate (1d4 for a medical kit, 1d6 per patient’s character level for surgery), the Field Medic restores 1 hit point for every level he has.

This ability replaces Bonus feat.

Medical Mastery

When making a Heal skill check, a Field Medic of 4th level or higher may take 10 even if stress and distractions would normally prevent him or her from doing so.

This ability replaces Bonus feat.

Minor Medical Miracle

At 6th level or higher, a Field Medic can save a character reduced to –10 hit points or lower. If the Field Medic is able to administer aid within 3 rounds of the character’s death, he or she can make a Heal check. The DC for this check is 30, and the Field Medic can’t take 10 or take 20. If the check succeeds, the dead character can make a Fortitude save (DC 15) to stabilize and be restored to 0 hit points.

If the Field Medic fails the skill check or the patient fails the save, the dead character can’t be saved.

This ability replaces Bonus feat.

Medical Miracle

At 8th level, a Field Medic can revive a character reduced to –10 hit points or lower. If the Field Medic is able to administer aid within 3 minutes of the character’s death, he or she can make a Heal check. The DC for this check is 40, and the Field Medic can’t take 10 or take 20. If the check succeeds, the dead character can make a Fortitude save (DC 20) to stabilize and be restored to 1d6 hit points.

If the Field Medic fails the skill check or the patient fails the Fortitude save, the dead character can’t be restored.

This ability replaces Bonus feat.

Soldier

The following class features pertain to the Soldier archetype.

Weapon Focus

At 1st level, a Soldier gains the Weapon Focus feat.

This ability replaces Bonus feat.

Weapon Specialization

At 2nd level, a Soldier gains the Weapon Specialization feat.

This ability replaces Bonus feat.

Tactical Aid

At 4th level, as a full-round action, the Soldier provides tactical aid to all of his allies (including himself) within sight and voice range of his position. This use of tactical aid requires a Hero Point. This aid provides a +1 competence bonus on attack rolls. The bonus lasts for a number of rounds equal to one-half of the Soldier’s level, rounded down.

Improved Critical

At 6th level, the Soldier gains the Impaling Critical feat.

This ability replaces Bonus feat.

Improved Reaction

At 8th level, a Soldier gains the Improved Initiative feat.

This ability replaces Bonus feat.

Greater Weapon Specialization

At 8th level, a Soldier gains the Weapon Specialization, Greater feat.

Critical Strike

At 10th level, a Soldier gains the ability to automatically confirm a threat as a critical hit when attacking with the weapon he or she has applied weapon specialization to, eliminating the need to make a roll to confirm the critical hit.

This ability replaces Bonus feat.

Gunslinger

The following are new Deeds for the Gunslinger class.

Close Combat Shot

At 1st level, the Gunslinger gains the ability to make a ranged attack with a Medium-size or smaller firearm while in a threatened area without provoking an attack of opportunity.

Defensive Position

At 3rd level, as long as the Gunslinger has at least 1 grit point, gains an additional +2 cover bonus to Armor Class and an additional +2 cover bonus on Reflex saves whenever he has any form cover.

Lightning Shot

At 3rd level, as long as the Gunslinger has at least 1 grit point, a Gunslinger can make a flurry of ranged attacks with a firearm at the expense of accuracy. With a lightning shot, the Gunslinger may make one extra ranged attack with a firearm in a round at his highest base attack bonus. This attack and each other attack made in the round take a –2 penalty. This ability can only be used when taking the full attack action. The penalty applies to all attacks for one full round, including attacks of opportunity.

Sharp-Shooting

At 7th level, as long as the gunslinger has at least 1 grit point, if the Gunslinger uses a firearm to attack a target; the cover bonus to the target’s Armor Class is reduced by 2.

Bullseye

At 11th level, as long as the gunslinger has at least 1 grit point, a Gunslinger becomes so adept at using firearms that the gunslinger‘s attacks with firearms can deal extra damage. With a successful attack, before damage is rolled, the gunslinger can spend 1 Hero Point to deal +3d6 points of damage.

Monk

The following is an archetype for the Monk class.

Martial Artist

The following features pertain to the Martial Artist archetype.

Flying Kick

Starting at 2nd level, a Martial Artist can use a charge to deliver a devastating flying kick to an opponent. At the end of this charge, the martial artist adds his or her class level as a bonus to the damage he or she deals with an unarmed strike.

This ability replaces Bonus feat.

Iron Fist

At 6th level, a Martial Artist gains the ability to spend 1 ki Point to increase the level damage category he deals with a single unarmed strike by one category higher. The martial artist declares the use of the ki point after making a successful unarmed strike.

At 10th level, this ability im­proves. The Martial Artist now adds increase the level damage category to all successful attacks he or she makes in a round.

This ability replaces Bonus feat.

Paladin

The following is an archetype for the Paladin class.

Shadow Slayer

The following features pertain to the Shadow Slayer archetype.

Detect Shadow

A Shadow Slayer is uncannily aware of the denizens of Shadow and the true nature of reality. Once per day per level, the Shadow Slayer can sense the presence of a denizen of Shadow. In most campaigns any creatures other than humans, animals, and vermin are considered denizens of Shadow. Using this talent is a standard action that requires concentration. It has a range of 30 feet and lasts as long as the Slayer concentrates, up to a number of rounds equal to the Slayer’s level.

The amount of information gleaned by this uncanny awareness depends on how long the Slayer focuses his attention.

1st Round: Presence or absence of Shadow creatures.

2nd Round: Number of Shadow auras (creatures or objects of Shadow) in the area and the power of the strongest Shadow aura present. If the power of the strongest Shadow aura is “overwhelming,” and has a rating of at least twice the Shadow Slayer’s level, the Slayer is stunned for 1 round and the use of this ability ends. While stunned, the Slayer can’t act, he loses any Dexterity bonus to Armor Class, and attackers gain a +2 bonus on attacks made against him.

3rd Round: The power of each Shadow aura in the area becomes clear. If an aura is outside the Slayer’s line of sight, then he discerns its direction but not its exact location.

Shadow Aura: A creature of Shadow emanates an aura that links it to the supernatural dimension. The power of a Shadow aura depends on the type of creature or object emitting the aura and its Hit Dice or caster level.

Creature/Object Rating
Outsider HD
Magic item or spell Caster level x 1/2
Aberration, construct, dragon, elemental, undead creature HD x 1/2
All other denizens of Shadow HD x 1/5
Rating Aura Power
1 or lower Faint
2–4 Moderate
5–10 Strong
11 or higher Overwhelming

If an aura falls into more than one strength category (for instance, if a creature and a magic item are in the same place and each emits an aura), the ability indicates the stronger of the two.

Length Aura Lingers: How long a Shadow aura lingers after the creature or object has vacated the location depends on the aura’s original strength.

Original Aura Power Duration
Faint 1d6 minutes
Moderate 1d6 x 10 minutes
Strong 1d6 hours
Overwhelming 1d6 days

Each round, a Shadow Slayer can turn to detect the presence of Shadow in a new area. The ability can penetrate barriers, but 1 foot of stone, 1 inch of metal, or 3 feet of wood or dirt blocks it.

This ability replaces detect evil.

Shadow Immunity

At 2nd level, a Shadow Slayer gains damage reduction against the natural weapons of the denizens of Shadow (claws, bite, and so on). Shadow immunity doesn’t reduce the damage dealt by firearms, melee weapons, or hazardous effects. The damage reduction is equal to one-half of the Slayer’s level, rounded down.

This ability replaces Divine grace.

Shadow Enemy

At 8th and 14th level, a Shadow Slayer selects a type of Shadow creature as a favored enemy. Due to his extensive study of these foes and training in the proper techniques for combating them, the Shadow Slayer gains a +1 bonus to any skills used against creatures of this type. He also gets a +1 bonus on weapon damage rolls against creatures of this type.

At each level after 8th, the Shadow Slayer may add +1 to the value of the bonus against each of his favored enemy types.

Shadow Enemy Type
Aberration
Construct
Dragon
Elemental
Fey
Giant
Humanoid
Lycanthrope
Magical beast
Monstrous humanoid
Outsider
Undead

At 8th level this ability replaces Aura of resolve.

At 14th level this ability replaces Aura of faith.

Fast Healing

Starting at 11th level, a Shadow Slayer gains the ability of fast healing. Every round, the Shadow Slayer recovers a number of hit points equal to one-half his level.

This ability replaces Aura of justice.

Word of Slaying

At 17th level, a Shadow Slayer comes into his full power. By spending 1 Hero Point and using a standard action, the Shadow Slayer can utter a word of power that can devastate creatures of Shadow. The word of slaying affects any denizens of Shadow within 15 feet of the Slayer. The ill effects depend on the Hit Dice of the creatures, as shown below.

HD Effect
12 or more Dazed
8–11 Stunned
4–7 Paralyzed
3 or less Killed

A dazed creature can’t act for 1d4 rounds. A stunned creature is stunned for 2d4 rounds. A paralyzed creature can’t move or act for 1d10 minutes. A killed creature dies (if it is living) or is destroyed (if it is a construct or an undead).

This ability replaces Aura of righteousness.

Ranger

The following are archetypes for the Ranger class.

Explorer

The following class features pertain to the Explorer archetype.

Explorer Lore

At 1st level, an Explorer picks up stray and obscure facts during her adventures. She may make a special Explorer lore check with a bonus equal to her level + her Intelligence modifier to see whether or not she knows some relevant knowledge about notable people, legendary items, or noteworthy places. If the Explorer has 5 or more ranks in Knowledge (history), she gains a +2 bonus on this check. She may take 10 but cannot take 20 on this check.

An Explorer lore check does not reveal the powers of a magic item but may give some hint as to its general function; an Explorer may not take 10 or take 20 on this check.

Table: Explorer Lore

DC Type of Knowledge Examples
10 Common, known by at least a substantial minority of the local population. A local official’s hobbies and interests; common legends or rumors about a powerful place of mystery.
20 Uncommon but available, known by only a few people in the area. The coordinates of a known but uncharted world; legends or rumors about a powerful magic artifact.
25 Obscure, known by few, hard to come by. The customs of a documented unknown species; the true homeland of an ancient royal dynasty.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the knowledge’s significance. The most likely location of a long-lost pharaoh’s tomb; the history of a powerful artifact and its creator.

This ability replaces wild empathy.

Survivalist

At 1st level, the Explorer gains the bonus feats Guide and Tracker.

This ability replaces track.

Resolve

Beginning at 3rd level, an Explorer gains a morale bonus equal to one-half her level (rounded down) on saving throws to resist fear effects and Intimidate checks.

This ability replaces Endurance.

Skilled Searcher

When actively searching for secret doors or traps, an Explorer of 4th level or higher gains a bonus on her Perception checks equal to one-half her level (rounded down).

This ability replaces Hunter’s bond.

Trap Sense

At 7th level, an Explorer gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Armor Class against attacks made by traps.

These bonuses rise to +2 at 11th level, +3 at 15th level, and +4 at 19th level.

This ability replaces Woodland stride.

Extra Step

An Explorer of 8th level or higher can spend a Hero Point to take an extra 5-foot step during her turn, as a free action. This extra 5-foot step does not provoke attacks of opportunity.

At 10th level, the Explorer can take the extra 5-foot step without spending a Hero Point.

This ability replaces Swift tracker.

Shadow Hunter

The following features pertain to the Shadow Hunter archetype.

Target Bonus

At 1st level, the Shadow Hunter, as a full-round action, may designate an individual as a target. He spends one Hero Point to select a target, and thereafter gains a competence bonus on certain actions involving that particular target. The Shadow Hunter does not need to know the target personally and may know her only through her actions or description. The Shadow Hunter may not select a target while he or the target is in combat, and once he chooses a target he must wait 24 hours before choosing another.

The Shadow Hunter gains the target bonus as a competence bonus on attacks against that particular target, as well as when using any skills directly against the target, or in tracking a target. The target bonus applies to a single individual and lasts until the Shadow Hunter chooses a new target. The bonus is +1 at 1st level, +2 at 4th, and +3 at 7th level.

This ability replaces 1st favored enemy.

Swift Track

At 1st level, the Shadow Hunter may move at normal speed while using Track without taking the –5 penalty.

This ability replaces wild empathy.

No Trace

At 3rd level, the Shadow Hunter knows how to hide his own tracks, and may, at his choice, move into “No Trace” mode. All attempts to track the Shadow Hunter (though not allies) treat the ground as “firm” for purposes of success. In addition, the DC of any attempts to use Knowledge (technology) and Perception skills on matters involving the Shadow Hunter are increased by the Shadow Hunter’s level.

This ability replaces 1st favored terrain.

Play a Hunch

At 4th level, the Shadow Hunter gains the supernatural ability to make a guess and be assured that it is correct. The Shadow Hunter may, as a full-round action, spend a Hero Point to determine whether an assumption, hunch, or guess is correct. The player states the assertion and pays a Hero Point. The GM secretly rolls percentile dice; there is a 70% +1% per character level chance of getting a response on the hunch (failure indicates merely that you are unsure if this is true or not).

If the roll is a success, the player knows if the hunch is true, false, both or neither. A “both” response is possible for vague assumptions. An “unknown” response is for questions with no immediate answer.

It may be determined that a hunch is so obvious that it does not require a roll, or that it is so vague that there is no chance for success. In these cases, the Hero Point is not spent (though the attempt still counts as a full-round action). A hunch does not translate as a legal truth, and will not stand up in a court of law. Rather it is an obvious fact to the Shadow Hunter alone. Finding proof of an assumption would require additional work.

This ability replaces Hunter’s bond.

Detect Magical Aura

At 8th level, the Shadow Hunter gains the spell-like ability to detect magical aura. The Shadow Hunter may use this effect up to three times per day, and each use lasts for 20 minutes.

This ability replaces Swift tracker.

Locate Target

At 11th level, the Shadow Hunter gains the supernatural ability to know where his target is, if in the target is in the general vicinity (1,000 feet of the Shadow Hunter). This ability applies only to the target, and does not reveal attitude, status, or the presence of others around the target.

This ability replaces Quarry.

Tracer

The following class features pertain to the Tracer archetype.

Urban Tracking

At 1st level, a Tracer can track down the location of missing persons or wanted individuals.

To find the trail of an individual or to follow it for 1 hour requires a Perception check. You must make another Perception check every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town.

The DC of the check, and the number of checks required to track down your quarry, depends on the community population and the conditions:

Population DC Checks Required
Fewer than 2,000 5 1d4
2,000–9,000 10 1d4+1
10,000–49,000 15 2d4
50,000–99,000 20 2d4+1
100,000–499,000 25 3d4
500,000+ 30 3d4+1
Condition DC Modifier
Every three creatures in the group being sought –1
Every 24 hours the quarry has been missing or sought +1
Tracked quarry “lies low” +5

If you fail a Perception check, you can retry after 1 hour of questioning. The GM rolls the number of checks required secretly, so the player doesn’t know exactly how long the task requires.

You can cut the time per Perception check in half (to 30 minutes per check rather than 1 hour per check), but you suffer a –5 penalty on the check.

This ability replaces wild empathy.

Combat Style

Swift Strike

The Tracer becomes skilled at taking down unwary targets quickly. He gains the Rogue Sneak Attack class ability. The extra damage increases every three levels.

Uncanny Stealth

Tracers learn to move quickly yet quietly.

At 4th level, a Tracer no longer suffers move penalties on Stealth checks while moving at full speed.

At 7th level, a Tracer suffers only a –10 penalty on Stealth checks while running or charging.

This ability replaces Hunter’s bond.

Rogue

The following are archetypes for the Rogue class.

Daredevil

The following features pertain to the Daredevil archetype.

Fearless

At 1st level, a Daredevil gains a +4 morale bonus on Will saves to resist fear effects and on level checks to oppose Intimidate checks.

This ability replaces trapfinding.

Nip-Up

A Daredevil of 3rd level or higher can stand up from a prone position as a free action that does not provoke an attack of opportunity.

This ability replaces trap sense +1.

Action Boost

This ability, gained at 6th level, allows a Daredevil to spend 2 Hero Points on a single action in a round. A Daredevil can spend 1 Hero Point, see the result of the roll, and then decide to spend a second point, as long as he or she does so before the GM reveals the result of the action.

This ability replaces trap sense +2.

Adrenaline Rush

At 9th level, a Daredevil can temporarily increase one of his or her physical ability scores (Strength, Dexterity, or Constitution). The Daredevil spends 1 Hero Point and gets to increase the selected ability score by 1d4+1 points. The increase lasts for a number of rounds equal to his class level. At the end of the duration, the Daredevil is fatigued for 1d4+1 rounds.

This ability replaces trap sense +3.

At 12th level, a Daredevil can temporarily increase two physical ability scores. At the end of the duration, the Daredevil is fatigued for 1d6+2 rounds.

This ability replaces trap sense +4.

Delay Damage

Once per day, a Daredevil of 15th level or higher can delay the damage dealt by a single attack or effect for a number of rounds equal to his or her class level.

This ability replaces trap sense +5.

Damage Threshold

An 18th level Daredevil is immune to massive damage effects.

Massive Damage (Optional Rule): If you ever sustain a single attack that deals an amount of damage equal to half your total hit points (minimum 50 points of damage) or more and it doesn’t kill you outright, you must make a DC 15 Fortitude save. If this saving throw fails, you die regardless of your current hit points. If you take half your total hit points or more in damage from multiple attacks, no one of which dealt more than half your total hit points (minimum 50), the massive damage rule does not apply.

This ability replaces trap sense +6.

Infiltrator

The following features pertain to the Infiltrator archetype.

Sweep

At 3rd level, an Infiltrator knows how to size up an area and get the lay of the land in a single sweep of his or her eyes. This sweep provides a +4 circumstance bonus on Perception checks and covers an area out to 30 feet away from the Infiltrator. The Infiltrator can use this bonus at the start of an encounter.

Anything not concealed can be spotted in a sweep with a successful check (DC 10). The DC for concealed or less obvious threats is equal to their Stealth check result.

This ability replaces trap sense +1.

Improvised Implements

At 6th level, an Infiltrator no longer takes a –4 penalty when wielding an improvised weapon. Also, the Infiltrator is able to make do without proper equipment in certain circumstances: the Infiltrator no longer takes a penalty when using skills without the proper tools.

This ability replaces trap sense +2.

Skill Mastery

At 9th level, an Infiltrator selects a number of skills from skill list equal to 3 + his or her Intelligence modifier. When making a check using one of these skills, the Infiltrator may take 10 even if stress and distractions would normally prevent him or her from doing so.

This ability replaces trap sense +3.

Improvised Weapon Damage

At 12th level, an Infiltrator’s attacks with improvised weapons deal more damage. The Infiltrator treats an improvised weapon as one size category larger than it is for the purpose of determining the damage it deals.

This ability replaces trap sense +4.

Improved Sweep

At 15th level, an Infiltrator’s ability to get the lay of the land improves. Now the Infiltrator not only spots potential perils with a successful check, he or she can determine the relative strength of these dangers. A successful check relates the danger’s strength compared to the Infiltrator: stronger (higher level or Hit Dice), on par (same level or HD), or weaker (lower level or HD).

This ability replaces trap sense +5.

Without a Trace

At 18th level, an Infiltrator gains a +4 bonus on all opposed skill checks.

This ability replaces trap sense +6.

Investigator

The following features pertain to the Investigator archetype.

Profile

At 1st level, by making a Perception check (DC 15) when talking to witnesses of a crime, the Investigator compiles a rough mental picture of the suspect. This mental picture provides a physical description, including distinguishing markings and visible mannerisms. Success makes the profile accurate, at least concerning a particular suspect as seen by witnesses.

The Investigator can expand the profile by making another Perception check (DC 15) involving the crime scene or other evidence linked to the suspect. If successful, the Investigator combines eyewitness accounts with forensic evidence to develop a profile of the suspect’s method of operation. This provides a +2 circumstance bonus on any skill checks made to uncover additional evidence or otherwise locate and capture the suspect.

This ability replaces trapfinding.

Contact

An Investigator of 3rd level or higher cultivates associates and informants. Each time the Investigator gains a contact, the GM should develop a supporting character to represent the contact. The player can suggest the type of contact his or her character wants to gain, but the contact must be an ordinary character, not a heroic character.

A contact will not accompany an Investigator on missions or risk his or her life. A contact can, however, provide information or render a service (make a specific skill check on the Investigator’s behalf).

At 3rd level, the Investigator gains a low-level contact.

This ability replaces trap sense +1.

At 9th level a mid-level contact.

This ability replaces trap sense +3.

At 15th level a high-level contact.

This ability replaces trap sense +5.

The Investigator can’t call on the same contact more than once in a week, and when he or she does call on a contact, compensation may be required for the assistance the contact renders. In general, a professional associate won’t be compensated monetarily, but instead will consider that the Investigator owes a favor. Contacts with underworld or street connections usually demand monetary compensation for the services they render, and experts in the use of skills normally want to be paid for the services they provide.

For underworld or street contacts, this expense is $100 for the low-level contact, $500 for the mid-level contact, or $1000 for the high-level contact. For skilled experts, the cost is $100 x the ranks the expert has in the appropriate skill.

Nonlethal Force

At 6th level, an Investigator becomes adept at using nonlethal force to subdue an opponent. From this point on, he can deal nonlethal damage with a weapon that normally deals lethal damage (if he or she so chooses) without taking the normal –4 penalty on the attack roll.

This ability replaces trap sense +2.

Discern Lie

At 12th level, an Investigator develops the ability to gauge whether another character is telling the truth by reading facial expressions and interpreting body language. The Investigator must be able to see and hear (but not necessarily understand) the individual under scrutiny.

With a successful Sense Motive check opposed by the subject’s Bluff check result or against DC 10 (whichever is greater), the Investigator can tell whether the subject is deliberately and knowingly speaking a lie. This ability doesn’t reveal the truth, uncover unintentional inaccuracies, or necessarily reveal omissions in information.

This ability replaces trap sense +4.

Sixth Sense

At 18th level, an Investigator becomes so attuned at solving mysteries that he finds a way to put two and two together and rarely misses a clue. Whenever the Investigator spends 1 Hero Point he gains a +20 bonus to a Perception check.

This ability replaces trap sense +6.

Speed Demon

The following features pertain to the Speed Demon archetype.

Hit the Weak Spot

At 1st level, the Speed Demon knows enough about vehicles to know the best way to damage and disable them. Whether using a weapon or another vehicle, the Speed Demon ignores the first 5 points of hardness when attacking a vehicle.

This ability replaces trapfinding.

Vehicle Empathy

At 3rd level, the Speed Demon gains the supernatural ability to use Disable Device with a vehicle with which she has the Vehicle Specialization feat. This is a free action, but she must be touching the vehicle in question in order for the ability to function. This may include popping the locks without tools, starting the engine without keys, or cracking the engine block by touching the hood.

This ability replaces trap sense +1.

Need for Speed

The Speed Demon can improve the top speed of a ground or water vehicle that she controls. The vehicle’s top speed is increased by 25%.

This ability is a Rogue Talent.

Nursing the Turns

At 5th level, the Speed Demon can get better performance out of a vehicle, reducing some of its penalties. The Speed Demon may spend a Hero Point to negate the Maneuver penalty of a vehicle or Initiative penalty of a vehicle she controls until the beginning of the Speed Demon‘s next turn.

This ability is a Rogue Talent.

Commandeer

At 6th level, the Speed Demon gains the supernatural ability to control a vehicle even if she is not behind the wheel or otherwise in immediate control of the vehicle. The Speed Demon makes all Profession (driver) checks for the vehicle as long as she is in control.

The Speed Demon must be in contact with the vehicle, and loses control of it if she no longer maintains contact. The vehicle must be a vehicle with which the Speed Demon has the Vehicle Specialization feat.

The Speed Demon must make a Profession (driver) check for commandeering a vehicle. The DC is 10 for an otherwise uncontrolled vehicle or one in which the controller allows the Speed Demon to assume control. If the controller of the vehicle resists the Speed Demon‘s attempts, the DC is 10 + the controller’s Profession (driver) skill.

This ability replaces trap sense +2.

Leadfoot

At 9th level, the Speed Demon gains a +2 competence bonus on initiative checks when controlling a vehicle.

This ability replaces trap sense +3.

Redlining the Needle

At 12th level, the Speed Demon treats Check/Roll Modifiers based on speed at a +4.

This ability replaces trap sense +4.

Restore Vehicle

At 15th level, the Speed Demon gains the supernatural ability to, as a move action; restore a vehicle to working condition. The Speed Demon spends a Hero Point and restores up to 10 points of damage to a vehicle she is in contact with. The restoration is magical in nature, and may be performed while the vehicle is in motion. The Speed Demon may restore damaged portions of the vehicle, such as tires, in the same manner.

This ability replaces trap sense +5.

One with the Vehicle

At 18th level, the Speed Demon develops supernatural reflexes behind the wheel, effectively reacting as if vehicle and body were one. When the Speed Demon is in control of a vehicle, she can add her Armor Class bonus to that of the vehicle. The Armor Class bonus applies to all parts of the vehicle, including windshields, tires, and passengers.

This ability replaces trap sense +6.

Swindler

The following features pertain to the Swindler archetype.

Cheat Fate

At 1st level, fortune favors the Swindler. Once per day, he may reroll one roll that he has just made before the success or failure of the result is announced. The Swindler must take the result of the reroll, even if it’s worse than the original roll.

This ability replaces trapfinding.

Thousand Faces

At 2nd level, a Swindler’s ability to manipulate probability makes him unpopular in certain circles, increasing the need for a ready number of disguises. The Swindler becomes a master of the quick disguise. He can don a convincing disguise in one-tenth the normal time (1d4 minutes).

This ability replaces rogue talent.

Fortune’s Favor

At 4th level, the Swindler learns to subtly manipulate the fortunes of his adversaries, making him harder to strike in combat. He can spend a Hero Point to gain a +2 luck bonus to Armor Class against all attacks for 1 round. The Swindler must use this ability on his turn, and the bonus lasts until just before the Swindler’s next turn. A Swindler uses this ability instead of Dodge on his turn.

The luck bonus to Defense increases to +4 at 7th level and +6 at 10th level.

This ability replaces rogue talent.

Warp Probability

At 6th level, the Swindler can affect another creature’s attack roll, skill check, ability check, level check, or saving throw. As a free action during another creature’s turn, the Swindler can spend a Hero Point to alter the target’s d20 roll result. The Swindler must be within 30 feet of the target, must be able to see the target, and must declare that he’s spending the Hero Point before the result of the target’s roll is revealed. The Swindler’s rolls a d20 and the result counts either as a bonus or penalty to the target’s roll, at the Swindler’s discretion.

At 8th level, the range of this ability increases to 60 feet.

This ability replaces rogue talent.

Sorcerer

The following are archetypes for the Sorcerer class.

Arcane Arranger

The following features pertain to the Arcane Arranger archetype.

Word on the Street

At 2nd level, the Arcane Arranger filters information constantly and remembers everything. Through regular contacts, gossip, internet chats, and other situations, he has a deep knowledge of everyday things. The Arcane Arranger can make a Perception check on general or specific information instantaneously.

Protected information requires 1d4+1 hours for a check.

False Allegiance

At 4th level, the Arcane Arranger fits in with whatever group he chooses to be with. The Arcane Arranger can successfully emulate an Faction he knows about. He gains the +2 circumstance bonus on Charisma-based skills when dealing with an individual of the same Faction. The Faction and its bonus is considered in effect until a check is failed, at which point the false Faction is revealed. Supernatural and spell-like abilities that determine allegiance are not affected by the Arcane Arranger’s false allegiance ability.

Shadow Resources

At 6th level, the Arcane Arranger is well-enough wired into the social system to be able to get the names and numbers of individuals with particular abilities and talents. Even if away from his home stomping ground a phone call can produce a contact with the needed resource. Make a level check plus charisma modifier. The difficulty of this task is based on how common the required abilities are:

Common Skill (Ride, Pilot, Treat Injury) DC .
Uncommon Skill (subgroups of other skills such as Knowledge or Craft D.
Rare Skill (skills available for a particular class—Spellcraft, Use Magic Device) D.
Specific Feat D.
Class Feature (spellcasting, turn undead) D.
Specific Combination of Skills, Feats, and Abilities (someone with Knowledge (business) and the ability to cast the augury spell) D.
Finding someone willing to perform activities secretly or illegally DC +5
Finding someone with a specific level of ability Add desired ranks to DC

A successful check indicates that the individual is available, and the Arcane Arranger knows about him. It does not guarantee the character contacted will be willing to perform the requested service—the party requesting the service must still negotiate for that person’s services. An unsuccessful check means that no such individual is immediately known or available to the Arcane Arranger. This does not negate trying again for a different skill, nor from trying to locate a skill resource through more traditional methods. The resource the Arcane Arranger knows about will have total ranks in the needed skill of at least the Arcane Arranger’s level +3.

Pack Rat

At 8th level, the Arcane Arranger is considered to have considerable material resources either at hand or easily and cheaply acquired. When the Arcane Arranger needs to determine if a particular item is “at hand,” he can use any social skill to acquire the item with a DC is 10 + 1 per $1,000 (round up).

Expert in Your Field

At 10th level, the Arcane Arranger is considered a master of connections, such that his reputation precedes him in his dealings with others. The Arcane Arranger gains a circumstance bonus equal to his Fame when making skill checks that are directly involved with social skills.

Up My Sleeve

At 12th level, the Arcane Arranger gains the supernatural ability to pull a specific item out of thin air. As a move action, the Arcane Arranger may cause any item currently in his possession (with a size no greater than Small) to disappear into an extra-dimensional space. The item becomes impossible to detect by any means, however detect magical aura spells will reveal a moderate magical aura around the hand that last held the item. As a move action, the Arcane Arranger can cause the item to reappear in his hand. The Arcane Arranger may only hide one item at a time in this fashion.

At 14th level, the Arcane Arranger may use this ability to hide a single object of up to Large size or up to three objects of up to Small size (each of which may be retrieved individually).

Shadowjack

The following features pertain to the Shadowjack archetype.

Read/Write Code

Beginning at 1st level, the Shadowjack can understand both the nature of raw computer code and what the program is intended to accomplish when implemented. On a successful Linguistics check (DC 10 + Knowledge (technology) skill modifier of the code’s author), the Shadowjack can determine both the function of the program and any bugs or potential weak points in the design. If weak points are found, the Shadowjack gains a +2 insight bonus on Knowledge (technology) checks attempting to degrade the program.

Online Presence

Beginning at 2nd level, when attempting to use a Charisma based skills such a Bluff, Intimidate, or Diplomacy in an online situation, the Shadowjack adds any Shadowjack levels as a circumstance bonus.

Shadowjack Abilities

Beginning at 4th level, the Shadowjack gains the following abilities:

Electronic Empathy: The Shadowjack gains a +2 competence bonus when repairing or disabling electronic devices. This is in addition to any other bonuses for related skills.

Careful Progress: When the Shadowjack attempts to defeat computer security, the administrator is alerted only if the Shadowjack fails his Knowledge (technology) check by 10 or more.

False Trail: When covering his electronically tracks through the internet, the Shadowjack can lay in a false trail. With a successful DC 25 Knowledge (technology) check, the Shadowjack imposes a –5 penalty on any attempt to trace him. If the trace fails by 10 or more points, the tracker follows the Shadowjack’s false trail to an innocent internet address. If the trace fails by less than 10 points, the tracker realizes the trail is bogus and gives up.

Install Backdoor: After successfully breaking into a specific computer system, the Shadowjack can install a “backdoor” to the system. A backdoor is a piece of code that makes it easier for the Shadowjack to break into that particular system in the future. Writing and installing the program requires a Knowledge (technology) check (see chart below), but once successfully installed it automatically defeats that systems’ security upon return trips—the Shadowjack no longer needs to make Knowledge (technology) checks to enter that system.

Level of Security DC
Minimum 25
Average 30
Exceptional 40
Maximum 45

It is important to keep backdoors hidden from the system administrator, who will always be on the lookout for such invasions. A backdoor automatically allows the Shadowjack entrance to a particular system, but every time he uses it he must make an opposed Knowledge (technology) check against the administrator. Failure means the backdoor is discovered and will be deleted before the next time the Shadowjack returns.

At 6th level, the Shadowjack gains the following abilities:

Online Spell Resistance: The Shadowjack becomes harder to hurt by spells and spell-like abilities sent through email and electronic devices, including the Techno Mage’s online spellcasting ability as well as magical items which use electronic components. The Shadowjack gains Spell Resistance equal to 10 + his Shadowjack levels. This is a supernatural ability.

Improved Degradation: The character’s attempts to alter and degrade existing programming get more insidious. The degradation is installed as normal. However, unless the Knowledge (technology) check to fix the degraded program exceeds the DC by 5, the degradation returns within 6 hours, this happens automatically, the character doesn’t have to make a second check.

At 8th level, the Shadowjack gains the following abilities:

Passfirewall: When the Shadowjack attempts to defeat computer security, the administrator is alerted only if the Shadowjack rolls a 1 on his Knowledge (technology) check.

Walking Database: The Shadowjack gains the supernatural ability to recall vast amounts of information gleaned while traveling through cyberspace. He may substitute his Knowledge (technology) score instead of another Knowledge score for the purposes of a check.

Virtual Incantations

At 10th level, the Shadowjack gains the spell-like ability to use a computer to cast spells, if he is successful at a Knowledge (technology) check with a DC equal to a DC of 15 + spell level. All other requirements for the spell (components, saving throw and so forth) remain the same.

Wizard

The following are archetypes for the Wizard class.

Mage

Brew Potion

At 3rd level, a Mage gains the Brew Potion feat.

Scribe Tattoo

At 4th level, a Mage gains the Inscribe Magical Tattoo feat.

Spell Mastery

At 5th and 8th level, a Mage gains the spell mastery ability. Each time, the Mage chooses a number of spells that he already knows equal to his Intelligence modifier. From that point on, the Mage can prepare these spells without referring to a spellbook. The Mage is so intimately familiar with these spells that he doesn’t need a spellbook to prepare them anymore.

This ability replaces Bonus feat.

Combat Casting

At 7th level, a Mage gains the Combat Casting feat.

Maximize Spell

At 10th level, a Mage gains the Maximize Spell feat.

This ability replaces Bonus feat.

Techno Mage

The following features pertain to the Techno Mage archetype.

Arcane Spells and Armor

The Techno Mage gains the Arcane Armor Training feat.

This ability replaces Scribe Scroll.

Spellfiles

The Techno Mage spells are can only be stored digitally.

This ability replaces the traditional Wizards spellbook.

Machine Empathy

At 2nd level, the Techno Mage is so comfortable with technology that she gains a +2 competence bonus with any electronic or mechanical device, and in addition may use any skill that involves technology untrained.

Program Spell

At 3rd level, the Techno Mage may spend a Hero Point to insert a spell within a particular analog or digital device, such that by touching a key (or flicking a switch), the spell activates. All variables of the spell are set at the time of casting.

Casting a spell takes the normal amount of time; discharging a programmed spell is a Standard action.

Create Homunculus

At 4th level, the Techno Mage can create a homunculus. The homunculus may be flesh, digital, chemical, or biochemical in nature.

Creating a homunculus requires a $25,000 to acquire the appropriate equipment. The materials used are consumed in the creation of the homunculus. In addition, the creation of a homunculus requires a pint of the Techno Mage’s blood.

It takes a week to create a homunculus. During this time the Techno Mage must labor for 8 hours a day. A character not actively working on the ritual must perform no other activities except eating, sleeping, or talking. If she misses a day, the process fails, and the ritual must begin anew. At the end of the period, the Techno Mage makes an appropriate skill check for the Craft skill connected with the particular subtype of homunculus (DC 20). A failure indicates loss of the subject (requiring the Techno Mage to begin again) but no other penalty.

The Techno Mage may create any number of homunculi. However, when a homunculi perishes, its death deals 2d10 points of damage to the Techno Mage, so caution is usually the by-word in homunculus creation.

Arcane Spontaneous Casting

At 5th level, the Techno Mage chooses a number of spells she already knows equal to her Intelligence modifier. From that point on, the Techno Mage can cast those spells in place of already-chosen spells of the same level. The Techno Mage “loses” a prepared spell to cast another spell of the same level or lower.

This ability replaces Bonus feat.

Spell Focus

At 7th level, the Techno Mage gains the Focused Spell feat.

Online Casting

At 8th level, the Techno Mage can cast spells through electronic devices, including cameras, cell phones, and modems.

If the spell requires the caster to be seen, then the target must see the caster, if it requires the caster to be heard, then the target must be able to hear the caster. Range is determined from the caster to the pick-up device (camera, keyboard, etc.) and then from the device to its target. The space between keyboard and monitor, or camera and screen, is not considered. The Techno Mage must be able to see or otherwise be able to determine the location of her target (“person at the keyboard” is a suitable target). Spells cast online are less effective, such that the target gets a +4 circumstance bonus on saving throws.

Quicken Spell

At 10th level, the Techno Mage gains the Quicken Spell feat.

This ability replaces Bonus feat.

Witch

The following are archetypes for the Witch class.

Mystic

The following information pertains to the Mystic archetype.

Turn or Rebuke Undead

Starting at 3rd level, a Mystic gains the Turn Undead feat. The Mystic must spend a Hero Point to turn or rebuke undead.

Combat Casting

At 5th level, a Mystic gains the Combat Casting feat.

Brew Potion

At 7th level, the Mystic gains the Brew Potion feat.

Discern Lie

At 9th level, the Mystic develops the ability to gauge whether another character is telling the truth by reading facial expressions and interpreting body language. The Mystic must be able to see and hear (but not necessarily understand) the individual under scrutiny.

The Mystic can determine whether a spoken statement is true or false with a successful Sense Motive check opposed by the subject’s Bluff check or DC 10, whichever is greater.

Turn or Rebuke Humans

Starting at 11th level, the Mystic gains the supernatural ability to affect humans, allowing her to command them or drive them off in the fashion of the Turn Undead feat. The Mystic’s alignment does not affect the type of effects she has on humans. The ability does not affect humanoids or other creatures. The Mystic must spend a Hero Point to turn or rebuke humans.

A Mystic may turn, rebuke, command or bolster humans. She cannot destroy the targeted humans with this ability, nor can she dispel the turning of another individual.

Empower Spell

At 13th level, the Mystic gains the Empower Spell feat.

Occultist

The following features pertain to the Occultist archetype.

Arcane Research

At 3rd level the Occultist gains the Scribe Scroll feat.

Shadow Contact

At 5th level, an Occultist gains a denizen of Shadow as a contact. The Shadow creature can have HD equal to one-half the Occultist’s class level or less. This Shadow creature may or may not be overtly hostile toward humans, but it tolerates the Occultist. The Shadow creature will provide information or other minor assistance as though its attitude toward the Occultist were friendly. It might still omit important details, depending on its relationship with the Occultist. The Shadow creature doesn’t accompany the Occultist on adventures, and it may not always be available when the Occultist wants it. In most cases, the Shadow contact can be called upon once per week, and the creature requires some form of compensation for each favor. Compensation can be a favor in return or something appropriate to the creature in question.

If the Shadow creature dies, a new creature replaces it when the Occultist attains her next level in this class.

Bind Shadow Creature

At 7th level, an Occultist can select a type of Shadow creature (any creature type other than animal or vermin) and bind one such creature into service. A Shadow creature of the appropriate type and Hit Dice (GM’s choice) appears at the Occultist’s side in 1d6+1 days. Thereafter, it serves the Occultist, with an outward attitude of helpful (though it might inwardly hate the Occultist who has trapped it into service). It obeys the Occultist, providing protection, fighting at her side, and performing other services. It always seeks to obey the letter of the Occultist’s command, and can sometimes use this behavior to harm the Occultist or otherwise hinder as much as it helps.

At 7th level, the Occultist can bind a Shadow creature with 2 HD or less.

At 11th level, the Occultist can bind a Shadow creature with 4 HD or less.

Arcane Research (Items)

Starting at 9th level, an Occultist can perform research to find magic items. The method and process is unique to the Occultist. There is no purchase cost for the magic items the Occultist gains with each new level attained in this class.

When the Occultist attains 9th level, and upon attaining each new level thereafter, she uncovers one magic item through arcane research and study. The GM randomly selects the item, though the Occultist can make a Knowledge (arcana) check (DC 25) to specify the type of item gained.

The item must be a wondrous item, a wand, a magic weapon, or a set of magic armor.

Banish

At 13th level, an Occultist comes into her full power. By spending 1 Hero Point and an standard action, the Occultist can utter a word of power that forces a denizen of Shadow to return to the Shadow dimension. The Shadow creature gets a Will save (DC 10 + Occultist’s level + Occultist’s Cha modifier), adding a bonus equal to its HD to the save. If the save succeeds, the Shadow creature doesn’t disappear but is instead stunned for 1d4+1 rounds.

Shadow Heroes

The Shadow Heroes sample campaign is just a few simple rules to use when a Modern Hero character acquires a supernatural race or template. The following rules are easily adjusted and expanded as needed.

The Modern Hero class holds a few unique advantages and disadvantages when certain creature types are acquired by the character.

Normally, antiheroes are not allowed the use of Hero Points. This is not the case when these creature types are used in conjunction with the Modern Hero class. The difference is how the points are gained and replenished.

These creature types also gain access to various class abilities (including archetypes) of that class to use as Talent or Training slots. The creature must meet the level and any other requirements of the class ability. This cost of one class ability is one Talent or Training slot.

The following a few examples.

Angel

Angles are any creature type of a celestial nature. These include the creature subtypes of Angel, Archon, Azatas and any celestial or divine influenced template or race.

Grace

The Angel has a new ability called Grace. Grace grants a +10 bonus to Hero Points in addition to the normal class bonuses. Additionally, for every Fame point gained in a celestial type Faction, the angel also gains a Hero Point.

Angels regain 1 used Hero Point after invoking a supernatural ability that is divine in nature. A few examples are: Channel Positive Energy, paladin’s Divine Grace or Mercy class abilities.

Class and Archetype

An Angel gains access to the class and archetypes abilities of the Cleric and Paladin. The Angel can buy one of these class abilities as a class Talent or Training. The GM is free to expand or restrict this list.

Disadvantage

The disadvantage for Grace is that if an Angle’s “true name” is known and used against him, it drains his entire Hero Points and he is unable to use any supernatural powers.

Demon

Demons are any creature type of an infernal nature. These include the creature subtypes of daemon, demons, devils and other evil outsider influenced template or race.

Blight

The Demon has a new ability called Blight. Blight grants a +10 bonus to Hero Points in addition to the normal class bonuses. Additionally, for every Fame point gained in an infernal type Faction, the demon also gains a Hero Point.

Demons regain 1 used Hero Point after invoking a supernatural ability that is evil in nature. A few examples are: Channel Negative Energy, anti-paladin’s Touch of Corruption or Cruelty class abilities.

Class and Archetype

A Demon gains access to the class and archetypes of the Cleric and anti-Paladin. The Demon can buy one of these class abilities as a class Talent or Training. The GM is free to expand or restrict this list.

Disadvantage

The disadvantage for Blight is that if a Demon‘s “true name” is known and used against him, it drains his entire Hero Points and he is unable to use any supernatural powers.

Vampire

Vampires are any creature type of any vampire nature. These include all the vampire templates or races.

Blood

The Vampire has a new ability called Blood. Blood grants a +10 bonus to Hero Points in addition to the normal class bonuses. Additionally, for every 25 years of age, the Vampire also gains a Hero Point.

Vampires Hero Points are regained after draining blood from a Bite Attack on a humanoid. A vampire can drain blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire regains one Hero Point for every one point of Constitution drained.

Class and Archetype

A Vampire gains access to the class and archetypes of the Rogue. The Vampire can buy one of these class abilities as a class Talent or Training. The GM is free to expand or restrict this list.

Disadvantage

The disadvantage for Blood is that Vampires lose 1 Hero Point a night and 1 per round in direct sunlight. If the Vampire‘s Hero Points reach 0; they fall under the condition disabled.

Werewolf

Werewolves are any creature type that is in werewolf nature. These include all the werewolf templates or races.

Lunar

The Werewolf has a new ability called Lunar. Lunar grants a +10 bonus to Hero Points in addition to the normal class bonuses. Additionally, the phase of the moon also affects the Werewolf‘s Hero Points temporally.

The Werewolf‘s Hero Points temporally increase for the night depending on the phases of the Moon.

New Moon: 2 Point

Crescent Moon: 4 Points

Quarter Moon: 6 Points

Waxing Moon: 8 Points

Full Moon: 10 Points and double the character’s total Hero Point pool.

Class and Archetype

A Werewolf gains access to the class and archetypes of the Barbarian. The werewolf can buy one of these class abilities as a class Talent or Training. The GM is free to expand or restrict this list.

Disadvantage

The disadvantage for Lunar is that each night a werewolf has to make a will save DC 15 + moon phase points. If failed, the Werewolf will go into a uncontrollable Rage (same as Barbarian Rage) until the next morning.

Heroes of the Arcane

This is a campaign setting where the characters are spell casters in a modern setting. This is an optional example of how traditional spell casting can be incorporated into the Modern Path rule system. This is a sample campaign that is stripped down to the basic mechanics to allow the GM to fit it into any setting and game style they wish.

Arcane Languages

You must have a background in arcana to learn an arcane language. For each rank in Knowledge (arcana) you can learn one arcane language.

Enochian

Language of the angels.

Green Language

Also known as the “Language of the Birds”.

Ouranian Barbaric

Invented in the 20th century, it has become a part of mystic rituals.

Witches’ Alphabet

The original source is unknown, but it is believed to have originated from an ancient mage. It is also known as the Theban Script

Difficulties

Curse

Opening doorways that should remain closed comes with a price to pay. For each Advanced Training chosen, the Mystic must chose a curse.

A curse is based on the character level.

Each curse comes with a benefit as well as a hindrance. The curse cannot be removed or dispelled.

Clouded Vision

Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain blindsense out to a range of 30 feet. At 15th level, you gain blindsight out to a range of 15 feet.

Deaf

You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time. At 5th level, you receive a +3 competence bonus on Perception checks that do not rely upon hearing and the initiative penalty for being deaf is reduced to –2. At 10th level, you gain scent and you do not suffer any penalty on initiative checks due to being deaf. At 15th level, you gain tremorsense out to a range of 30 feet.

Haunted

Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.

Lame

One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th level, you are immune to the fatigued condition (but not exhaustion). At 10th level, your speed is never reduced by armor. At 15th level, you are immune to the exhausted condition.

Tongues

In times of stress or unease, you speak in tongues. Pick one of the following languages: Ancient Greek, Ancient Hebrew, Aramaic, Babylonian, Coptic, Enochian, Green Language, Latin, Middle Egyptian, Ouranian Barbaric, Sanskrit, or Witches Alphabet. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spell casting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.

Wasting

Your body is slowly rotting away. You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on saves made against disease. At 5th level, you are immune to the sickened condition (but not nauseated). At 10th level, you gain immunity to disease. At 15th level, you are immune to the nauseated condition.

Feats

Incantation

Description: You are able to cast two spells. These spells come from the various Pathfinder Role Playing Game rule books. These spells are normally found in old tomes and are difficult to come by.

Prerequisites: Knowledge (arcana) 1 rank

Benefit: You choose any two spells to cast, based on the chart below, in ranks of the character’s Knowledge (arcana) skill.

Knowledge (arcana) Ranks Spell Level
1 0
2 0
3 1
4 1
5 2
6 2
7 3
8 3
9 4
10 4
11 5
12 5
13 6
14 6
15 7
16 7
17 8
18 8
19 9
20 9

To cast the spell you must make a Knowledge (arcana) check DC 20 + spell level.

When a caster fails a Knowledge (arcana) check to cast an invocation, the caster (and all involved in the casting) acquires a spellblight. A failed spell of 4th level or lower results in a minor spellblight, while a failed spell of 5th level or higher results in a major spellblight.

An Incantation is a full round action per spell level.

An Incantation’s caster level is based on your ranks in Knowledge (arcana).

The skill ability to “Aid Another”; can also be used normally.

After casting an Incantation, all individuals that participated in the casting of the incantation, are affected by the condition “Fatigue” (no save).

If another Incantation is cast that same day, the conditions increase in severity by one step:

1st Incantation a day = Fatigue

2nd Incantation a day = Exhaustion

3rd Incantation a day = Exhaustion + Sickened

4th Incantation a day = Exhaustion + Sickened + Stunned

5th Incantation a day = Unconscious

There is no save to avoid these conditions.

Special: You can gain this feat multiple times. Each time you must choose two different spells.

Turn Creature Type

Description: Calling upon higher powers, you cause a chosen creature type to flee from the might of your unleashed divine energy.

Prerequisites: Channel energy class feature.Benefit: You can, as a standard action, use one of your uses of channel energy to cause all the chosen creature type within 30 feet of you to flee, as if panicked. The chosen creature type receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your level + your Charisma modifier.

The chosen creature types that fail their save flee for 1 minute. Intelligent chosen creature type receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).

The chosen creature type is the same as the Ranger class ability “Favored Enemy”.

Table: Chosen Creature Types

Type (Subtype) Type (Subtype)
Aberration Magical beast
Animal Humanoid (other subtype)
Construct Monstrous humanoid
Dragon Ooze
Fey Outsider (air)
Humanoid (aquatic) Outsider (chaotic)
Humanoid (dwarf) Outsider (earth)
Humanoid (elf) Outsider (evil)
Humanoid (giant) Outsider (fire)
Humanoid (goblinoid) Outsider (good)
Humanoid (gnoll) Outsider (lawful)
Humanoid (gnome) Outsider (native)
Humanoid (halfling) Outsider (water)
Humanoid (human) Plant
Humanoid (orc) Undead
Humanoid (reptilian) Vermin

Faction

Order of the Secret

Order of the Secret is an ancient and mysterious faction. Its origins are unknown, but there are references found of the order within the earliest of writings and lore.

Goal

The primary goal of Order of the Secret is to regulate the practice of magic.

Traits

Apothecary

Apothecaries are people who study the occult science of mixing chemicals, elements and naturally occurring materials together for predictable results. They often go on to be research scientists, inventors, pharmacists, or alchemists.

Class Skills: You gain a +1 Trait bonus on Craft (alchemy) and Knowledge (arcana) skill and these skills are class skill for you.

Fame Bonus: +1 to the Order of the Secret faction

Hedge Wizard

A hedge wizard is someone who has spent a great deal of time studying the arcane arts without the benefit of having any formal training or mentoring.

Class Skills: You gain a +1 Trait bonus on Knowledge (arcana) and Use Magical Device skill and these skills are class skill for you.

Fame Bonus: +2 to the Order of the Secret faction

Novitiate

Novitiates draw quiet strength from their belief in a greater power. They do not necessarily have ties to a specific religion or denomination—their faith is enough. Some novitiates are lay clergy, counselors, motivational speakers, social workers, or any other position involved with helping people who have lost hope and faith.

Skills: You gain a +1 Trait bonus on Knowledge (arcana) and Knowledge (religion) skill and these skills are class skill for you.

Fame Bonus: +2 to the Order of the Secret faction

Mystic

The Mystic understands the arcane and the divine.

Training

The following are Training for the Mystic.

Advanced Training – Book of Shadows

Prerequisite: Spell Casting Training

Benefit: You gain access to the Witch spell list in addition to any spell school you have acquired.

Advanced Training – Forbidden Lore

Prerequisite: Spell Casting Training

Benefit: You gain access to the Oracle spell list in addition to any spell school you have acquired.

Advanced Training – Hex

Prerequisite: Difficulty – Curse and Advanced Training – Book of Shadows

Benefit: You gain the Witch class ability Hex. You may choose one Hex.

Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 level + Wisdom modifier.

Advanced Training – Mystery

Prerequisite: Difficulty – Curse and Advanced Training – Forbidden Lore

Benefit: You gain the Oracle class ability Mysteries. You may choose one Mystery.

Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 level + Charisma modifier.

Advanced Training – Revelation

Prerequisite: Difficulty – Curse and Advanced Training – Mystery

Benefit: A Mystic uncovers a new secret about her mystery that grants her powers and abilities. Unless otherwise noted, activating the power of a revelation is a standard action.

Arcane Bond

Description: You gain the wizard class ability Arcane Bond

Prerequisite: Spell Casting

Benefit: The Mystic forms a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the Mystic’s skills and senses and can aid him in magic, while a bonded object is an item a Mystic can use to cast additional spells or to serve as a magical item.

Arcane School

Description: You gain access to all the spells within an arcane school.

Prerequisite: Spell Casting

Benefit: A Mystic can choose various schools of magic, gaining access to all the spells based on that school.

When choosing an Arcane School the Mystic is able to learn any spell (arcane or divine) from that school. The Mystic does not gain the special abilities associated with the fantasy based arcane school.

The Mystic is free to learn multiple schools without having to choose an opposition school.

Arcane School List

Special: You can gain this training multiple times. Each time you must choose a different school.

Channel Energy

Description: You gain the Cleric class ability Channel Energy

Prerequisite: Spell Casting

Benefit: Regardless of alignment, any Mystic can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good Mystic channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.

An evil Mystic channels negative energy and can choose to deal damage to living creatures or to heal undead creatures.

A neutral Mystic must choose whether he channels positive or negative energy. Once this choice is made; it cannot be reversed.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the Mystic. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two levels.

Creatures that take damage from channeled energy receive a Will save to halve the damage.

The DC of this save is equal to 10 + 1/2 the Mystic’s level + the Mystic’s chosen spell casting ability modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost.

A Mystic may channel energy a number of times per day equal to 3 + chosen spell casting ability modifier. This is a standard action that does not provoke an attack of opportunity. A Mystic can choose whether or not to include herself in this effect.

Domains

You gain the cleric class ability Domains. Each domain counts as a Training.

Prerequisite: Spell Casting

A Mystic chooses any domain to represent her spiritual inclinations and beliefs. A Mystic can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain.

Domains come with granted powers and bonus spells per level.

Unless otherwise noted, activating a domain power is a standard action.

Special: You can gain this training multiple times. Each time you must choose a different domain.

Spell Casting

The Mystic can use Intelligence, Wisdom, or Charisma ability to cast spells. This should be the same as what ability is chosen for the Modern Hero Heroics class ability.

A Mystic casts spells drawn from either arcane or divine spell types, but you only have access to the Universal spells to learn as Known Spells. The Mystic can increase his scope of spells by taking the archetype training ability: Arcane School.

A Mystic can cast any spell he knows without preparing it ahead of time.

To learn or cast a spell, a Mystic must have a chosen ability score equal to at least 10 + the spell level.

Spells per Day

A Mystic can cast only a certain number of spells, of each spell level, per day. In addition, he receives bonus spells per day if he has a high chosen ability score.

Level Spells per Day
0 1 2 3 4 5 6 7 8 9
1st 1 1
2nd 2 2
3rd 2 2 1
4th 2 2 2
5th 2 2 2 1
6th 2 2 2 2
7th 2 2 2 2 1
8th 2 2 2 2 2
9th 2 2 2 2 2 1
10th 2 2 2 2 2 2
11th 2 2 2 2 2 2 1
12th 2 2 2 2 2 2 2
13th 2 2 2 2 2 2 2 1
14th 2 2 2 2 2 2 2 2
15th 2 2 2 2 2 2 2 2 1
16th 2 2 2 2 2 2 2 2 2
17th 2 2 2 2 2 2 2 2 2 1
18th 2 2 2 2 2 2 2 2 2 2
19th 3 3 3 3 3 3 3 3 3 3
20th 4 4 4 4 4 4 4 4 4 4

The Difficulty Class for a saving throw against a Mystic’s spell is 10 + the spell level + the Mystic’s chosen ability modifier.

Spells Known

A Mystic can learn only a certain number of spells per level.

Level Spells Known
0 1 2 3 4 5 6 7 8 9
1st 4 2
2nd 5 2
3rd 5 3
4th 6 3 1
5th 6 4 2
6th 7 4 2 1
7th 7 5 3 2
8th 8 5 3 2 1
9th 8 5 4 3 2
10th 9 5 4 3 2 1
11th 9 5 5 4 3 2
12th 9 5 5 4 3 2 1
13th 9 5 5 4 4 3 2
14th 9 5 5 4 4 3 2 1
15th 9 5 5 4 4 4 3 2
16th 9 5 5 4 4 4 3 2 1
17th 9 5 5 4 4 4 3 3 2
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3