Archetypes & Training
An Archetype modifies the Modern Hero base class. An Archetype can be chosen at 1st level, each has its own special Training abilities.Any Archetype Training slot can also be used to gain a Talent in its place. Unless otherwise noted, all Archetype Training are extraordinary abilities.
Engineer
Engineers can range from craftsmen to scientist. The following are Training for the Engineer.
- Advanced Training - Advanced Engineering
- Prerequisite: Reconfigure
- Benefit: An Engineer gains access to Advanced Training. You also gain any one of the Item Creation feats.
- Advanced Training – Strange Science
- Prerequisite: Advanced Training - Advanced Engineering
- Benefit: An Engineer knows how to create an item with a special ability the same as you would a magic item. The magic item creation feats are required and the appropriate craft skill is used in place of the Spellcraft skill.
These special abilities are based in technology rather magic, but with the same game modifications. The GM will decide if a certain magical effect can be replicated in a technology version.
For all skill checks, the appropriate craft skill is used instead of the Spellcraft skill.
If a certain spell is required to create a special ability, you use any spell, but the spell level is base on the chart below using the character's Craft skill ranks.
Craft Ranks | Spell Level |
---|---|
10 | 0 |
12 | 0 |
13 | 1 |
14 | 1 |
15 | 2 |
16 | 2 |
17 | 3 |
18 | 3 |
19 | 4 |
20 | 4 |
21 | 5 |
22 | 5 |
23 | 6 |
24 | 6 |
25 | 7 |
26 | 7 |
27 | 8 |
28 | 8 |
29 | 9 |
30 | 9 |
To use the spell to create a special ability, you must make a Craft (skill required) check DC 10 + spell level.
All engineered special abilities items are considered non-magical.
Keep in mind to convert all GP prices to USD: 1 silver piece is to 1 US dollar. Example: 1 gold piece is equal to 10 US dollars
- Breakthrough
- Benefit: An Engineer receives credit for an engineering breakthrough that earns him recognition of his or her peers.
- The Engineer gains 10 points in Fame with a Faction.This can be taken again.
- Engineering Improvisation
- Benefit: An Engineer gains the ability to improvise solutions using common objects and engineering know-how. This ability lets the Engineer create objects in a dramatic situation quickly and cheaply, but that have a limited duration.
By combining common objects with a Craft check that corresponds to the function desired, the Engineer can build a tool or device to deal with any situation.
Electronic devices, special tools, weapons, mechanical devices and more can be built with engineering improvisation.
It takes a full-round action to make an object with engineering improvisation. The object, when put into use, lasts for a number of rounds equal to the Engineer's ranks in the Craft skill (or for each Hero Point used) before it breaks down. It can't be repaired.
- Improve Kit
- Prerequisite: See below
- Benefit: An Engineer can improve any skill tool kit with an extra +2 circumstance bonus. The Engineer will need to the same skill as the tool kit in order to improve the tool kit.
- Improved Quick Craft
- Prerequisite: Quick Craft
- Benefit: An Engineer learns how to craft objects more quickly than normal.
When using any Craft skill, the Engineer reduces the time usage by 1/2.
- Improvised Tool Master
- Benefit: An Engineer does not need a tool kit for any of his Craft skills.
If the Engineer uses a kit he receives an additional +2 bonus to skill checks.
- Quick Craft
- Benefit: An Engineer learns how to craft objects more quickly than normal.
When using any Craft skill, the Engineer reduces the time required by 1/4.
- Reconfigure
- Prerequisite: Superior Repair
- Benefit: An Engineer knows how to temporarily create an item with an Engineered Special Ability (item creation feats are not required.)
Engineered Special Abilities are the same as Magic items Special Abilities, but are based in technology rather magic with these modifications (the GM will decide if a magical effect can be replicated in a technology version.
For all skill checks, the appropriate craft skill is used instead of the Spellcraft skill.
Engineered Special Abilities items are considered non-magical.
The Engineer must spend 1 hour working with the item to temporary upgrade it. There is no cost, but the Engineered Special Ability only last for 1 round or use, per level or Hero Point spent.
- Reconfigure Weapon
- Benefit: An Engineer can reconfigure a melee or ranged weapon, improving one aspect of it. Reconfiguring a weapon requires 1 hour of work and a successful craft check (DC 20); reconfiguring a mastercraft weapon is slightly harder (DC 20 + the 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 1 range increment. 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
- Benefit: The Engineer can sabotage an object so that it operates poorly. The Engineer must succeed on a Disable Device check (DC 20) to accomplish the downgrade and sabotaging a mastercraft object is slightly harder (DC 20 + the mastercraft 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.
- Sabotaging a Device: As a full-round action, the Engineer can reconfigure so that anyone who uses it suffers a penalty equal to the Engineer's class level on skill checks made to use the device.
- Sabotaging a Weapon: As a full-round action, the Engineer can sabotage a weapon so that it has the broken condition the next time it is used. A sabotaged weapon cannot be used effectively until repaired. This use of sabotage also applies to vehicles.
- Superior Repair
- Prerequisite: Engineering Improvisation
- Benefit: An Engineer can convert a non-masterwork item into its masterwork equivalent.
A normal firearm becomes a masterwork firearm, a suit of armor becomes a masterwork suit of armor, a set of tools becomes masterwork tools, etc.
The Engineer must spend 1 hour working with the item to upgrade it.
- Unflustered
- Benefit: Engineer can perform complicated tasks without provoking attacks of opportunity from adjacent foes.
During any round in which the Engineer uses a craft skill, he can use the desired skill without provoking attacks of opportunity.
Infiltrator
Infiltrators are modern day Rogues and spies. The following are Training for the Infiltrator.
- Advanced Training - Infiltrator
- Benefit: The Infiltrator gains access to Advanced Training. You also gain any one of the Combat feats.
- Advanced Training - Rogue Training
- Prerequisite: Advanced Training Infiltrator
- Benefit: The Infiltrator gains access to the Rogue Talents for Advance Training.
- Contacts
- Benefit: The Infiltrator is well-enough wired into the social system to be able to get the names and numbers of individuals with particular abilities and talents.
The Infiltrator can use Hero Points in place of Prestige Points when dealing with Factions other than his own. The Infiltrator's Fame score will be count as ½ when used with other factions.
- Covert Attack
- Benefit: The Infiltrator gains the Rogue's Sneak Attack class feature.
If an Infiltrator can catch an opponent when he is unable to defend himself effectively from her attack, he can strike a vital spot for extra damage.
The Infiltrator's attack deals extra damage (called "precision damage") anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not) or when the Infiltrator flanks her target. This extra damage is 1d6 and increases by 1d6 every two levels thereafter. Should the Infiltrator score a critical hit with a covert attack, this extra damage is not multiplied. Ranged attacks can count as covert attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike) an Infiltrator can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a covert attack, not even with the usual –4 penalty.
The Infiltrator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An Infiltrator cannot covert attack while striking a creature with concealment.
- False Allegiance
- Prerequisite: Contacts
- Benefit: The Infiltrator can fits in with whatever group he chooses to be with.
The Infiltrator can successfully emulate another Faction. The enables the Infiltrator to use his Fame and Prestige Points total in the false faction as he would in his faction.
- Fortune's Favor
- Benefit: The Infiltrator cannot be caught flat-footed, even if the attacker is unseen. He still loses his Dexterity bonus to AC if immobilized.
The Infiltrator with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
- Resources
- Benefit: The Infiltrator is considered to have considerable material resources either at hand or easily and cheaply acquired.
The Infiltrator doesn't need to spend Prestige Points to buy Faction restricted items, but will need the required Fame score and the money to buy the items.
- Poison Expert
- Benefit: The Infiltrator is trained in the use of poison and cannot accidentally poison themselves when preparing a poison.
The Infiltrator gains a +1 saving throw bonus against poisons. This bonus increases by +1 every two levels.
- Thousand Faces
- Prerequisite: Covert Attack
- Benefit: The Infiltrator can use the Stealth skill even while being observed. As long as he is within 10 feet of some sort of shadow, he can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.
- Up My Sleeve
- Benefit: The Infiltrator becomes a master at hiding weapons on his body. He adds ½ his level to all Sleight of Hand skill checks made to prevent others from noticing them.
- Word on the Street
- Benefit: You gain a +3 bonus to Diplomacy and Knowledge (streetwise) skill.
If you have 10 or more ranks in one of these skills, the bonus increases to +6 for that skill
Investigator
An investigator varies from detectives to journalists. The following are Training abilities for the Investigator.
- Advanced Training - Investigator
- Prerequisite: Analyze Clue
- Benefit: The Investigator gains access to Advanced Training. You also gain any one of the General feats.
- Advanced Training - Coax Information
- Prerequisite: Advanced Training - Investigator
- Benefit: An Investigator with this talent can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly toward her.
- Advanced Training – Fast Picks
- Prerequisite: Advanced Training - Investigator
- Benefit: An Investigator with this talent can use the Disable Device skill to attempt to open a lock as a standard action instead of a full-round action.
- Advanced Training – Hard to Fool
- Prerequisite: Advanced Training - Investigator
- Benefit: Once per day, an Investigator can roll two dice while making a Sense Motive check and take the better result. He must choose to use this talent before making the Sense Motive check.
- Special: An Investigator can use this ability one additional time per day for every 5 levels he possesses.
- Advanced Training – Slippery Mind
- Prerequisite: Advanced Training - Investigator
- Benefit: This ability represents the Investigator's ability to wriggle free from mind affecting abilities that would otherwise control or compel her. If an Investigator with slippery mind is affected by a mind affecting ability and fails her saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on her saving throw.
- Advanced Training – Thoughtful Reexamining
- Prerequisite: Advanced Training - Investigator
- Benefit: Once per day, an Investigator with this talent can reroll a Knowledge, Sense Motive, or Perception skill check to try to gain new or better information from the roll. This reroll can be made any time during the same day as the original check.
- Analyze Clue
- Benefit: The Investigator can use Perception to follow tracks as per the Survival skill. This function allows the Investigator to extract extra information from material he or he has found.
The base (DC15) is modified by the time that has elapsed since the clue was left and whether or not the scene was disturbed. Circumstances DC Modifier Every day since event (max modifier +10) +2 Scene is outdoors +5 Scene slightly disturbed +2 Scene moderately disturbed +4 Scene extremely disturbed +6
- Collect Evidence
- Benefit: The Investigator can collect and prepare evidentiary material for a lab.
To collect a piece of evidence, make a Perception check (DC 15). If the Investigator succeeds, the evidence is usable by a crime lab.
If the Investigator fails, a crime lab analysis still can be done, but the lab takes a –5 penalty on any necessary check.
If the Investigator fails by 5 or more, the lab analysis simply cannot be done.
On the other hand, if the Investigator succeeds by 10 or more, the lab gains a +2 circumstance bonus on its checks to analyze the material.
Collecting evidence generally takes 1d4 minutes per object and to fully examine a topic takes 1d4 hours.
- Deduction
- Prerequisite: Analyze Clue
- Benefit: An Investigator becomes so attuned at solving mysteries that he finds a way to put two and two together and rarely misses a clue.
The Investigator can know a specific piece of information from a clue or character, including: alignment, faction, archetype, level etc.
The Investigator can add his ranks in a related knowledge skill the clue in any Perception checks.
- Informants
- Prerequisite: Networking
- Benefit: The Investigator may have a number of individuals equal to his Fame score as Informants.
Informants are NPCs that can provide information and help to the Investigator. How much information and help is up to the Gamemaster.
- Interrogate
- Benefit: The Investigator can know if someone is knowingly lying.
Once a day, per ranks in the Intimidation skill (or for one Hero Point) you question the target, backed up by the threat of pain. You may ask one question per two ranks in the Intimidation skill. The target can either answer the question or take 1d4 points of damage plus your ranks in the Intimidation skill. The target is not compelled to answer truthfully, but the threat of pain gives it a –4 penalty on Bluff checks to convince you when it is lying.
This effect lasts for 1 round per ranks in the Intimidation skill and is a standard action to initiate, but not maintain.
- Networking
- Benefit: The Investigator is well-enough wired into the social system to be able to get the names and numbers of individuals with particular abilities and talents.
The Investigator doesn't need to spend Prestige Points to buy Faction restricted items, but will need the required Fame score and the money to buy the items.
- Pursue
- Benefit: The Investigator adds half his level to Knowledge (streetwise) and Perception skill checks.
- Trap finding
- Benefit: An Investigator gains the Trap Finding Rogue class ability.
An Investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). An Investigator can use Disable Device to disarm any type of traps.
- Urban Tracking
- Benefit: The Investigator can use the Perception in place of survival to track an individual in an urban setting.
The DC check depends on the community population and the conditions: Population DC Fewer than 2,000 5 2,000-9,000 10 10,000-49,000 15 50,000-99,000 20 100,000-499,000 25 500,000+ 30 Conditions and DC Modifiers to Tracking Condition DC Modifier Every three persons in the group being sought -1 Per 24 hrs. the quarry has been missing or sought +1 Tracked quarry "lies low" +5 The individual being sought Fame -1 for every 10 ranks of Fame
- Word in the Streets
- Benefit: You gain a +3 bonus to Diplomacy and Knowledge (streetwise) skill.
If you have 10 or more ranks in one of these skills, the bonus increases to +6 for that skill
Martial Artist
The Martial Artist varies from MAA fighters to the classic monk. Training
The following are Training for the Martial Artist. Advanced Training - Martial Artist
Prerequisite: Inner Power
Benefit: The Martial Artist gains access to Advanced Training. You also gain any one of the Style feats. Advanced Training - Ancestor Training
Prerequisite: Advanced Training - Martial Artist
Benefit: The Martial Artist gains access to the Monk class features. You may use a Training slot for one Monk class feature. Dodge
Benefit: The Martial Artist can avoid damage from many area-effect attacks.
If a Martial Artist makes a successful Reflex saving throw against an attack that normally deals damage on a successful save, he instead takes no damage.
Dodge can be used with any type of armor. A helpless Martial Artist does not gain the benefit of Dodge. Expert in Your Field
Benefit: The Martial Artist is considered to be a master of her particular art, whether this is as a scholar with a detailed knowledge of the art's history, or as a practitioner, such as a professional MMA fighter.
The Martial Artist uses his level in place of his base attack bonus when calculating his Combat Maneuver. Flurry of Blows
Benefit: A Martial Artist can make a flurry of blows as a full-standard action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a martial arts weapons (same as Monk weapons, such as kama, nunchaku, quarterstaff, sai, shuriken and siangham) as if using the Two-Weapon Fighting feat (even if the Martial Artist does not meet the prerequisites for the feat).
For one Hero Point spent, the Martial Artist can make one additional attacks when he uses flurry of blows.
A Martial Artist applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A Martial Artist may substitute disarm, sunder and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A Martial Artist cannot use any weapon other than an unarmed strike or a special martial arts weapon as part of a flurry of blows. High Jump
Benefit: The Martial Artist adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps.
In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 Hero Point as a swift action, a Martial Artist gains a +20 bonus on Acrobatics checks made to jump for 1 round. Imbue Weapon
Prerequisite: Inner Power and Stunning Arm
Benefit: The Martial Artist may use any martial art weapons (same as Monk weapons such as kama, nunchaku, quarterstaff, sai, shuriken and siangham) and may channel his Inner Power in a new weapon ability. Choose one of the following powers: Crushing Fall
When you succeed at a trip or disarm combat maneuver, you may spend 1 Hero Point from as a swift action to deal damage to your opponent. Stunning Mark
You may spend 1 Hero Point as a swift action to execute your Stunning Arm attack as a free attack rather than a normal melee attack. Winds of Change
You may spend 1 Hero Point as an immediate action to deflect one missile weapon that round. Zen Combat
You may spend 1 Hero Point as a swift action to substitute your Wisdom score for your Strength or Dexterity for all melee or ranged attacks you make that round. Inner Power
Prerequisite: Living Weapon
Benefit: A Martial Artist can use his Hero Points the same as a Monk's Ki pool class feature. Iron Fist
Prerequisite: Inner Power
Benefit: Benefit: The Martial Artist may use an unarmed attack to overcome damage reduction.
For one Hero Point spent, the Martial Artist can overcome one point of damage reduction type (Bludgeoning, piercing, or slashing). Living Weapon
Benefit: The Martial Artist's attacks may be with fist, elbows, knees and feet. This means that a Martial Artist may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a Martial Artist striking unarmed. A Martial Artist may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
A Martial Artist's unarmed attacks can deal lethal or nonlethal damage, with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A Martial Artist's unarmed attack is treated as both a manufactured weapon and a natural weapon for the purpose of effects that enhance or improve either manufactured weapons or natural weapons.
A Martial Artist also can deal more damage with his unarmed strikes than a normal person would. Level Damage (Small) Damage (Large) 1st–3rd 1d4 1d8 4th–7th 1d6 2d6 8th–11th 1d8 2d8 12th–15th 1d10 3d6 16th–19th 2d6 3d8 20th 2d8 4d8
For every Hero Point spent, the Martial Artist can increase his unarmed base damage by 1 dice and lasts for 1 round per level of the Hero and is a move action to initiate but not maintain. Stunning Arms
Prerequisite: Inner Power
Benefit: The Martial Artist can use this Training ability with unarmed strikes or attacks with a special martial art weapons (same as Monk weapons, such as kama, nunchaku, quarterstaff, sai, shuriken and siangham).
The Martial Artist must declare that you are using this ability before you make your attack roll (thus, a failed attack roll ruins the attempt).
Stunning Arms forces a foe damaged by your attack to make a Fortitude saving throw and the Martial Artist can increase the save difficulty by adding Hero Points to the DC. For one Hero Point spent increase the DC by 1 Point.
DC 10 + 1/2 your character level + Hero Points Spent
This is in addition to dealing damage normally.
A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character can't take actions, loses any Dexterity bonus to AC and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained and no more than once per round.
Personality
A Personality varies from a celebrity to political leaders. Training
The following are Training for a Personality. Advanced Training - Personality
Prerequisite: Compelling Performance
Benefit: The Personality gains access to Advanced Training. You also gain any one of the Performance feats. Advanced Training – Call of the Bard
Prerequisite: Advanced Training - Personality
Benefit: The Personality can use Hero Points the same as a Bard's Performance and gain access to the Bard class features.
You may use a Training slot for one Bard class feature. Celebrity Access
Benefit: The Personality can use his faction Prestige Points outside of his faction. The Prestige Points can be used when dealing with individuals, other factions, events or any other restricted person, place, or thing. Celebrity Immunity
Benefit: If the Personality is arrested for a crime, the hero can make spend one Prestige Point to invoke her celebrity status and not suffer the usual legal penalty or punishment.
If one of the Personality's entourage (see the Entourage training, below) is arrested for a crime and unable to secure her own release, the Personality may intercede on the entourage's behalf. This will cost the Personality two Prestige Points. Compelling Performance
Prerequisite: Winning Smile
Benefit: A Personality's force of personal magnetism increases to the point that he or he can arouse a single emotion of her choice—despair, hope, or rage—in a target.
For one Hero Point spent, the emotion affects one target within sight and/ or sound of the Personality's performance.
This effect lasts for 1 round per level of the hero and is a full round action to initiate but not to maintain.
The target makes a Will saving throw.
DC is 10 + ranks in a Perform skill
If the target succeeds at the saving throw, he or he is immune to the compulsion of this performance. If the target fails, he or he 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.
Entourage
Benefit: The Personality may appoint a number of ordinary individuals equal to her Fame score as an entourage. These appointed individuals gain all the benefits of Celebrity Access, Celebrity Immunity and Ultimate Access.
The Personality may revoke these privileges at any time and appoint replacements as he sees fit. It takes 1d4 hours for a Personality to invoke or revoke an Entourage's privileges.
If Fame is permanently lost, the Personality will also lose one member of her Entourage. Restricted Access
Prerequisite: Celebrity Access
Benefit: The Personality gains clearance to access restricted files or classified information from any allied Faction.
The Personality doesn't need to spend Prestige Points to buy restricted items, but will need the required Fame score and the money to buy the items. Royalty
Benefit: A Personality's activities in the public eye generate extra income.
The Personality adds 1/2 his level to Fame score and to any Profession skill (minimum +1). Sow Distrust
Benefit: A Personality can turn one character against another. The Personality must spend a Hero Point per target.
The targets must be able to hear and understand the Personality.
The target makes a Will save.
DC 10 + Personality's ranks in a Charisma based skill.
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.
The target makes a Will save whenever the Personality uses this talent against him. As long as the target continues to fail the Will save, the Personality 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 or 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 Personality to sow distrust. Talk Down
Benefit: A Personality can talk her way out of trouble.
Prior to the start of hostilities or during combat, for one Hero Point spent, the Personality can talk down an opponent. The target must be able to hear her voice.
That opponent immediately stops fighting and reverts to an indifferent attitude regarding the Personality. Any hostile action by the Personality or by one of the Personality's allies, directed at the opponent allows the opponent to act as he or he sees fit.
To initiate this talent, the Personality must spend a full-round action. Then the opponent makes a Will saving throw.
DC 10 + Personality's ranks in a Charisma based skill.
If the save fails, the opponent stops fighting. If the save succeeds, the opponent continues as normal. Winning Smile
Benefit: A Personality develops such a force of personal magnetism that he or he can convince a single target to regard him as a trusted friend.
The target makes a Will saving throw to avoid being persuaded by the Personality's words and actions. The DC is 10 + 1/2 class level + 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. 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.
Physician
A physician varies from a medic to a doctor. Training
The following are Training for a Physician. Advanced Training - Advanced Healing
Prerequisite: Healer
Benefit: A Physician gains access to Advanced Training. You also gain the Healing Domain and all of its powers. This is not magical in nature but a representation of modern medical procedures. Advanced Training – Medical Procedure
Prerequisite: Advanced Training - Advanced Healing
Benefit: A Physician knows how to “cast” a spell from the Healing Domain. This is not magical but a representation of modern medical procedures. The GM will decide if a certain spell can be replicated in a modern medical adaptation.
To cast the healing spell for a medical procedure, the character must use 1 Hero Point and make a Heal check DC 10 + spell level.
The level of spell the Physician can employ is based on his ranks in the Heal skill. Heal Ranks Spell Level 10 0 12 0 13 1 14 1 15 2 16 2 17 3 18 3 19 4 20 4 21 5 22 5 23 6 24 6 25 7 26 7 27 8 28 8 29 9 20 9
All medical healing is considered non-magical. Calming Touch
Benefit: For one Hero Point per individual, the Physician can relieve the individual of a condition. Your touch can remove the dazed, fatigued, shaken, or staggered condition. Healer
Benefit: The Physician can heal Hit Point damage 1d4 per ranks the Heal skill.
In addition, for another Hero Point spent, the Physician can increase his healing dice by one (from a d4 to a d6). Medical Miracle
Prerequisite: Minor Medical Miracle
Benefit: A Physician can revive a character reduced to –10 hit points or lower. If the Physician is able to administer aid within 10 rounds of the character's death, he or he can make a Heal check.
Heal skill - DC 20 + the negative Hit Points
If the check succeeds, the dead character can make a Fortitude save (DC 10 + the negative Hit Points) to stabilize and be restored to 1d6 hit points.
If the Physician fails the skill check or the patient fails the Fortitude save, the dead character can't be restored. Medical Quick Fix
Benefit: For one Hero Point spent, the Physician cures 1d4 points of temporary ability damage to one of the subject's ability scores. Medical Specialist
Benefit: The Physician adds 1/2 his level to Craft (pharmaceutical) and Heal skill (minimum +1). Minor Medical Miracle
Prerequisite: Medical Specialist
Benefit: A Physician can save a character reduced to –10 hit points or lower. If the Physician is able to administer aid within 5 rounds of the character's death, he or he can make a Heal check.
Heal skill - DC 15 + the negative Hit Points
If the check succeeds, the dead character can make a Fortitude save (DC 15 + the negative Hit Points) to stabilize and be restored to 0 hit points.
If the Physician fails the skill check or the patient fails the save, the dead character can't be saved. Reduce Condition
Prerequisite: Calming Touch
Benefit: For one Hero Point per individual, the Physician can relieve the individual of a condition. Your touch can remove the exhausted, nauseated, sickened, or stunned condition. Reduce Disease
Prerequisite: Medical Specialist
Benefit: A Physician can cure a disease from which the subject is suffering.
The Physician must make a Craft (pharmaceutical) check against the DC of each disease affecting the target. Reduce Toxin
Prerequisite: Medical Specialist
Benefit: A Physician can detoxify any sort of poison, drug, or toxin in the individual or object touched.
The Physician must make a Craft (pharmaceutical) check against the DC of each poison affecting the target. Success means that the poison is neutralized.
A cured individual suffers no additional effects from the poison and any temporary effects are ended, but the check does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don't go away on their own. Therapy
Prerequisite: Medical Specialist
Benefit: For one Hero Point spent, the Physician cures 1 point of permanent ability damage to one of the subject's ability scores.
This takes one month to heal. This is reduced by 1 day per each rank in the Heal skill.
Soldier
A Soldier is a trained military professional. Training
The following are Training abilities for a Soldier. Advanced Training - Soldier
Prerequisite: Training - Leadership
Benefit: The Soldier gains access to Advanced Training. You also gain any one of the Teamwork feats. Advanced Training – Art of War
Prerequisite: Advanced Training - Soldier
Benefit: The Soldier gains access to the Battle Herald class features. You may use a Training slot for one Battle Herald class feature. Close Combat Shot
Benefit: A Soldier gains the ability to make a ranged attack with firearm while in a threatened area without provoking an attack of opportunity. Commanding Presence
Benefit: A Soldier can use a Hero Point to enable an ally and weaken a single foe's resolve.
Enabling an ally requires one Hero Point.
The Soldier can negate any one of the following harmful conditions affecting a single ally: cowering, dazed, fatigued, nauseated, panicked, shaken, or stunned.
The Soldier cannot use this ability on himself.
Weakening a foe's resolve requires one Hero Point and a Knowledge (tactics) roll.
The target gets Willpower save equal to the Knowledge (tactics) roll; if the save fails the target is shaken.
This effect lasts for a number of rounds equal to the Soldier's skill total in Knowledge (tactics). Defensive Position
Benefit: For one Hero Point spent, the Soldier can increase one individual's cover or concealment.
Partial Cover upgrades to Improved Cover Improved Cover upgrades to Total Cover Concealment upgrades to Total Concealment
This effect lasts for a number of rounds equal to the Soldier's skill total in Knowledge (tactics). Favored Terrain
The Soldier may select a type of terrain. The Soldier gains a +2 bonus on initiative checks and Knowledge (geography) Perception, Stealth and Survival skill checks when he is in this terrain.
A Soldier traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
This may be taken again to choose a different terrain. Favored Terrains Cold (ice, glaciers, snow and tundra) Desert (sand and wastelands) Forest (coniferous and deciduous) Jungle Mountain (including hills) Plains Planes (pick one, other than Material Plane) Swamp Underground (caves and dungeons) Urban (buildings, streets and sewers) Water (above and below the surface) Soldier's Grit
Benefit: A Soldier can use his Hero Points the same as the Gunslinger class feature Grit and can use any Gunslinger ability associate with Grit. Leadership
Benefit: The Soldier provides Leadership to all of his allies within sight and voice range of his position.
For one Hero Point per individual spent; the Soldier's allies are treated as if they possessed the same teamwork feats as the Soldier, for the purpose of determining whether the Soldier receives a bonus from his teamwork feats.
The soldier's allies also receive any bonuses from these feats.
Positioning and actions must still meet the prerequisites listed in the teamwork feat for to receive the listed bonus. Tactical Aid
Benefit: For each Hero Point spent, the Soldier increases one individual's attack bonus by 1.
This is a move action to initiate, but not to maintain.
This effect lasts for a number of rounds equal to the Soldier's skill total in Knowledge (tactics). Tactical Defense
Benefit: For each Hero Point spent, the Soldier increases one individual's Armor Class by 1.
This is a move action to initiate, but not to maintain.
This effect lasts for a number of rounds equal to the Soldier's skill total in Knowledge (tactics). Tactics
Benefit: For each Hero Point spent, the Soldier increases one individual's Stealth and Survival skill checks by 1.
This is a move action to initiate, but not to maintain.
This effect lasts for a number of rounds equal to the Soldier's skill total in Knowledge (tactics). Weapons Training
Benefit: You are proficient with all martial weapons and can make attack rolls normally.