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CHAPTER4:ADVANCEDCLASSES

The Gamemaster may add advanced classes specically suited to his or her campaign. Conversely, the GM can decide that certain advanced classes arent available in the campaign. Check with your GM before selecting an advanced class.

Qualifying for an Advanced Class

An advanced class represents a focus and a calling for the experienced adventurer. It provides a specialization and a range of power and ability to give a character that something extra to set him or her apart. Although each advanced class naturally builds from a certain basic class, every advanced class is available to all characters who fulll the prerequisites of the class, regardless of what basic classes they have gained levels in. The associations between basic classes and advanced classes are summarized on the following table. The advanced classes are presented in this chapter in the order given below.
Advanced Class Banger; Barroom Brawler; Strong Guerilla; Soldier; Martial Artist Fast Airman; Gunslinger; Inltrator Tough Daredevil; Bodyguard Field Scientist; Grave Robber; Smart Relic Seeker; Techie Dedicated Field Medic; Investigator; Marksman Field Agent; Personality; Charismatic Mystery Man; Negotiator 1 The given basic class provides the fastest path to both of the associated advanced classes, though not the only path. Basic Class1

Advanced classes are like basic classes, except that they have requirements that must be met before a character can attain 1st level in the class. A character that qualies can choose an advanced class as an additional class as he or she gains levels, using the multiclassing rules. Some combination of base attack bonus, feats, and skill ranks determines whether a character is eligible to gain a level in an advanced class.

Requirements

Airman

A combat trained airman.

To qualify to become an airman, a character must fulll the following criteria. Player Tip: the quickest path into this class is through the Fast Hero basic class. Base Attack Bonus: +2 Skills: Pilot 6 ranks Feats: Aircraft Operation.

TABLE 4-1: THE AIRMAN


Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7 Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Special Air Superiority +1 Strang +1 Bonus Feat Air Support +3 Air Superiority +2 Bonus Feat Strang +2 Air Support +4 Bonus Feat Ace

Defense Bonus +1 +1 +2 +2 +3 +3 +4 +4 +5 +5

Reputation Bonus +0 +0 +0 +0 +1 +1 +1 +1 +2 +2

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Class Information
The following information pertains to the airman advanced class. Hit Die: 1d6 Action Points: 6 plus one-half character level, rounded down. Class Skills: The airmans class skills (and the key ability for each skill) are Air Trafc Control (Int), Communication Operations (Int), Concentration (Con), Knowledge (Current Events, Physical Sciences, Popular Culture, Tactics, Technology) (Int), Navigate (Int), Paradrop (Dex), Pilot (Dex), Repair (Int) and Spot (Wis) Skill Points at Each Level: 5 + Int. modier the following list: Alertness, Conviction, Evasive Maneuvers, Fighter Escort, Formation Flying, Improved Initiative, Lightning Reexes, Renown, Teamwork, Vehicle Expert, Wingman. The character must meet all prerequisites for any feat taken as a bonus feat. home turf, or in situations involving others of his chosen allegiance(s), including those with the gang afliation feat. These skills include Bluff, Diplomacy, Gather Information, and Intimidate. Turf: Gangs have carefully dened turf and defend it viciously often marking their turf with gang signs in the form of grafti. The banger adds this bonus to attack and skill bonuses granted by his home turf feat. Obviously, this means that one gang can expand its power by expanding the size of its turf or reducing the turf of a rival gang and this is often the source of gang warfare.

Banger

The banger is a member of a violent criminal enterprise, commonly referred to as a gang.

Requirements

Class Features

All of the following are features of the airman advanced class. Air Superiority: Airmen are trained in the intricacies of air-to-air combat. They gain the listed bonus to attack rolls against targets in the air. Strang: Another powerful use of air power is to attack targets on the ground, often in preparation for a ground force attack. Airmen gain the listed bonus to attack rolls against targets on the ground (including bombing attacks). Air Support: Airmen are also trained to provide cover for friendly ground forces. They grant an increase bonus listed on the class table to forces on the ground when providing air support. Ace: You are the king of the skies and your name will be spoken in the same breath as the best of the best. If you possess the Teamwork feat your bonus is increased to +4. You also gain a bonus to air-to-air combat attack rolls and piloting checks equal to your Reputation modier. Lastly if you have the Wingman feat, the Defense bonus grant is increased by your Reputation bonus. Bonus Feats: An airman receives a bonus feat at 3rd, 6th, and 9th level. The feat must be selected from

To qualify to become a banger, a character must fulll the following criteria. Base Attack Bonus: 3+ Skills: Knowledge (streetwise) 6 ranks Feats: Home Turf, Brawl

Class Information

The following information pertains to the banger advanced class. Hit Die: 1d8 Action Points: 6 plus one-half character level, rounded down. Class Skills: The bangers class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Drive (Dex), Gamble (Wis), Intimidate (Cha), Jump (Str), Knowledge (Current Events, Streetwise) (Int), Sense Motive (Wis), and Spot (Wis) Skill Points at Each Level: 5 + Int. modier

Class Features

All of the following are features of the banger advanced class. Gang Signs: You add your banger levels to the roll of any Knowledge (streetwise) skill check dealing with gangs, including checks to identify gang signs. Street Cred: At 2nd level, the banger adds his Reputation bonus to Charisma skill checks in his

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TABLE 4-2: THE BANGER
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7 Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Gang Signs Street Cred Turf +1 Bonus Feat Contraband Turf +2 Commission Bonus Feat Turf +3 Ganglord Defense Bonus +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 Reputation Bonus +1 +1 +1 +2 +2 +2 +3 +3 +3 +4

Class Skills: The Bad-Ass Barroom Brawler class skills are as follows: Bluff, Drive, Gamble, Gather Information, Intimidate, Knowledge (streetwise), Repair. Skill Points per Level: 2 + Intelligence modier.

Class Features

The following features pertain to the Bad-Ass Barroom Brawler advanced class.

Contraband: One of the advantages of rank in a gang is control over illicit sales of contraband. Depending on where your characters turf is, this could be drugs on the neighborhood corner, or cigarettes in a prison where smoking is prohibited. You add your reputation bonus to your wealth score. Commission: You have entered the ruling council of your gangs organization and you may, in consultation with the other members of the commission, order murders and otherwise inuence gang affairs. You add half your banger level to your reputation when dealing with characters that possess a gang allegiance as well as those who possess the gang afliation feat. Your control over contraband sales also adds this bonus to your wealth. Ganglord: You are a very high-ranking member of your criminal gang and only other characters that have the ganglord class ability will dare question your decisions. You add your banger level to your reputation and your absolute control of large segments of contraband sales adds your banger level to your wealth as well. You may also kill members of your own gang with impunity, suffering no leadership penalty for the deaths of your fellow gang members (see the Leadership feat for more information). Bonus Feats: At 4th and 8th level the banger gains a bonus feat from the following list: Home Turf (for

new territories far removed from your current turf; for example sending a loyal gang member to a distant city to set up operations), Information Network, Leadership, Renown, Tactician, Teamwork, and Wealth (characters with the contraband ability will gain wealth by the renown feat as well; however for such characters this feat represents legitimate investments not gained through criminal activity).

Bad-Ass Barroom Brawler


Requirements

A street ghter that has not been formally trained in any ghting style, but not too many people are willing to tell him that.

To qualify to become a Bad-Ass Barroom Brawler, a character must fulll the following criteria. Base Attack Bonus: +3. Feats: Brawl, Streetghting.

Class Information

The following information pertains to the Bad-Ass Barroom Brawler advanced class. Hit Die: 1d12. Action Points: 6 plus one-half the characters level, rounded down.

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TABLE 4-3: THE BAD-ASS BARROOM BRAWLER
Base Attack Level Bonus 1st +1 2nd +2 3rd +3 4th +4 5th +5 6th +6 7th +7 8th +8 9th +9 10th +10 Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Rage 1/day Bonus Feat Cheap Shot +1d6 Bonus Feat Rage 2/day Cheap Shot +2d6 Bonus Feat Bonus Feat Cheap Shot +3d6 Rage 3/day Defense Bonus +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 Reputation Bonus +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Class Information

Rage: Bad-Ass Barroom Brawler temporarily gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but suffers a 2 penalty to AC. The Constitution bonus increases the Bad-Ass Barroom Brawlers hit points by 2 points per level, but these hit points go away at the end of the rage, at which time the Constitution score drops back to normal. While raging, a Bad-Ass Barroom Brawler cannot use skills or abilities that require patience and concentration (the only class skill he can use while raging is Intimidate). A t of rage lasts for a number of rounds equal to 3 plus the characters (newly improved) Constitution modier, but the Bad-Ass Barroom Brawler may voluntarily end the rage before that time has elapsed. At the end of the rage, the Bad-Ass Barroom Brawler is fatigued (2 to Strength, 2 to Dexterity, cant charge or run) for the duration of that encounter. The Bad-Ass Barroom Brawler can only y into a rage once per encounter, and only a certain number of times per day (determined by level). Entering a rage takes no time itself, but the Bad-Ass Barroom Brawler can only do it during his action. Bonus Feat: The Bad-Ass Barroom Brawler gains a bonus feat at 2nd, 4th, 7th, and 8th level. The feat must be selected from the following list, and the character must meet the feats prerequisites to select it : Box

Ears, Cleave, Elbow Slam, Endurance, Frightful Presence, Great Fortitude, Haymaker, Head Butt, Improved Brawl, Improved Bull Rush, Improved Damage Threshold, Improvised Weapon Prociency, Kidney Punch, Power Attack, Simple Weapon Prociency, Toughness. Cheap Shot: Once per combat, the Bad-Ass Barroom Brawler can do something really nasty, dirty, underhanded, and generally in violation of barroom combat etiquette. If the attack hits, the Brawler inicts the listed amount of bonus damage. Hit or miss, the Brawlers opponent is on his guard for the rest of the ght and will no longer be vulnerable to the attack. This attack will not work on targets that are not subject to critical hits or have no discernable anatomy.

The following information pertains to the Bodyguard advanced class. Hit Die: 1d12 Action Points: 6 + one-half character level, rounded down, every time the Bodyguard attains a new level in this class. Class Skills: The Bodyguards class skills (and the key ability for each skill) are: Concentrate (Con), Disguise (Cha), Drive (Dex), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (behavioral sciences, civics, current events, streetwise) (Int), Listen (Wis), Profession (Wis), Read/Write Language (none), Search (Int), Sense Motive (Wis), Speak Language (none), Spot (Wis). Skill Points at Each Level: 3 + Int modier.

Class Features

Bodyguard
Requirements

A person trained to protect others.

To qualify to become a Bodyguard, a character must fulll the following criteria. Base Attack Bonus: +2. Skills: Concentrate 6 ranks, Intimidate 6 ranks. Feat: Personal Firearms Prociency.

The following features pertain to the Bodyguard advanced class. Harms Way: 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 allys 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 harms 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 cant change his or her ally for the duration of the combat. 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. At 8th level, the competence bonus increases to +2. Bonus Feats: At 3rd, 6th, and 9th level, the

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TABLE 4-4: THE BODYGUARD
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7 Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Harms way Combat sense +1 Bonus feat Sudden action Improved charge Bonus feat Defensive strike Combat sense +2 Bonus feat Blanket protection +5 Defense Bonus +1 +1 +2 +2 +3 +3 +4 +4 +5 +3 Reputation Bonus +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Bodyguard gets a bonus feat. The bonus feat must be selected from the following list, and the Bodyguard must meet all the prerequisites of the feat to select it. Advanced Firearms Prociency, Armor Prociency (light), Armor Prociency (medium), Attentive, Combat Expertise, Combat Reexes, Double Tap, Improved Brawl, Improved Feint, Improved Knockout Punch, Knockout Punch, Precise Shot, Quick Draw, Quick Reload, Streetghting, Vehicle Expert. Sudden Action: Once per day, a Bodyguard of 4th 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 t. The Bodyguard can declare the use of this ability at the start of any round, before anyone else takes an action. 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. Defensive Strike: At 7th 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 doesnt attack the Bodyguard or against an opponent who makes a successful attack. Blanket Protection: At 10th level, a Bodyguard can use his or her expertise to provide protection for up to six allies (not including him or herself). The Bodyguard spends 1 action point and takes a fullround action to issue orders and directions. Doing this provides the Bodyguards allies with a +1 insight bonus to Defense for 3 rounds.

Hit Die: 1d10 Action Points: 6 + one-half character level, rounded down, every time he or she attains a new level in this class. Class Skills: The Daredevils class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Concentration (Con), Demolitions (Int), Drive (Dex), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (current events, popular culture) (Int), Perform (act) (Cha), Pilot (Dex), Profession (Wis), Read/Write Language (none), Ride (Dex), Speak Language (none), Spot (Wis), Swim (Str), Tumble (Dex). Skill Points at Each Level: 5 + Int modier.

Class Features

Daredevil
Requirements

A fearless thrill seeker.

To qualify to become a Daredevil, a character must fulll the following criteria. Base Attack Bonus: +2. Skills: Concentration 6 ranks, Drive 6 ranks. Feat: Endurance.

Class Information

The following information pertains to the Daredevil advanced class.

The following features pertain to the Daredevil advanced class. Fearless: A Daredevil gains a +4 morale bonus on Will saves to resist fear effects and on level checks to oppose Intimidate checks. Nip-Up: A Daredevil of 2nd level or higher can stand up from a prone position as a free action. Bonus Feats: At 3rd, 6th, and 9th level, the Daredevil gets a bonus feat. The bonus feat must be selected from the following list, and the Daredevil must meet all the prerequisites of the feat to select it. Acrobatic, Armor Prociency (light), Armor Prociency (medium), Athletic, Brawl, Cautious, Combat Driving, Dodge, Evasive Maneuvers, Force Stop, Improved Brawl, Improved Damage Threshold, Improved Knockout Punch, Knockout Punch, Mobility, Nimble, Spring Attack, Streetghting, Surface Vehicle Operation, Toughness, Vehicle Dodge, Vehicle Expert. Action Boost: This ability, gained at 4th level, allows a Daredevil to spend 2 action points in a round. A Daredevil can spend 1 action 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 Gamemaster

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TABLE 4-5: THE DAREDEVIL
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Fearless Nip-up Bonus feat Action boost Adrenaline rush (one ability score) Bonus feat Delay damage Adrenaline rush (two ability scores) Bonus feat Damage threshold Defense Bonus +1 +2 +2 +3 +4 +4 +5 +6 +6 +7 Reputation Bonus +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Class Skills: The eld agents class skills (and the ability for each skill) are: Balance (Dex), Bluff (Cha), Climb (Str), Craft (chemical), Demolitions (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Investigate (Int), Knowledge (civics, current events, streetwise, tactics) (Int), Listen (Wis), Move Silently (Dex) Search and Sense Motive (Wis) Skill points at each level: 7+Int. modier

Class Features

reveals the result of the action action. Adrenaline Rush: At 5th level, a Daredevil can temporarily increase one of his or her physical ability scores (Strength, Dexterity, or Constitution). The Daredevil spends 1 action point and gets to increase the selected ability score by 1d4+1 points. The increase lasts for a number of rounds equal to his or her class level. At the end of the duration, the Daredevil is fatigued for 1d4+1 rounds. At 8th level, a Daredevil can temporarily increase two physical ability scores. At the end of the duration, the Daredevil is fatigued for 1d6+2 rounds. Delay Damage: Once per day, a Daredevil of 7th 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. Damage Threshold: A 10th-level Daredevil increases his or her massive damage threshold by 3 points. This increase stacks with the increase provided by the Improved Damage Threshold feat.

Requirements

To qualify to become a eld agent a character must meet the following criteria. Skills: Gather Information +6, Bluff +6, Disguise +6 Feats: Deceptive

Class Information

The following information pertains to the Field Agent advanced class. Hit Die: 1d6 Action Points: 6+ one-half character level, rounded down, every time the character gains a new level in this class.

All of the following are features of the Field Agent advanced class. Wetwork: The eld agent is an expert at eliminating targets quickly and quietly. He gains the listed bonus to attack rolls anytime he attacks a target deprived of his Dexterity bonus due to being surprised, at-footed or anked. Silent Kill: The eld agent gains the listed damage bonus against surprised, at-footed, or anked targets. If the victim of this attack is surprised and fails a Massive Damage Threshold Saving Throw, the character is eliminated in complete silence, requiring a Listen check (DC 30) for any nearby guard to notice something amiss. Liquidator: At this level the eld agent is one of

TABLE 4-6: THE FIELD AGENT


Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Field Agent

The eld agent is a member of an espionage agency such as the CIA or the KGB.

Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Will Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Special Wetwork +1 Silent Kill +1d6 Bonus Feat Silent Kill +2d6 Wetwork +2 Silent Kill +3d6; Bonus Feat Liquidator Silent Kill +4d6 Bonus Feat Wetwork +3; Silent Kill +5d6

Defense Bonus +1 +2 +2 +3 +4 +4 +5 +6 +6 +7

Reputation Bonus +0 +0 +0 +0 +1 +1 +1 +1 +2 +2

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the very best at what he does and adds his Wetwork bonus to all Initiative checks. This bonus stacks with any other initiative bonus the eld agent might receive. Bonus Feats: Alertness, Armor Prociency (light), Attentive, Combat Expertise, Combat Martial Arts, Defensive Martial Arts, Drive By Attack, Frightful Presence, Improved Initiative, Low Prole, Meticulous, Personal Firearms, Stealthy and Trustworthy Action Points: 6 + one-half character level, rounded down, every time the Field Medic attains a new level in this class. Class Skills: The Field Medics class skills (and the key ability for each skill) are: Computer Use (Int), Concentrate (Con), Craft (pharmaceutical) (Int), Diplomacy (Cha), Drive (Dex), Knowledge (behavioral sciences, current events, earth and life sciences, popular culture, technology) (Int), Listen (Wis), Pilot (Dex), Profession (Wis), Read/Write Language (none), Research (Int), Speak Language (none), Spot (Wis), Treat Injury (Wis). Skill Points at Each Level: 5 + Int modier. character level for surgery), the Field Medic restores 1 hit point for every level he or she has in this advanced class. Bonus Feats: At 3rd, 6th, and 9th level, the Field Medic gets a bonus feat. The bonus feat must be selected from the following list, and the Field Medic must meet all the prerequisites of the feat to select it. Armor Prociency (light), Armor Prociency (medium), Cautious, Defensive Martial Arts, Dodge, Educated, Improved Initiative, Medical Expert, Personal Firearms Prociency, Surface Vehicle Operation, Vehicle Expert. Medical Mastery: When making a Treat Injury 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. Minor Medical Miracle: At 7th 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 characters death, he or she can make a Treat Injury check. The DC for this check is 30, and the Field Medic cant 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 cant be saved. Medical Miracle: At 10th 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 characters death, he or she can make a Treat Injury check. The DC for this check is 40, and the Field Medic cant 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 cant be restored.

Field Medic
Requirements

A medical professional trained to treat injuries in the line of re.

Class Features

To qualify to become a Field Medic, a character must fulll the following criteria. Base Attack Bonus: +2. Skills: Treat Injury 6 ranks, Spot 6 ranks. Feat: Surgery.

Class Information

The following information pertains to the Field Medic advanced class. Hit Die: 1d8

The following features pertain to the Field Medic advanced class. Medical Specialist: The Field Medic receives a competence bonus on Treat Injury checks. At 1st level, the bonus is +1. It increases to +2 at 5th level, and to +3 at 8th level. Expert Healer: At 2nd level and higher, the Field Medics ability to restore hit points with a medical kit or surgery kit and a successful use of the Treat Injury skill improves. In addition to the normal hit point recovery rate (1d4 for a medical kit, 1d6 per patients

TABLE 4-7: THE FIELD MEDIC


Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Will Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Special Medical specialist +1 Expert healer Bonus feat Medical mastery Medical specialist +2 Bonus feat Minor medical miracle Medical specialist +3 Bonus feat Medical miracle

Defense Bonus +1 +1 +2 +2 +3 +3 +4 +4 +5 +5

Reputation Bonus +1 +1 +1 +2 +2 +2 +3 +3 +3 +4

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TABLE 4-8: THE FIELD SCIENTIST
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Smart defense Scientic improvisation Bonus feat Skill mastery Minor breakthrough +2 Bonus feat Smart survival Smart weapon Bonus feat Major breakthrough +3 Defense Bonus +0 +1 +1 +1 +1 +2 +2 +3 +3 +3 Reputation Bonus +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Class Information

Field Scientist
Requirements

A hands-on research scientist.

The following information pertains to the Field Scientist advanced class. Hit Die: 1d8 Action Points: 6 + one-half character level, rounded down, every time the Field Scientist attains a new level in this class. Class Skills: The Field Scientists class skills (and the key ability for each skill) are: Computer Use (Int), Craft (chemical, electronic, mechanical, pharmaceutical), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Drive (Dex), Investigate (Int), Knowledge (behavioral sciences, earth and life sciences, physical sciences, technology) (Int), Navigate (Int), Pilot (Dex), Profession (Wis), Read/ Write Language (none), Research (Int), Search (Int), Speak Language (none). Skill Points at Each Level: 7 + Int modier.

Class Features

To qualify to become a Field Scientist, a character must fulll the following criteria. Skills: 6 ranks in either Craft (chemical) or Craft (electronic), plus 6 ranks in Knowledge (earth and life sciences), Knowledge (physical sciences), or Knowledge (technology), plus 6 ranks in Research.

The following features pertain to the Field Scientist advanced class. Smart Defense: A Field Scientist applies his or her Intelligence bonus and his or her Dexterity bonus to his or her Defense. Any situation that would deny the Field Scientist his or her Dexterity bonus to Defense also denies the Intelligence bonus.

Scientic Improvisation: At 2nd level, a Field Scientist gains the ability to improvise solutions using common objects and scientic 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 action 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 + the purchase DC 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 scientic improvisation. It takes a full-round action to make an object with scientic improvisation. The object, when put into use, lasts for a number of rounds equal to the Field Scientists class level, or until the end of the current encounter, before it breaks down. It cant be repaired. Bonus Feats: At 3rd, 6th, and 9th level, the Field Scientist gets a bonus feat. The bonus feat must be selected from the following list, and the Field Scientist must meet all the prerequisites of the feat to select it. Archaic Weapons Prociency, Attentive, Cautious,

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Combat Expertise, Educated, Gearhead, Personal Firearms Prociency, Point Blank Shot, Renown, Studious. Skill Mastery: At 4th level, a Field Scientist selects a number of skills from his or her class list equal to 3 + his or her Intelligence modier. 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. Minor Breakthrough: Upon attaining 5th level, a Field Scientist receives credit for a minor scientic breakthrough that earns him or her the recognition of her peers. The Field Scientist chooses one of the following Knowledge skills: behavioral sciences, earth and life sciences, physical sciences, or technology. When dealing with others with at least 1 rank in the same Knowledge skill, the Field Scientist gains a +2 bonus on Reputation checks. This minor breakthrough also provides the Field Scientist with a +3 Wealth bonus increase. Smart Survival: A Field Scientist of 7th level or higher can spend 1 action point to reduce the damage dealt by a single attack or effect by 5 points. Smart Weapon: At 8th level, the Field Scientist selects one weapon that he or she is procient in and can use with one hand. With the selected weapon, the Field Scientist can use his or her Intelligence modier instead of Strength or Dexterity modier on attack rolls. Major Breakthrough: At 10th level, the Field Scientist gains a +2 bonus on Reputation checks when dealing with individuals who have at least 1 rank in any of the following Knowledge skills: behavioral sciences, earth and life sciences, physical sciences, or technology. This bonus stacks with the bonus provided by the minor breakthrough ability. This major breakthrough also provides the Field Scientist with a +3 Wealth bonus increase.

Grave Robber
Requirements

Class Features

An unethical raider of archeological sites for strictly personal gain.

To qualify to become a Grave Robber, a character must fulll the following criteria. Base Attack Bonus: +1 Skills: Bluff +6, Forgery +6.

Class Information

The following information pertains to the Grave Robber advanced class. Hit Die: 1d8 Action Points: 6 + character level, rounded down, every time the character attains a level in this class. Class Skills: The Grave Robbers class skills: Bluff (Cha), Climb (Str), Decipher Script (Int), Diplomacy (cha), Disable Device (Int), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (arcane lore, art, business, history, streetwise), Move Silently (Dex), Navigate (Int), Search (Int). Skill Points per Level: 7 + Int modier.

All of the following are features of the Grave Robber advanced class. Ends Justify the Means: Grave Robbers are willing to take great risks to satisfy their lust for power and wealth. The greater the treasure they seek, the greater the risk they are willing to take to acquire it. A certain number of times per day, the Grave Robber may add a bonus to an attack roll or skill check equal to the Wealth bonus of an item he is seeking. This bonus may not exceed the characters Grave Robber level. Contacts: As the Grave Robber rises in level, he develops contacts among antiquarians, mercenaries, researchers, and others in related eldsanyone in a position to help him get whatever items he seeks. Examples of low-level contacts might include workers on archeological digs, who could tell him about major discoveries in return for monetary compensation. Mid-level contacts would be academicians, skilled mercenaries, pilots, and other specialists. A high-level contact might be a wealthy collector who funds the Grave Robbers expeditions in return for some of the objects acquired on his journeys. Henchmen: Grave Robbers are fond of huge expeditions and tend to take the most direct route to the treasures they seek. Where a Relic Seeker would

TABLE 4-9: THE GRAVE ROBBER


Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7 Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Special End Justify the Means 1/day Contact (Low-level) Henchmen Cannon Fodder 1/day Ends Justify the Means 2/day Contact (Mid-level) Cannon Fodder 2/day Contact (High-level) Ends Justify the Means 3/day Cannon Fodder 3/day

Defense Bonus +1 +2 +2 +3 +4 +4 +5 +6 +6 +7

Reputation Bonus +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

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trade with a local shepherd for mules to ride up the side of a steep mountain, a Grave Robber would hire a demolitions expert and blast a path through for his large vehicles. Cannon Fodder: One of the reasons Grave Robbers like to eld such large expeditions is their inclination to let others take their risks for them. Unlike the Relic Seeker, who craves danger and excitement, the Grave Robber only wants money and fame for his efforts. A certain number of times per day, when a Grave Robber would suffer damage, he can instead have one of his followers take that damage. The precise manner in which this transfer of damage occurs is determined by the GM and depends on the circumstances; for instance, a Grave Robber about to fall into a deep pit could grab onto a nearby worker, saving himself while causing that worker to fall to his death. Each time this ability is used, the Grave Robber suffers a permanent 1 penalty to his Leadership score. Remember the power of greed, however; by spending more money, the Grave Robber can overcome these penalties and convince yet more fools to follow him.

TABLE 4-10: THE GUERILLA


Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7 Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Special Guerilla Warfare Bonus Feat Suicidal Attack Bonus Feat Guerilla Warfare Bonus Feat Guerilla Warfare Bonus Feat Guerilla Warfare Bonus Feat

Defense Bonus +1 +2 +2 +3 +4 +4 +5 +6 +6 +7

Reputation Bonus +0 +0 +0 +1 +1 +1 +2 +2 +2 +3

Hit Die: 1d8. Action Points: 6 + character level, rounded down. Class Skills: The Guerilla class skills are as follows: Bluff, Climb, Craft (Chemical, Electronic), Demolitions, Disable Device, Drive, Gather Information, Hide, Intimidate, Knowledge (current events, streetwise, tactics), Move Silently, Spot. Skill Points per Level: 3 + Intelligence modier.

blow on his enemies. The massive damage save of any suicidal attack is increased by the Guerillas class level.

Guerilla

Class Features

A revolutionary who ghts against attack military or government forces

Requirements

To qualify to become a Guerilla, a character must meet the following criteria. Base Attack Bonus: 3+. Feats: Conviction, Home Turf. Skills: Knowledge (current events) 3 ranks, Knowledge (tactics) 3 ranks.

Class Information

The following features pertain to the Guerilla Advanced class.

The following information pertains to the Guerilla advanced class. Bonus Feats: At the levels Guerilla characters gain a bonus feat from the following list. Advanced Firearms Prociency, Alertness, Armor Prociency (light), Burst Fire, Dodge, Enemy, Low Prole, Mobility, Personal Firearms Prociency, Point Blank Shot, Renown, Shot on the Run, Stealthy, Strafe, Teamwork, Weapon Focus. The character must meet the prerequisites for any feat taken as a bonus feat. Guerilla Warfare: Each time a character takes this ability, he may either gain a +1d6 sneak attack, or increase the attack and skill bonus granted by his Home Turf feat by +1. Suicidal Attack: By sacricing himself in the course of an attack, a Guerilla can deliver a deadly

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Gunslinger
Requirements
A classic handgun expert.

TABLE 4-11: THE GUNSLINGER


Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

To qualify to become a Gunslinger, a character must fulll the following criteria. Base Attack Bonus: +2. Skills: Sleight of Hand 6 ranks, Tumble 6 ranks. Feat: Personal Firearms Prociency.

Class Information

The following features pertain to the Gunslinger advanced class. Hit Die: 1d10 Action Points: 6 + one-half character level, rounded down, every time the gunslinger attains a new level in this class. Class Skills: The Gunslingers class skills (and the key ability for each skill) are: Bluff (Cha), Demolitions (Int), Drive (Dex), Escape Artist (Dex), Gamble (Wis), Intimidate (Cha), Knowledge (current events, popular culture, streetwise) (Int), Move Silently (Dex), Profession (Wis), Read/Write Language (none), Ride (Dex), Sleight of Hand (Dex), Speak Language (none), Spot (Wis), Survival (Wis), Tumble (Dex). Skill Points at Each Level: 5 + Int modier.

Will Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Special Close combat shot Weapon focus Bonus feat Defensive position +2 Lightning shot Bonus feat Sharp-shooting Greater weapon focus Bonus feat Bullseye

Defense Bonus +1 +1 +2 +1 +3 +3 +4 +4 +5 +5

Reputation Bonus +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Class Features

The following features pertain to the Gunslinger advanced class. Close Combat Shot: At 1st level, a Gunslinger gains the ability to make a ranged attack with a Medium-size or smaller rearm while in a threatened area without provoking an attack of opportunity. Weapon Focus: At 2nd level, a Gunslinger gains the Weapon Focus class feature, providing the benet of the feat with the same name. The Gunslinger must choose a specic personal rearm.

The gunslinger adds +1 to all attack rolls you make using the selected personal rearm. Bonus Feats: At 3rd, 6th, and 9th level, the Gunslinger gets a bonus feat. The bonus feat must be selected from the following list, and the Gunslinger must meet all the prerequisites of the feat to select it. Advanced Firearms Prociency, Advanced TwoWeapon Fighting, Burst Fire, Dead Aim, Double Tap, Far Shot, Improved Two-Weapon Fighting, Precise Shot, Quick Draw, Quick Reload, Shot on the Run, Skip Shot, Strafe, Two-Weapon Fighting. Defensive Position: Starting at 4th level, the Gunslinger gains an additional +2 cover bonus to Defense and an additional +2 cover bonus on Reex saves whenever he or she has one-quarter, one-half, three-quarters, or nine-tenths cover. Lightning Shot: Starting at 5th level, a Gunslinger can make a urry of ranged attacks with a personal rearm at the expense of accuracy. With a lightning shot, the Gunslinger may make one extra ranged attack with a personal rearm in a round at his or her highest base attack bonus. This attack and each other attack made in the round take a 2 penalty. Using lightning shot is a full-round action. The Gunslinger cant take more than a 5-foot step and use lightning shot in the same round.

Sharp-Shooting: At 7th level, if the Gunslinger uses a personal rearm to attack a target, the cover bonus to the targets Defense for one-quarter, one-half, three-quarters, or nine-tenths cover is reduced by 2. Greater Weapon Focus: At 8th level, a Gunslinger receives a +1 competence bonus on attack rolls made with the rearm selected for the Weapon Focus ability at 2nd level. This bonus stacks with the earlier bonus. Bullseye: At 10th level, a Gunslinger becomes so adept at using the rearm to which he or she has applied Weapon Focus and Greater Weapon Focus that the gunslingers attacks with that rearm can deal extra damage. With a successful attack, before damage is rolled, the gunslinger can spend 1 action point to deal +3d6 points of damage.

Inltrator
Requirements

A modern sneak or rogue.

To qualify to become an Inltrator, a character must fulll the following criteria. Base Attack Bonus: +2. Skills: Hide 6 ranks, Move Silently 6 ranks.

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Class Information
The following information pertains to the Inltrator advanced class. Hit Die: 1d8 Action Points: 6 + one-half character level, rounded down, every time the inltrator attains a new level in this class. Class Skills: The Inltrators class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Disguise (Cha), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Investigate (Int), Jump (Str), Knowledge (art, business, current events, popular culture, streetwise) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Read/Write Language (none), Search (Int), Sleight of Hand (Dex), Speak Language (none), Tumble (Dex). Skill Points at Each Level: 7 + Int modier.

TABLE 4-12: THE INFILTRATOR


Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Special Sweep Improvised implements Bonus feat Improved evasion Skill mastery Bonus feat Improvised weapon damage Improved sweep Bonus feat Without a trace

Defense Bonus +1 +2 +2 +3 +4 +4 +5 +6 +6 +7

Reputation Bonus +1 +1 +1 +2 +2 +2 +3 +3 +3 +4

Class Features

The following features pertain to the Inltrator advanced class. Sweep: An Inltrator 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 Spot checks and covers an area out to 30 feet away from the Inltrator (but not behind him or her). The Inltrator 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 Hide check result. Improvised Implements: At 2nd level, an Inltrator no longer takes a 4 penalty when wielding an improvised weapon. Also, the Inltrator is able to make do without proper equipment in certain circumstances: the Inltrator no longer takes a 4 penalty when using the Climb and Disable Device skills without the proper tools.

Bonus Feats: At 3rd, 6th, and 9th level, the Inltrator gets a bonus feat. The bonus feat must be selected from the following list, and the Inltrator must meet all the prerequisites of the feat to select it. Acrobatic, Alertness, Armor Prociency (light), Athletic, Attentive, Brawl, Cautious, Defensive Martial Arts, Dodge, Elusive Target, Meticulous, Mobility, Nimble, Renown, Run, Stealthy. Improved Evasion: If an Inltrator of 4th level or higher is exposed to any effect that normally allows a character to attempt a Reex saving throw for half damage, the Inltrator suffers no damage if he or she makes a successful saving throw and only half damage on a failed save. Improved evasion can only be used when wearing light armor or no armor. For an Inltrator who does not have evasion (see the Fast hero class description), improved evasion counts as evasion for the purpose of meeting the prerequisites on the Fast heros defensive talent tree. Skill Mastery: At 5th level, an Inltrator selects a number of skills from his or her class list equal to 3 + his or her Intelligence modier. When making a check using one of these skills, the Inltrator may take 10 even if stress and distractions would normally prevent him or her from doing so. Improvised Weapon Damage: At 7th level, an Inltrators attacks with improvised weapons deal

more damage. The Inltrator treats an improvised weapon as one size category larger than it is for the purpose of determining the damage it deals. Improved Sweep: At 8th level, an Inltrators ability to get the lay of the land improves. Now the Inltrator 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 dangers strength compared to the Inltrator: stronger (higher level or Hit Dice), on par (same level or HD), or weaker (lower level or HD). Without a Trace: At 10th level, when an Inltrator uses any of the following Skills: Balance, Climb, Disable Device, Escape Artist, Hide, Move Silently, and Sleight of Hand, those using Investigate, Listen, Search, or Spot to detect the Inltrators activity take a 4 penalty.

Investigator
Requirements

A person trained in investing techniques such as a report or detective.

To qualify to become an Investigator, a character must fulll the following criteria. Base Attack Bonus: +2.

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Skills: Investigate 6 ranks, Listen 6 ranks, Sense Motive 6 ranks.

TABLE 4-13: THE INVESTIGATOR


Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Class Information

The following information pertains to the Investigator advanced class. Hit Die: 1d6 Action Points: 6 + one-half character level, rounded down, every time the Investigator attains a new level in this class. Class Skills: The Investigators class skills (and the key ability for each skill) are: Bluff (Cha), Computer Use (Int), Disable Device (Dex), Drive (Dex), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Investigate (Int), Knowledge (behavioral sciences, civics, current events, streetwise) (Int), Listen (Wis), Profession (Wis), Read/_Write Language (none), Research (Int), Search (Int), Sense Motive (Wis), Speak Language (none), Spot (Wis). Skill Points at Each Level: 5 + Int modier.

Will Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Special Prole Contact, low-level Bonus feat Nonlethal force Contact, mid-level Bonus feat Discern lie Contact, high-level Bonus feat Sixth sense

Defense Bonus +1 +1 +2 +2 +3 +3 +4 +4 +5 +5

Reputation Bonus +1 +1 +1 +2 +2 +2 +3 +3 +3 +4

Class Features

The following features pertain to the Investigator advanced class. Prole: By making a Gather Information 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 prole accurate, at least concerning a particular suspect as seen by witnesses. (For this Gather Information check, no money changes hands.) The Investigator can expand the prole by making an Investigate 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 prole of the suspects 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. Contact: An Investigator of 2nd 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 specic skill check on the Investigators behalf). At 2nd level, the Investigator gains a low-level contact, at 5th level a mid-level contact, and at 8th level a high-level contact. The Investigator cant 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 wont be compensated monetarily, but instead will consider that the Investigator owes him or her 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 represented by a Wealth check against a purchase DC of 10 for the low-level contact, 15 for the mid-level contact, or 20 for the high-level contact. For skilled experts, the purchase DC is 10 + the ranks the expert has in the appropriate skill. Bonus Feats: At 3rd, 6th, and 9th level, the Investigator gets a bonus feat. The bonus feat must be selected from the following list, and the Investigator must meet all the prerequisites of the feat to select it. Advanced Firearms Prociency, Armor Prociency (light), Armor Prociency (medium), Brawl, Defensive Martial Arts, Dodge, Double Tap, Educated, Knockout Punch, Personal Firearms Prociency, Point Blank Shot. Nonlethal Force: At 4th level, an Investigator becomes adept at using nonlethal force to subdue an opponent. From this point on, he or she 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. Discern Lie: At 7th 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)

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the individual under scrutiny. With a successful Sense Motive check opposed by the subjects 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 doesnt reveal the truth, uncover unintentional inaccuracies, or necessarily reveal omissions in information. Sixth Sense: At 10th level, an Investigator becomes so attuned at solving mysteries that he or she nds a way to put two and two together and rarely misses a clue. Whenever the Investigator spends 1 action point to improve the result of a skill check made using certain skills (see below), the Investigator gets to add an additional 1d6 to the result. The skills that sixth sense applies to are Gather Information, Investigate, Listen, Research, Search, and Spot.

TABLE 4-14: THE MARKSMAN


Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Special One Shot One Kill +1d6 Bonus Feat One Shot One Kill +2d6 Bonus Feat One Shot One Kill +3d6 Bonus Feat One Shot One Kill +4d6 Bonus Feat One Shot One Kill +5d6 Bonus Feat

Defense Bonus +1 +1 +2 +2 +3 +3 +4 +4 +5 +5

Reputation Bonus +0 +0 +0 +1 +1 +1 +2 +2 +2 +3

Search, Spot, Survival, Swim, Use Rope. Skill Points per Level: 3 + Intelligence modier.

Class Features

Marksman
A skilled marksman.

Requirements

To qualify to become a Marksman, a character must meet the following criteria. Base Attack Bonus: +2. Skills: Hide 3 Ranks, Spot 3 Ranks. Feats: Personal Firearms Prociency, Weapon Focus (longarm).

Class Information

The following features pertain to the Marksman advanced class. Hit Die: 1d6. Action Points: 6 + character level, rounded down. Class Skills: The Marksman class skills are as follows: Climb, Hide, Intimidate, Jump, Knowledge (Tactics), Listen, Move Silently, Navigate, Repair,

The following features pertain to the Marksman advanced class. One Shot One Kill: The character gains +1d6 damage per 2 levels with ranged weapons when attacking a at-footed or surprised target, and on critical hits. This ability does not work on anked targets. This ability may be used at any range, so long as the marksman takes no range penalty (making the Far Shot and Marksman feats vitally important to characters with this ability). Bonus Feats: At 2nd, 4th, 6th, th 8 , and 10th levels, the character can receive additional training from his branch of service in the form of a bonus feat: Advanced Firearms Prociency, Alertness, Armor Prociency (heavy), Armor Prociency (light), Armor Prociency (medium), Athletic, Burst Fire,

Combat Martial Arts, Combat Reexes, Double Tap, Endurance, Exotic Firearms Prociency, Far Shot, Forced March, Grenadier, Guide, Improved Damage Threshold, Marksman, Point Blank Shot, Precise Shot, Quick Draw, Quick Reload, Renown, Sharpshooter, Stealthy, Strafe, Tactician, Toughness, Track, Weapon Focus. The character must meet all prerequisites for any feat taken as a bonus feat.

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TABLE 4-15: THE MARTIAL ARTISTS
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Living weapon 1d6 Flying kick Bonus feat Living weapon 1d8 Iron st (one attack) Bonus feat Flurry of blows Living weapon 1d10 +6 Bonus feat Iron st (all attacks) Defense Bonus +1 +2 +2 +3 +4 +4 +5 +1 +6 +7 Reputation Bonus +0 +0 +0 +0 +1 +1 +1 +2 +2 +2

Class Information

Martial Artist
Requirements

The following information pertains to the Martial Artist advanced class. Hit Die: 1d8 Action Points: 6 + one-half character level, rounded down, every time the martial artist attains a new level in this class. Class Skills: The Martial Artists class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (current events, popular culture, theology and philosophy) (Int), Move Silently (Dex), Perform (dance) (Cha), Profession (Wis), Read/Write Language (none), Speak Language (none), Spot (Wis), Tumble (Dex). Skill Points at Each Level: 3 + Int modier.

A trained expert of hand-to-hand combat.

Class Features

unarmed strikes. At 1st level, the martial artist deals 1d6 points of damage with an unarmed strike. At 4th level, damage increases to 1d8. At 8th level, it increases to 1d10. Flying Kick: Starting at 2nd level, a Martial Artist can use a charge to deliver a devastating ying 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. Bonus Feats: At 3rd, 6th, and 9th level, the Martial Artist gets a bonus feat. The bonus feat must be selected from the following list, and the Martial Artist must meet all the prerequisites of the feat to select it. Acrobatic, Advanced Combat Martial Arts, Archaic Weapons Prociency, Combat Reexes, Combat Throw, Elusive Target, Exotic Melee Weapon Prociency, Improved Combat Throw, Unbalance Opponent. Iron Fist: At 5th level, a Martial Artist gains the ability to spend 1 action point to increase the damage he or she deals to a single opponent with a single unarmed strike. The martial artist declares the use of the action point after making a successful unarmed strike. The result of the action point roll is added to the damage roll for that attack. At 10th level, this ability improves. The Martial

To qualify to become a Martial Artist, a character must fulll the following criteria. Base Attack Bonus: +3. Skill: Jump 3 ranks. Feats: Combat Martial Arts, Defensive Martial Arts.

The following features pertain to the Martial Artist advanced class. Living Weapon: The Martial Artist attacks with either st interchangeably, or even with elbows, knees, and feet. This means that the Martial Artist may even make unarmed strikes when his or her hands are full, and there is no such thing as an off-hand attack for a Martial Artist striking unarmed. The Martial Artist also deals more damage with

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Artist now adds the result of the action point roll to all successful attacks he or she makes in a round. Flurry of Blows: At 7th level, a Martial Artist gains the ability to strike with a urry of blows at the expense of accuracy. The Martial Artist must be unarmored to use this talent, and he or she must make unarmed strikes to gain the benet. With a urry of blows, the Martial Artist may make one extra attack in a round at his or her highest base attack bonus. This attack and each other attack made in the round take a 2 penalty. Using this ability is a full-round action. sciences, current events, popular culture, streetwise) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Tumble (Dex) Skill points at each level: 7+Int. modier spends an action point to aid a Bluff, Diplomacy or Gather Information skill check he adds all available dice to the skill check not merely the highest die. Each time the mystery man gains a new persona he should inform the game master of that identitys appearance, occupation, habits and normal stomping grounds. Cloak of Secrecy: To use this ability the Reputation of the mystery mans alternate identity (the one he adventures under) must be +0 (this is easily accomplished by using the Secret Identity feat to funnel Reputation gains into the mystery mans public identity). So long as the mystery mans Reputation is +0 in his secret identity he gains a bonus to all Hide and Move Silently skill checks equal to his mystery man class level. Cloak of Fear: So long as the mystery mans Reputation is +0 in his secret identity he gains a bonus to all Intimidate skill checks equal to his mystery man class level. If the mystery man possesses the Frightful Presence feat the DC to save against it is raised by 5 as if the character possessed the Renown feat. Phantom: This ability allows the mystery man to hide in plain sight, without needing to nd cover or create a distraction using the Bluff skill. Use of this ability requires the mystery man to spend an action

Class Information

Mystery Man

While some characters thrive on their Reputation, on being known, the mystery man thrives on being unknown. His weapons are rumor and superstition, his cloak secrecy.

Requirements

To qualify to become a Mystery Man a character must meet the following criteria (the quickest path into this class is through the Tough Hero basic class). Base Attack Bonus: +2 Skills: Intimidate 6 ranks, Knowledge (streetwise) 6 ranks Feats: Low Prole, Secret Identity

The following information pertains to the mystery man advanced class. Persona: The mystery man is even more adept at adopting disguises to further his secret identity. Rather than the +5 bonus to disguise detailed in the Secret Identity feat the mystery man gains a +10 bonus for adopting the specic disguise of his alternate identity (this will usually be enough to allow even a mediumlevel mystery man to go unnoticed by loved ones and close friends in his heroic identity). As the mystery man gains levels he becomes a master of disguise and is able to adopt more personae in order that he may inltrate criminal organizations, pick up rumors or even patrol the city invisibly (a mystery man might adopt the persona of a simple cabbie allowing him to prowl the streets completely unnoticed until he is needed). When in a persona other than his heroic identity, the mystery man is quite adept at using the seemingly unimposing nature of his alternate identities to nd out information from others. When the mystery man

Class Information

The following information pertains to the Mystery Man advanced class. Hit Die: 1d8 Action Points: 6+ one-half character level, rounded down, every time the character gains a new level in this class. Class Skills: The mystery mans class skills (and the ability for each skill) are: Balance (Dex), Bluff (Cha), Climb (Str), Disable Device (Int), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (behavioral

TABLE 4-16: THE MYSTERY MAN


Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7 Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Special Persona Cloak of Secrecy Bonus Feat Cloak of Fear Persona Bonus Feat Phantom Quick Change Bonus Feat Persona

Defense Bonus +1 +1 +2 +2 +3 +3 +4 +4 +5 +5

Reputation Bonus +0 +0 +0 +0 +1 +1 +1 +1 +2 +2

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point. Quick Change: At 8th level the mystery man has become so practiced at changing into his standard disguises (those modied by the Persona ability) that he may adopt those disguises as a full round action. This ability includes the characters secret identity and any Personas he has established through that class ability. Use of this ability requires the mystery man to spend an action point. Bonus Feats: At 3rd, 6th and 9th levels the mystery man gains a bonus feat from the following list: Acrobatic, Advanced Martial Arts, Alertness, BlindFight, Combat Expertise, Combat Martial Arts, Combat Reexes, Deceptive, Defensive Martial Arts, Dodge, Improved Combat Martial Arts, Mobility, Spring Attack

TABLE 4-17: THE NEGOTIATOR


Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7 Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Special Conceal motive React rst Bonus feat Talk down one opponent No sweat Bonus feat Talk down several opponents Sow distrust Bonus feat Talk down all opponents

Defense Bonus +0 +1 +1 +1 +2 +2 +2 +3 +3 +3

Reputation Bonus +1 +1 +1 +2 +2 +2 +3 +3 +3 +4

Negotiator
A trained mediator.

Knowledge (behavioral sciences, business, civics, current events, popular culture, streetwise) (Int), Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Speak Language (none), Spot (Wis). Skill Points at Each Level: 5 + Int modier.

Class Features

Requirements

To qualify to become a Negotiator, a character must fulll the following criteria. Skills: Bluff 6 ranks, Diplomacy 6 ranks. Feat: Alertness.

Class Information

The following information pertains to the Negotiator advanced class. Hit Die: 1d8 Action Points: 6 + one-half character level, rounded down, every time the Negotiator attains a new level in this class.

Class Skills

The Negotiators class skills (and the key ability for each skill) are: Bluff (Cha), Computer Use (Int), Diplomacy (Cha), Drive (Dex), Gamble (Wis), Gather Information (Cha), Intimidate (Cha), Investigate (Int),

All of the following are features of the Negotiator advanced class. Conceal Motive: A Negotiator gets to add a bonus equal to his or her Negotiator level whenever he or she opposes a Sense Motive check. React First: Starting at 2nd level, a Negotiator gains the ability to react rst 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 or she does this, he or she gains a free readied action that allows the Negotiator to make either a move or attack 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 or her the benet of surprise. Bonus Feats: At 3rd, 6th, and 9th level, the Negotiator gets a bonus feat. The bonus feat must be selected from the following list, and the Negotiator must meet all the prerequisites of the feat to select it.

Advanced Firearms Prociency, Armor Prociency (light), Armor Prociency (medium), Attentive, Condent, Dead Aim, Deceptive, Educated, Far Shot, Iron Will, Personal Firearms Prociency, Trustworthy. Talk Down: A Negotiator of 4th level or higher can talk his or her 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 or her position or otherwise able to hear the Negotiators voice. The target must be able to understand the Negotiator. That opponent immediately stops ghting 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 Negotiators allies directed at the opponent allows the opponent to act as he or she sees t. To initiate this talent, the Negotiator must spend a full-round action talking to his or her opponent. The opponent makes a Will saving throw. The DC is equal to 10 + Negotiators class level + Negotiators Charisma bonus. If the save fails, the opponent stops ghting. If the save succeeds, the opponent continues as normal. At 7th 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

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Negotiators message. At 10th level, the range extends to 30 feet and covers all opponents who can hear and understand the Negotiators voice. No Sweat: Starting at 5th level, whenever a Negotiator spends 1 action point to improve the result of a die roll, he or she rolls an additional 1d6. The Negotiator can then select the highest die roll to add to his or her d20 roll. Sow Distrust: A Negotiator of 8th 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 or she is attempting to persuade as well as the name of the character toward whom the targets 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 + Negotiators class level + Negotiators Charisma bonus. If the target fails the save, his or her 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 or her. As long as the target continues to fail the Will save, the Negotiator can continue taking fullround actions to worsen the targets attitude toward a designated character. When the targets attitude drops to hostile, he or she attacks the designated character. A successful Will save doesnt restore previous attitude shifts, but it does render the target immune for 24 hours to further attempts by the Negotiator to sow distrust. The Negotiator cant use this talent on his or her allies. Class Skills: The Personalitys class skills (and the key ability for each skill) are: Bluff (Cha), Craft (visual arts) (Int), Craft (writing) (Int), Diplomacy (Cha), Knowledge (art, behavioral sciences, business, civics, current events, popular culture) (Int), Perform (act, dance, sing, stand-up) (Cha), Profession (Wis), Read/_Write Language (none), Speak Language (none). Skill Points at Each Level: 5 + Int modier.

Personality
Requirements

A famous (or infamous) person.

Class Features

To qualify to become a Personality, a character must fulll the following criteria. Skills: Diplomacy 6 ranks, Perform (select one) 6 ranks. Feat: Renown.

Class Information

The following features pertain to the Personality advanced class. Unlimited Access: When others would normally make a Diplomacy check or Bluff check to smoothtalk 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 Seat at sporting event to eld pass Hotel room to suite Concert or theater ticket to backstage pass Economy transportation to rst-class DC 10 15 20 25

The following information pertains to the Personality advanced class. Hit Die: 1d6 Action Points: 6 + one-half character level, rounded down, every time the Personality attains a new level in this class.

TABLE 4-18: THE PERSONALITY


Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Special Unlimited access Bonus class skill Bonus feat Royalty Winning smile Bonus feat Bonus class skill Royalty Bonus feat Compelling performance

Defense Bonus +0 +1 +1 +1 +2 +2 +2 +3 +3 +3

Reputation Bonus +2 +2 +2 +3 +3 +3 +4 +4 +4 +5

Bonus Class Skill: At 2nd and again at 7th level, the Personality designates one cross-class skill as a class skill. Once designated, the skill is considered a class skill every time the character adds a new level of Personality. Bonus Feats: At 3rd, 6th, and 9th level, the Personality gets a bonus feat. The bonus feat must be selected from the following list, and the Personality must meet all the prerequisites of the feat to select it. Alertness, Animal Afnity, Combat Expertise, Condent, Creative, Deceptive, Defensive Martial Arts, Educated, Trustworthy. Royalty: At 4th and 8th level, a Personalitys

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activities in the public eye generate extra income. This income provides a Wealth bonus increase of +4. Winning Smile: At 5th level, a Personality develops such a force of personal magnetism that he or she can convince a single target to regard him or her as a trusted friend. (If the target is currently being threatened or attacked by the Personality or his or her allies, this ability wont work.) The target makes a Will saving throw to avoid being persuaded by the Personalitys words and actions. The DC is 10 + Personalitys class level + Personalitys Charisma bonus. This ability doesnt enable the Personality to control the target, but the target perceives the Personalitys words and actions in the most favorable way. The Personality can try to give the target orders, but he or she must win an opposed Charisma check to convince the target to perform any actions the target wouldnt normally undertake. The target never obeys suicidal or obviously harmful orders, and any act by the Personality or his or her allies that threatens the target breaks the mood and clears the targets 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. Compelling Performance: At 10th level, a Personalitys force of personal magnetism increases to the point that he or she can arouse a single emotion of his or her choicedespair, hope, or ragein a target. To use this ability, the Personality must spend 1 action point. The emotion he or she arouses affects one target (a GM character) within 15 feet of the Personality (or within 15 feet of a television, radio, or telephone that broadcasts the Personalitys 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 + Personalitys class level + Personalitys 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 Defense. In a dramatic situation, the target is compelled to ght, regardless of the danger. (Dex), Jump (Str), Knowledge (arcane lore, history) (Int), Listen (Wis), Move Silently (Dex), Navigate (Int), Research (Int), Ride, Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex). Skill Points per Level: 7 + Int modier.

Relic Seeker
Requirements

Part archeologist, part adventurer, the Relic Seeker explores ancient and unknown ruins, seeking artifacts of the past in a quest for knowledge.

To qualify to become a Relic Seeker, a character must fulll the following criteria. Skills: Knowledge (arcane lore) 6 ranks, Knowledge (art) 6 ranks, Knowledge (history) 6 ranks. Feats: Studious.

Class Information

The following information pertains to the Relic Seeker advanced class. Hit Die: 1d8 Action Points: 6 + character level, rounded down, every time the character attains a level in this class. Class Skills: The Relic Seekers class skills: Balance (Dex), Climb (Str), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Hide

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Class Features
All of the following are features of the Relic Seeker advanced class. Evasion (Ex): If a Relic Seeker makes a successful Reex save against an attack that normally deals half damage on a successful save, the Relic Seeker instead takes no damage. Evasion can only be used if the Relic Seeker is wearing light armor or no armor. At 10th level, the Relic Seeker takes only half damage on a failed save. If the Relic Seeker already has Evasion or Improved Evasion from another source, when he gains these abilities through this class he may select either Improved Initiative or Lightning Reexes as a bonus feat instead. Improvised Tools (Ex): At 2nd level and above, the Relic Seeker suffers no penalties to skill checks for being without tools or proper equipment. If the Relic Seeker needs to climb, he can use vines; if he needs to repair a vehicle, he can use a Swiss army knife and duct tape; if he needs to treat an injury, he can nd the right rare jungle herbs. In short, Relic Seekers are masters at making do. Uncanny Dodge (Ex): At 3rd level and above, a Relic Seeker retains his Dexterity bonus to Defense (if any) if caught at-footed or struck by an invisible attacker. At 5th level, the Relic Seeker can no longer be anked. At 7th level, the Relic Seeker gains a +1 bonus to Reex saves made to avoid traps (including Evasion Saving throws) and a +1 dodge bonus to Defense against attacks by traps. At 9th level, this bonus rises to +2. If a Relic Seeker gains an Uncanny Dodge ability through this class which he has already gained from another source, he gains the next higher ability instead. Once the Relic Seeker gains all the abilities from this tree, he may select bonus feats from the Relic Seekers bonus feat list.

TABLE 4-19: THE RELIC SEEKER


Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Fort Bonus Save +0 +0 +1 +0 +2 +1 +3 +1 +3 +1 +4 +2 +5 +2 +6 +2 +6 +3 +7 +3 Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Will Defense Special Save Bonus +1 Evasion +1 +2 Improved Tools +2 +2 Uncanny Dodge (Dex bonus to AC) +2 +2 Improvised Weapons +3 +3 Uncanny Dodge (cant be anked) +4 +3 Bonus Feat +4 +4 Uncanny Dodge (+1 vs. traps) +5 +4 Bonus Feat +6 +4 Uncanny Dodge (+2 vs. traps); Miraculous Escape +6 +5 Improved Evasion +7

Reputation Bonus +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Improvised Weapons (Ex): At 4th level, the Relic Seeker never wants for a weapon, in the same way that he is never without tools. The character may use (as a weapon) any item not designed to be a weapon with no penalty to his attack roll. Miraculous Escape (Ex): At 9th level, when the Relic Seeker spends an action point to avoid a trap, he adds the highest two dice to his roll rather than the highest die. Bonus Feats: At the levels indicated, the Relic Seeker gains a bonus feat from the following list, provided the character meets all prerequisites for any feat so gained: Acrobatic, Alertness, Combat Expertise, Defensive Martial Arts, Dodge, Educated, Guide, Mobility, Renown, Stealthy, and Windfall.

Class Information

The following information pertains to the Soldier advanced class. Hit Die: 1d10 Action Points: 6 + one-half character level, rounded down, every time the character attains a new level in this class. Class Skills: The Soldiers class skills (and the key ability for each skill) are: Demolitions (Int), Drive (Dex), Intimidate (Cha), Jump (Str), Knowledge (current events, history, popular culture, tactics) (Int), Listen (Wis), Navigate (Int), Profession (Wis), Read/_ Write Language (none), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str). Skill Points at Each Level: 5 + Int modier.

Soldier

Class Features

A trained military solider or mercenary.

Requirements

To qualify to become a Soldier, a character must fulll the following criteria. Base Attack Bonus: +3. Skill: Knowledge (tactics) 3 ranks. Feat: Personal Firearms Prociency.

The following features pertain to the Soldier advanced class. Weapon Focus: At 1st level, a Soldier gains the Weapon Focus class feature, providing the benet of the feat with the same name. The Soldier chooses a specic weapon. The soldier can choose unarmed strike or grapple as the weapon. The soldier must be procient with the chosen weapon. The soldier adds +1 to all attack rolls made using the selected weapon.

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TABLE 4-20: THE SOLDIER
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7 Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Weapon Focus Weapon specialization Bonus feat Tactical aid Improved critical Bonus feat Improved reaction Greater weapon specialization Bonus feat Critical strike Defense Bonus +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 Reputation Bonus +0 +0 +0 +0 +1 +1 +1 +1 +2 +2

Weapon Specialization: At 2nd level, a Soldier gains weapon specialization with a specic melee or ranged weapon that he or she also has applied the Weapon Focus feat or class feature to. The soldier gets a +2 bonus on damage rolls with the chosen weapon. Bonus Feats: At 3rd, 6th, and 9th level, the Soldier gets a bonus feat. The bonus feat must be selected from the following list, and the Soldier must meet all the prerequisites of the feat to select it. Advanced Firearms Prociency, Archaic Weapons Prociency, Armor Prociency (light), Armor Prociency (medium), Armor Prociency (heavy), Armor Prociency (powered), Brawl, Burst Fire, Cleave, Combat Reexes, Exotic Firearms Prociency, Exotic Melee Weapon Prociency, Far Shot, Great Cleave, Improved Brawl, Improved Knockout Punch, Knockout Punch, Power Attack. Tactical Aid: As an attack action, the Soldier provides tactical aid to any single ally (but not him or herself) within sight and voice range of the soldiers position. As a full-round action, the Soldier provides tactical aid to all of his or her allies (including him or herself) within sight and voice range of the soldiers position. This aid provides either a competence bonus on attack rolls or a dodge bonus to Defense (Soldiers

choice). This bonus is equal to the Soldiers Intelligence modier (minimum +1), and it lasts for a number of rounds equal to one-half of the Soldiers level in the advanced class, rounded down. Improved Critical: For the weapon the Soldier has applied weapon specialization to the Soldiers threat range increases by one. Improved Reaction: At 7th level, a Soldier gains a +2 competence bonus on initiative checks. Greater Weapon Specialization: At 8th level, a Soldier gains greater weapon specialization with the weapon he or she selected at 2nd level. This ability increases the bonus on damage rolls to +4 when using the selected weapon. Critical Strike: At 10th level, a Soldier gains the ability to automatically conrm 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 conrm the critical hit.

Techie

A technology expert and high-tech craftsman.

Requirements

To qualify to become a Techie, a character must fulll the following criteria. Skills: Computer Use 6 ranks, either Craft (electronic) 6 ranks or Craft (mechanical) 6 ranks, and Disable Device 6 ranks.

Class Information

The following information pertains to the Techie advanced class. Hit Die: 1d6 Action Points: 6 + one-half character level, rounded down, every time the Techie attains a new level in this class.

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Class Skills
The Techies class skills (and the key ability for each skill) are: Computer Use (Int), Craft (electronic, mechanical) (Int), Demolitions (Int), Disable Device (Int), Drive (Dex), Knowledge (behavioral sciences, earth and life sciences, physical sciences, popular culture, technology) (Int), Navigate (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int), Speak Language (none), Spot (Wis). Skill Points at Each Level: 7 + Int modier. +2 equipment bonus +3 equipment bonus Vehicles +1 on initiative checks +1 to maneuver +2 to maneuver 20 25 20 25 30 0150 0175 0125 0150 0175
Size Diminutive Tiny Purchase DC 18 15

Class Features

The following features pertain to the Techie advanced class. Jury-Rig: A Techie gains a +2 competence bonus on Repair skill checks made to attempt temporary or jury-rigged repairs. See the Repair skill for details on jury-rigging. At 7th level, this competence bonus increases to +4. 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 action 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 machines performanceat the risk of causing the machine to need repairs later. The DC for the Craft check depends on the type of improvement being made, as shown on the table below. Improvement Ranged Weapons +1 to damage +2 to damage +3 to damage +5 ft. to range increment +10 ft. to range increment Electronic Devices +1 equipment bonus Craft DC 15 20 25 15 25 15 Repair Chance (d%) 0125 0150 0175 0125 0150 0125

The Techie performs the extreme modications in 1 hour. The Techie cant 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 rst 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. Bonus Feats: At 3rd, 6th, and 9th level, the Techie gets a bonus feat. The bonus feat must be selected from the following list, and the Techie must meet all the prerequisites of the feat to select it. Builder, Cautious, Combat Expertise, Educated, Gearhead, Personal Firearms Prociency, Point Blank Shot, Studious. Build Robot: A Techie of 4th level or higher can build remote-controlled robots that are Tiny or Diminutive in size. These robots serve as the Techies eyes, ears, or hands out to a predetermined distance away from the character when the Techie wants to use one of the following skills: Computer Use, Demolitions, Disable Device, Listen, Repair, or Spot. 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. Wealth Check: The purchase DC for the components needed to construct a robot is based on the robots size.

Make the Wealth check to purchase and gather the necessary components prior to starting construction. Construct Frame: The robots body determines its size, shape, locomotion, and hit points. The DC of the Craft (mechanical) check is set by the robots size and modied by the form of locomotion selected.
Size Craft DC Diminutive 15 Tiny 12 Components DC Modier Frame Shape and Locomotion 1 Bipedal +4 Quadruped +3 Treads +2 Wheels +1 External Components 2 Manipulators 3 +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 1 Select only one of the options in this category. 2 Select one or more of the options in this category. 3 Necessary for a robot built to use any skill except Listen or Spot.

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

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TABLE 4-21: THE TECHIE
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Special Jury-rig +2 Extreme machine Bonus feat Build robot Mastercraft Bonus feat Jury-rig +4 Mastercraft Bonus feat Mastercraft Defense Bonus +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 Reputation Bonus +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Statistics for these robots can be found in the Creature listings. 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 modied 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. For example, wiring the electronics for the Tiny robot described above requires a check against DC 19 after 6 hours of work. Program the Robot: The Techie programs the robot as the nal 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 Techies robot can only contain programming for one skill. Make the Computer Use check to program the robot. The DC for the Computer Use check is 20, modied 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 Computer Use check (DC 20 + the number of ranks programmed into the robot). Mastercraft: At 5th level, the Techie becomes adept at creating mastercraft objects. He of she applies the mastercraft ability to one of his or her Craft skills (electronic or mechanical). From this point on, he or she 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. The cost to build a mastercraft object is equal to the purchase DC for the components (see the appropriate Craft skill description) + the bonus provided by the mastercraft feature. A Techie can add the mastercraft feature to an existing ordinary object by making the Wealth check and then making

the Craft check as though he or she were constructing the object from scratch. In addition to the Wealth check, the Techie must also pay a cost in experience points equal to 25 x his or her Techie level x the bonus provided by the mastercraft feature. The XP must be paid before making the Craft check. If the expenditure of these XP would drop the Techie to below the minimum needed for his or her current level, then the XP cant be paid and the Techie cant use the mastercraft ability until he or she gains enough additional XP to remain at his or her current level after the expenditure is made. 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. At 8th 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 5th level, so that his or her mastercraft objects provide a +2 bonus. At 10th 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. 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 modication: 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.

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