-i-MUTANT ANIMAL MAYHEM
By Jeffrey Moore Design/Editing: Jeffrey Moore
Playtesting: Toby Betts, Steve Manchir, Justin Shepard, Erica Talbot, Rebecca Thomas
Requires the use of a d20 Modern published by Wizards of the Coast.
The 'd20 System' is a trademark owned by Wizards of the Coast and is used according to the terms of the d20 System License version 1.0a. A copy of this license can be found at www.wizards.com. Portions of this work are derived from the d20 System Reference Document.
d20 Modern™ is a trademark of Wizards of the Coast, Inc., and is used with permission. Dungeons and Dragons(R) and Wizards of the Coast(R) are registered trademarks of Wizards of the Coast, Inc. and are used with permission.
This product available for free download at http://gbcleveland.biz/~jmoore/mutantanimals.pdf
Table of Contents
Page
CHAPTER 0: INTRODUCTION AND NOTES...1
Character Creation ...1
CHAPTER 1: RACES ...2
New Race: Mutant Animal ...2
Customization...2
Mutant Animals ...4
CHAPTER 2: CLASSES ...12
New Classes...12
Martial Arts Strong Hero ...12
Martial Arts Fast Hero ...13
Martial Arts Tough Hero ...14
Martial Arts Smart Hero ...15
Martial Arts Dedicated Hero ...16
Martial Arts Charismatic Hero ...17
New Abilities ...18
Starting Occupations...19
New Occupations...20
CHAPTER 3: FEATS ...22
New Feats ...23
CHAPTER 0: INTRODUCTION AND NOTES
General Notes
There are two special forms of text in this document. The first is examples to hopefully provide clarity. That text is in italics with horizontal lines above and below.
Like this
The second form is text in a box with gray shading. This is support information, providing pointers and optional rules.
Note: Text here
CHARACTER CREATION
Character creation is fairly similar to generating characters in d20 Modern. There are only a few changes, outlined below: 1) Select a race. This supplement provides 1 additional racewith a large number of variants, the mutant animal. If you select a mutant animal, follow the additional steps below.
a) Select an animal type.
b) Spend your mutation points (MP).
c) Apply modifiers for mutant animal type and size. 2) Select a class. This supplement provides 6 additional
martial arts classes. If you select a martial arts class, follow the additional steps below.
a) Name the martial arts you practice. This should form the conceptual center for your feat, talent and skill selection. It has no direct gameplay effect itself. b) Select stance for the style.
3) Select an occupation. There are several additional occupations available in chapter 2.
4) Select your feats. New feats in this chapter 3.
Sample Char Gen
Justin and Erica are interested in making martial arts characters. Justin wants to make a tough-as-nails mutant animal, while Erica wants to make a police officer focused on negotiation and the surprise take-down. For stats, we’ll use 15, 14, 12, 11, 10, 8.
Justin wants a no-nonsense tough. He picks a 14 str, 12 dex, 15 con, 10 int, 11 wis and 8 chr. He’s a tough brawler, not exactly soft around the edges.
Erica is looking for a little more finesse, but still wants to hold her own in a fight, so she picks a 10 str, 14 dex, 11 con, 12 int, 8 wis, 15 chr. The intelligence and charisma will help with skills and socialization, while the dex will help her dish out and avoid the damage.
CHAPTER 1: RACES
NEW RACE: MUTANT ANIMAL
Mutant animals are not actually a single race. There are mutant dogs, cats, goats, etc. Depending on the campaign setting, these mutant animals could have been created through genetic experimentation, toxic spills or even natural selection. Below is a list of the common animal traits. For the rest of the mutant animal rules, please see the customization section.
Mutant Animal Racial Traits
• Lowlight: Mutant animals automatically have lowlight vision, doubling the distance they can see with an available light source.
• Racial Skills: A mutant animal does not receive a human's skill point bonus. Therefore, the mutant animal receives 4 less skill points at character creation and 1 less skill point per level. Classes in this supplement have already been adjusted accordingly.
• Racial Feats: A mutant animal does not receive a human's bonus feat for first level, therefore only receiving a single feat at 1st level.
• Racial customization: Mutant animals come in a variety of shapes and sizes. Please see the
customization section for full rules on your specific animal.
• Level Adjustment: +1.
Justin looks through the available animals, and notices the wolverine. The +4 con is excellent for his hale and hearty idea, and the +2 wis gives him a higher will save, further helping the idea. Justin’s wolverine now has a 12 str, 10 dex, 19 con, 10 int, 13 wis, 6 cha. Note, since their campaign is starting the party at level 2, Justin will actually be character level 1, ECL 2.
Erica’s character is human, so she skips this section.
Customization
Animal characters have a certain amount of Mutation Points, or MP. Using those MP they’ll have to decide on the following:
Size: Size will determine the weapons a character can
wield, attribute modifiers, the standard modifiers.
Human Attributes: This determines how close to human
specific attributes of the animal are, hands, speech, bipedal stance and human looks.
Traits: These are attributes from the animal side that the
character keeps after its mutation. Racial bonuses to skill, increased movement, etc.
Options: These are attributes from the animal side the
character may keep after its mutation. Claws, wings, heightened senses etc.
Alternative rule: On a point-buy system for attributes,
combine MP and attribute points. So a badger in a game using 25 points for attributes would have 33 total points to divide between attributes and MP costs. This could potentially lead to more powerful characters, as the MP system's scarcity would go away.
Size
For simplicity, all mutant animals start at base size medium. MP will change if size is changed. A small elephant will get 4 MP, while a huge chicken will lose 12 MP.
Tiny: Tiny creatures are 1-2 feet tall or long, and weight
1-8 lbs. Modifiers: +2 attack, +2 defense, +8 Hide, -8 Grapple, 1/4th carrying capacity.
Small: Small creatures are 2-4 feet tall or long, and
weight 8-60 lbs. Modifiers: +1 to attack, +1 to defense, +4 Hide, -4 Grapple, 3/4th carrying capacity.
Medium: Medium creatures are 4-8 feet tall or long, and
weight 60-500 lbs. They do not have any modifiers.
Large: Large creatures are 8-16 feet long or tall, and
weight 500-4000 lbs. Modifiers: -1 to attack, -1 to defense, -4 to Hide, +4 to grapple.
Huge: Huge creatures are 16-32 feet long or tall, and
weight 2-16 tons. Modifiers: -2 to attack, -2 to defense, -8 to Hide, +8 to Grapple.
Justin has 8 MP for his wolverine and is currently medium size. Large has a lot going for it, increased reach, more strength and con, more damage from natural weapons. However, at 6 MP, Justin would only have 2 MP left. Small hurts the strength and constitution he’s focusing on, so Justin chooses Medium. He keeps all 8 MP, and his stats are now 14 str, 12 dex, 21 con (!), 10 int, 13 wis, and 8 cha.
GM Note: Normal d20 focuses on medium and occasionally
small characters as PCs. This means mechanics for tiny, large and huge creatures work differently from characters in the small to medium range. Also, in a modern setting nothing will be built for either size, and just fitting into places will be exceedingly difficult for a huge creature, and could limit the group’s possibilities. Use caution when allowing tiny, large or huge characters.
Table 1-1: Effects of Size
Size MP Str Con Dex Init Move W1 W2 W3 Reach(tall) Reach(long)
T +8 -6 -2 +6 +4 10’ d3 d4 d6 0’ 0’
S +4 -2 0 +4 0 20’ d4 d8 d10 5’ 5’
M - +2 +2 +2 0 30’ d6 d10 2d6 5’ 5’
L -6 +6 +4 0 -2 40’ d8 2d6 2d8 10’ 5’
H -12 +10 +6 -2 -4 50’ d10 2d8 2d10 15’ 10’
Human Attributes
Hands
None: Cannot pick up or grab objects. See also Table
3-1 for unavailable feats.
Partial: -2 to skills requiring manual dexterity, -2 to
attack rolls with weapons. See also Table 3-1 for unavailable feats.
Full: As per usual.
Biped
None: Use Reach(long), Movement +10’. See also Table
3-1 for unavailable feats.
Partial: Can stand and use Reach(tall), but movement is
halved, and jumping/kicking not possible while standing. See also Table 3-1 for unavailable feats.
Full: As per usual.
Speech
None: No speech abilities, needs close review by GM. Partial: Obviously abnormal: -4 to bluff, diplomacy,
gather information and perform(sing) checks, +2 to intimidation checks.
Full: as per usual.
Looks
None: Looks like the original animal, social penalties
vary by GM decision. Armor/clothes purchase DC +3.
Partial: Looks human in poor lighting, easily discernible
otherwise, social penalties vary by GM decision.
Full: Retains subtle characteristics of animal type, but
looks human.
Justin needs to decide how human he wants his wolverine to be. He wants to be able to interact physically with the world as a human, so he chooses full hands and full biped. His charisma is already low, to avoid further issues he picks up full speech. However, he wants to emphasize his animalistic nature so he takes none for looks.
Total: 2 for hands, 2 biped, 2 for speech, 0 for looks. Justin has 2 MP remaining for options.
Traits
Natural Armor: Not generally noticeable unless only
partial or none is taken for human looks. Does not limit choices for looks.
Movement Bonus: Additive to whatever the base speed
of the animal is.
Skill Bonus: These are racial bonuses, for stacking
purposes.
All wolverines have a +1 natural armor bonus and +4 racial bonus to climb checks. Justin notes these on his character sheet.
Options
Natural Weapons
A mutant animal attacking with a natural weapon counts as armed.
Antlers/Horns/Tusks: Designed for charging, get a +2
bonus to damage for a charge attack and counts as a 2-H
weapon for Str/power attack bonuses, but -1 to hit for a normal attack. Cannot attack with another weapon when using antlers/horns/tusks.
Note: For some species, Antlers and horns are only available
on the male of the species.
Tongue Whip: Can perform trip attacks, but cannot be
dropped to avoid a counter-trip after a failed attack. This natural weapon does not act as a threat to enemies within its reach, but it also does not provoke an attack of opportunity when used for a trip or normal attack.
Damage as follows: T 1, S 1d2, M 1d3, L 1d4, H 1d6. Reach as follows: T 5’, S 10’, M 10’, L 15’, H 20’
Movement
Burrow: Speed 10 ft.
Climb: Speed equals ground movement.
Double Jump Distance: After the distance for a jump
check is determined, double it.
Flight: Recorded as (speed, maneuverability)
Glide: Recorded as (speed, maneuverability). An animal
with glide cannot gain altitude.
Sprint: x10 movement for a charge, 1/hour Swimming: Speed equals ground movement.
Senses
Blindsense: See the Abilities and Conditions section of
the DMG..
Blindsight: See the Abilities and Conditions section of
the DMG..
Darkvision: As the Player’s Handbook. Heightened Hearing: +2 Listen, +2 Initiative. Heightened Touch: +2 Disable Device, +2 Sleight of
Hand.
Heightened Vision: +2 Spot, half range penalty for spot. Improved Lowlight: 4x normal human vision in
starlight, moonlight, torchlight and similar conditions of poor illumination.
Scent: See the Abilities and Conditions section of the
DMG.
Specials
Chew Wood: Grants the ability to cut wood without
tools and a +2 to Craft (structural) checks.
Feign Death: +10 racial bonus to bluff checks to
convince someone you are dead.
Hold Breath: Hold breath 1 minute per Con.
Natural Armor: Does not stack with armor from traits. Quill Defense: +2 Natural Armor, stacks with existing
natural armor, any unarmed miss by 2-3 inflicts W1 damage on the attacker. Anyone trying to grapple char takes W2 damage. A bull charge by the character does W3+str. Backhand does W1+str. Can use quills as daggers. Quill defense prevents the character from wearing armor.
Spit: range increment: 5ft, fort save (DC 15), failed –
blinded 1d4 rounds
Musk Spray: Character makes a ranged touch attack
against the target. Range increment: 10ft, fort save (DC 13+Con modifier). If the save fails, target is nauseated for 1d6 rounds. Cancels the Scent ability until thoroughly washed. 8 uses/day.
Water Storage: store up to .5/2/5/10/20
gallons(depending on size), survive max 20 days. Now comes the time for Justin to spend his 2 remaining MP. Taking a big bite attack is tempting, but he also likes the idea of being able to track using Scent. The bite costs 2 and tracking 1, so he cannot have both. He decides to go with Scent and spends the remaining point on claws. Since he is medium size, his W1 claws do d6 damage.
Justin now has 0 MP and is finished with race. Time for Erica and Justin to move onto picking a class.
Mutant Animals
Any trait/option bonuses are not cumulative. i.e A crocodile naturally has +2 Natural Armor. If +4 Natural Armor is purchased for 2 MP, the croc's natural armor is +4, not +6.
Notation key
* Trait/option is unavailable with full human appearance. # Trait/option is unavailable with partial human appearance. ^ Specific note for that animal. See text directly beneath.
Aardvark
MP: 8
Attributes: -2 Dex, +2 Con, +2 Wis, -2 Cha
Human Features
Hands: 1 MP for partial, 2 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
Natural Armor +1
+2 racial bonus to Climb checks +2 racial bonus to Search checks
Options
Claws (W1) 1 MP
Burrow 1 MP
Alligator/Croc
MP:8
Attributes: +4 Str, -2 Dex, -2 Con, -2 Int, +2 Wis
Human Features
Hands: 1 MP for partial, 2 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
Natural Armor +2
Options
Teeth (W2)* 2 MP
Bonus Feat: Run 1 MP
Hold Breath 1 MP
Natural Armor +4*/+6* 2/4 MP
Swim 2 MP
Ape
MP:5
Attributes: +2 Str, -2 Con, +2 Int, -2 Wis
Human Features
Hands: Partial automatic, 1 MP for full Biped: Partial automatic, 2 MP for full Speech: 1 MP for partial, 1 MP for full Looks: Partial automatic, 1 MP for full
Traits
Natural Armor +1
+4 racial bonus to Climb checks
Options Claws (W1) 1 MP Teeth (W1) 1 MP Climb 2 MP Natural Armor +2 1 MP Prehensile Feet 1 MP
Armadillo
MP:8Attributes: +2 Str, -4 Dex, +2 Con
Human Features
Hands: 1 MP for partial, 2 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits Natural Armor +2 Options Natural Armor +4*/+6* 2/4 MP Burrow 1 MP
Baboon
MP:5Attributes: +2 Dex, -2 Con, +2 Int, -2 Wis
Human Features
Hands: Partial automatic, 1 MP for full Biped: Partial automatic, 2 MP for full Speech: 1 MP for partial, 1 MP for full Looks: Partial automatic, 1 MP for full
Traits
Natural Armor +1
+4 racial bonus to Climb checks
Options Teeth (W1) 1 MP Climb 2 MP Prehensile Feet 1 MP
Badger
MP:8Attributes: -2 Dex, +2 Con, +2 Int, -2 Wis
Human Features
Hands: 1 MP for partial, 2 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
Natural Armor +1
+2 racial bonus to Climb checks +2 racial bonus to Hide checks
Options
Teeth (W1) 1 MP Burrow 1 MP
Bat
MP:6 Attributes: +2 Wis, -2 Chr Human FeaturesHands: 1 MP for partial, 2 MP for full, 4 MP for an extra set of fully developed arms and hands
Biped: Full Automatic
Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
+4 racial bonus to Listen checks +4 racial bonus to Spot Checks
Options Teeth (W1) 1 MP Blindsight 2 MP Flight (40 ft, good)* 4 MP Glide (40 ft, average)* 2 MP
Beaver
MP:6Attributes: +2 Str, -2 Dex, +2 Int, -2 Wis
Human Features
Hands: Partial automatic, 1 MP for full Biped: Partial automatic, 1 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
Natural Armor +1
+2 racial bonus to Climb checks +2 racial bonus to Swim checks
Options Tail (W1)* 1 MP Teeth (W1) 1 MP Chew Wood 1 MP Heightened Hearing 1 MP Hold Breath 1 MP
Bear
MP:8Attributes: +4 Str, -6 Dex, +2 Con Hands: 1 MP for partial, 2 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
Natural Armor +1
+4 racial bonus to Swim checks
Options Claws (W1/W2*) 1/2 MP Teeth (W1/W2*) 1/2 MP Heightened Hearing 1 MP Natural Armor +2*/+3* 1/2 MP Scent 1 MP
Bird - Aquatic
MP:8 Attributes: none Human FeaturesHands: 1 MP for partial, 2 MP for full, 4 MP for an extra set of fully developed arms and hands
Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
Natural Armor +1
+4 racial bonus to Swim checks
Options Flight (40 ft, good)* 3 MP Glide (40 ft, average)* 1 MP Float 1 MP
Bird - Fowl
MP:6Attributes: -2 Int, +2 Cha
Human Features
Hands: 1 MP for partial, 2 MP for full, 4 MP for an extra set of fully developed arms and hands
Biped: Full Automatic
Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
+2 MP
Options
Beak (W1)* 1 MP
Flight (40 ft, good)* 3 MP (wild fowl only) Glide (40 ft, average)* 1 MP
Heightened Hearing 1 MP
Bird - Hunting
MP:6
Attributes: +2 Dex, -2 Con
Human Features
Hands: 1 MP for partial, 2 MP for full, 4 MP for an extra set of fully developed arms and hands
Biped: Full Automatic
Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
+8 racial bonus to Spot checks
Options Beak (W2)* 2 MP Claws (W1) 1 MP Flight (60 ft, average)* 3 MP Glide (60 ft, poor)* 1 MP Heightened Vision 1 MP
Bird - Owl
MP:6Attributes: -2 Str, +4 Dex, -2 Con
Human Features
Hands: 1 MP for partial, 2 MP for full, 4 MP for an extra set of fully developed arms and hands
Biped: Full Automatic
Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
+4 racial bonus to Move Silently checks +4 racial bonus to Spot checks
Options Claws (W2)* 2 MP Flight (40 ft, good)* 3 MP Glide (40 ft, average)* 1 MP Heightened Hearing 1 MP Heightened Vision 1 MP Improved Lowlight 1 MP
Bird – Foraging
MP:6 Attributes: -4 Str, +4 Dex Human FeaturesHands: 1 MP for partial, 2 MP for full, 4 MP for an extra set of fully developed arms and hands
Biped: Full Automatic
Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
+4 racial bonus to Listen checks +4 racial bonus to Spot checks
Options Beak (W1) 1 MP Flight (40 ft, good)* 3 MP Glide (40 ft, average)* 1 MP Heightened Vision 1 MP
Bison
MP:8Attributes: +2 Str, -4 Dex, +2 Con, -2 Int, +2 Cha
Human Features
Hands: 1 MP for partial, 2 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
Natural Armor +1
+2 racial bonus to Listen checks +2 racial bonus to Spot checks
Options
Horns (W2)* 2 MP
Bonus Feat: Toughness 1 MP
Natural Armor +2*/+3* 1/2 MP
Boar
MP:8
Attributes: +2 Str, -2 Dex
Human Features
Hands: 1 MP for partial, 2 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
Natural Armor +1
+2 racial bonus to Listen checks +2 racial bonus to Spot checks
Options Tusks (W2)* 2 MP Ferocity 1 MP Scent 1 MP
Buffalo
MP:8Attributes: +2 Str, -4 Dex, +2 Con, -2 Int, +2 Cha
Human Features
Hands: 1 MP for partial, 2 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
Natural Armor +1
+2 racial bonus to Listen checks +2 racial bonus to Spot checks
Options
Horns (W2)* 2 MP
Bonus Feat: Toughness 1 MP
Heightened Hearing 1 MP
Natural Armor +2*/+3* 1/2 MP
Camel
MP:8
Attributes: -4 Dex, +4 Con
Human Features
Hands: 1 MP for partial, 2 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
Natural Armor +1 Bonus Feat: Endurance
Options
Teeth (W1) 1 MP
Spit 1 MP
Water Storage* 1 MP
Canine - Wild
Hyena, jackal, wolf MP:8
Attributes: -2 Str, +2 Dex, +2 Int, -2 Wis
Human Features
Hands: 1 MP for partial, 2 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits Natural Armor +1 Ground Movement +10 Options Claws (W1) 1 MP Teeth (W1/W2*) 1/2 MP
Bonus Feat: Track 1 MP
Heightened Hearing 1 MP
Scent 1 MP
Canine- Dog
MP:8
Attributes: +2/-2 Phys Stat^,-2 Wis, +2 Cha ^Player chooses one physical stat as +2, another as -2, depending on breed.
Human Features
Hands: 1 MP for partial, 2 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
Ground Movement +10 Heightened Hearing
Options
Teeth (W1/W2*) 1/2 MP
Bonus Feat: Track 1 MP
Scent 1 MP
Natural Armor +1/+2* 1/2 MP
Cow and Bull
MP:8
Attributes: +2 Str, -4 Dex, +2 Con, -2 Int, +2 Cha
Human Features
Hands: 1 MP for partial, 2 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
Natural Armor +1
+2 racial bonus to Listen checks +2 racial bonus to Spot checks
Options
Horns (W2)* 2 MP
Bonus Feat: Toughness 1 MP
Heightened Hearing 1 MP
Natural Armor +2*/+3* 1/2 MP
Deer/Elk
MP:8
Attributes: -2 Str, +2 Dex, -2 Int, +2 Wis
Human Features
Hands: 1 MP for partial, 2 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
Natural Armor +1
+2 racial bonus to Listen checks +2 racial bonus to Spot checks
Options
Antlers (W1*/W2*) 1/2 MP
Heightened Hearing 1 MP
Donkey
MP:8
Attributes: -2 Dex, +2 Con
Human Features
Hands: 2 MP for partial, 3 MP for full Biped: 2 MP for partial, 3 MP for full
Speech: 1 MP for partial, 2 MP for full Looks: 2 MP for partial, 3 MP for full
Traits
Bonus Feat: Endurance
+2 racial bonus to Listen checks +2 racial bonus to Spot checks
Options Hooves (W1) 1 MP Heightened Hearing 1 MP Toughness Feat 1 MP
Elephant
MP:8Attributes: +4 Str, -4 Dex, -2 Wis, +2 Chr
Human Features
Hands: 1 MP for partial, 2 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
Natural Armor +1
+4 racial bonus to Listen checks
Options Tusks (W2)* 2 MP Prehensile Trunk* 1 MP Heightened Hearing 1 MP Natural Armor +2*/+3* 1/2 MP Toughness Feat 1 MP
Feline - Great Cat
MP:8
Attributes: +2 Str, -2 Con
Human Features
Hands: 1 MP for partial, 2 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
Natural Armor +1
+2 racial bonus to Hide checks
+2 racial bonus to Move Silently checks
Options Claws (W1) 1 MP Teeth (W2)* 2 MP Improved Grab 1 MP Natural Armor +2* 1 MP Pounce 1 MP Scent 1 MP
Feline - Cheetah
MP:8Attributes: +2 Dex, -2 Con
Human Features
Hands: 1 MP for partial, 2 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
+2 racial bonus to Hide checks
+2 racial bonus to Move Silently checks
Options Claws (W1) 1 MP Teeth (W1) 1 MP Improved Grab 1 MP Natural Armor +1* 1 MP Pounce 1 MP Sprint 3 MP
Feline - Mountain
MP:8 Attributes: -2 Str, +2 Dex Human FeaturesHands: 1 MP for partial, 2 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
+4 racial bonus to Climb checks +2 racial bonus to Hide checks
+2 racial bonus to Move Silently checks
Options Claws (W1) 1 MP Teeth (W2)* 2 MP Heightened Hearing 1 MP Improved Grab 1 MP Natural Armor +1* 1 MP Pounce 1 MP Scent 1 MP
Feline - Domestic
MP:8Attributes: +2 Dex, -2 Con, -2 Int, +2 Wis
Human Features
Hands: 1 MP for partial, 2 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
+2 racial bonus to Climb checks +2 racial bonus to Hide checks +2 racial bonus to Jump checks
+2 racial bonus to Move Silently checks
Options Claws (W1) 1 MP Teeth (W1) 2 MP Improved Grab 1 MP Pounce 1 MP
Frog
MP:8 Attributes: none Human FeaturesHands: 1 MP for partial, 2 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
+4 racial bonus to Jump checks +4 racial bonus to Swim checks
Options
Tongue Whip 1 MP
Double Jump Distance 1 MP
Hold Breath 1 MP
Swim 2 MP
Goat
MP:8
Attributes: -2 Str, -2 Dex, +4 Con, +2 Int, -2 Wis
Human Features
Hands: 1 MP for partial, 2 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
Natural Armor +1
+4 racial bonus to Climb checks
Options
Horns (W1) 1 MP
Heightened Hearing 1 MP
+4 Fort save vs. Poison/Drugs 1 MP
Hippopotamus
MP:8
Attributes: +2 Str, -2 Dex
Human Features
Hands: 1 MP for partial, 2 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 2 MP for partial, 3 MP for full
Traits
Natural Armor +1
+4 racial bonus to Swim checks
Options
Teeth (W2)* 2 MP
Heightened Hearing 1 MP
Hold Breath 1 MP
Natural Body Armor +2*/+3* 1/2 MP
Horse
MP:11
Attributes: +2 Str, -2 Dex
Human Features
Hands: 2 MP for partial, 3 MP for full Biped: 2 MP for partial, 3 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 2 MP for partial, 3 MP for full
Traits
Bonus Feat: Run Ground Movement +10
Options
Hooves (W1) 1 MP
Heightened Hearing 1 MP
Marten & Mink
MP:8
Attributes: -2 Str, +2 Dex, +2 Wis, -2 Cha
Human Features
Hands: 1 MP for partial, 2 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
+2 racial bonus to Hide checks
+2 racial bonus to Move Silently checks +4 racial bonus to Tumble checks
Options Claws (W1) 1 MP Teeth (W1) 1 MP Heightened Hearing 1 MP Scent 1 MP
Mole
MP:8 Attributes: none Human FeaturesHands: 1 MP for partial, 2 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
+4 racial bonus to Climb checks +4 racial bonus to Listen checks
Options Claws (W1) 1 MP Digging 1 MP Burrow 1 MP Heightened Smell 1 MP
Monkey
MP:5Attributes: +2 Int, -2 Wis
Human Features
Hands: Partial Automatic, 1 MP for full Biped: Partial Automatic, 1 MP for full Speech: 1 MP for partial, 2 MP for full Looks: Partial Automatic, 1 MP for full
Traits
Natural Armor +1
+4 racial bonus to Climb checks
Options Climb 2 MP Prehensile Tail 1 MP Prehensile Feet 1 MP
Moose
MP:11 Attributes: +4 Str, -4 Dex Human FeaturesHands: 2 MP for partial, 3 MP for full Biped: 2 MP for partial, 3 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 2 MP for partial, 3 MP for full
Traits
Natural Armor +1
+2 racial bonus to Listen checks +2 racial bonus to Spot checks
Options Antlers (W2)* 2 MP Heightened Hearing 1 MP Natural Armor +2* 1 MP
Muskrat
MP:7Attributes: +2 Int, -2 Cha
Human Features
Hands: Partial Automatic, 1 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
+2 racial bonus to Listen checks +2 racial bonus to Spot checks +4 racial bonus to Swim checks
Options Heightened Touch 1 MP Heightened Hearing 1 MP Hold Breath 1 MP Scent 1 MP
Opossum
MP:7 Attributes: none Human FeaturesHands: Partial Automatic, 1 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
+4 racial bonus to Climb checks +2 racial bonus to Listen checks +2 racial bonus to Spot checks
Options Feign Death 1 MP Prehensile Tail 1 MP Scent 1 MP
Otter
MP:7Attributes: -2 Str, +2 Dex, +2 Int, -2 Wis
Human Features
Hands: Partial Automatic, 1 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
Natural Armor +1
+4 racial bonus to Swim checks
Options
Blindsenses 1 MP
Heightened Hearing 1 MP
Hold Breath 1 MP
Scent 1 MP
Swim 1 MP
Pig
MP:8
Attributes: +2 Int, -2 Cha
Human Features
Hands: 1 MP for partial, 2 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits Scent (something) Options Heightened Hearing 1 MP Toughness Feat 1 MP
Pony
MP:11Attributes: -2 Dex, +2 Con
Human Features
Hands: 2 MP for partial, 3 MP for full Biped: 2 MP for partial, 3 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 2 MP for partial, 3 MP for full
Traits
Bonus Feat: Run Ground Movement +10 Options Hooves (W1) 1 MP Heightened Hearing 1 MP
Porcupine
MP:8 Attributes: none Human FeaturesHands: 1 MP for partial, 2 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
Natural Armor +1
+2 racial bonus to Listen checks +2 racial bonus to Spot checks
Options Quill Defense# 3 MP Heightened Hearing 1 MP Natural Armor +2* 1 MP Scent 1 MP
Rabbit
MP:8 Attributes: none Human FeaturesHands: 1 MP for partial, 2 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full
Looks: 1 MP for partial, 2 MP for full
Traits
Ground Movement +10 +4 racial bonus to Jump checks
Options
Bonus Feat: Run 1 MP
Double Jump Distance 1 MP
Heightened Hearing 1 MP
Scent 1 MP
Raccoon
MP:7
Attributes: +4 Int, -2 Wis, -2 Cha
Human Features
Hands: Partial Automatic, 1 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
Natural Armor +1
+2 racial bonus to Climb checks +2 racial bonus to Swim checks
Options Heightened Touch 1 MP Heightened Hearing 1 MP
Rhinoceros
MP:11 Attributes: +4 Str, -4 Dex Human FeaturesHands: 2 MP for partial, 3 MP for full Biped: 2 MP for partial, 3 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 2 MP for partial, 3 MP for full
Traits Natural Armor +2 Options Horn (W2)* 2 MP Natural Armor +4/6 2/4 MP Heightened Hearing 1 MP Scent 1 MP
Rodent
MP:8Attributes: +2 Wis, -2 Cha
Human Features
Hands: 1 MP for partial, 2 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
+2 racial bonus to Hide checks +2 racial bonus to Listen checks +2 racial bonus to Move Silently checks +2 racial bonus to Spot checks
Options
Claws (W1) 1 MP
Burrow 1 MP
Sheep
MP:8
Attributes: -2 Int, +2 Cha
Human Features
Hands: 1 MP for partial, 2 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
Natural Armor +1
+2 racial bonus to Listen checks +2 racial bonus to Spot checks
Options Heightened Hearing 1 MP Scent 1 MP
Skunk
MP:8 Attributes: none Human FeaturesHands: 1 MP for partial, 2 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
+4 racial bonus to Listen checks +4 racial bonus to Spot checks
Options Musk Spray 2 MP
Squirrel
MP:8 Attributes: none Human FeaturesHands: 1 MP for partial, 2 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
+2 racial bonus to Climb checks +2 racial bonus to Jump checks +2 racial bonus to Listen checks +2 racial bonus to Spot checks
Options
Glide (20 ft, poor)* 1 MP
Heightened Hearing 1 MP
Turtle
MP:8
Attributes: -2 Dex, +2 Con
Human Features
Hands: 1 MP for partial, 2 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits Natural Armor +2 Options Natural Armor +4/6/8 2/4/6 MP Hold Breath 1 MP Swim 2 MP
Weasel
MP:8Attributes: +4 Dex, -4 Con, +2 Wis, -2 Cha
Human Features
Hands: 1 MP for partial, 2 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
+2 racial bonus to Hide checks
+2 racial bonus to Move Silently checks +4 racial bonus to Tumble checks
Options
Claws (W1) 1 MP
Teeth (W1) 1 MP
Bonus Feat: Flurry of Blows^ 1 MP
^Flurry is not linked to stance, can be used for any melee attack. However, weasels with this must eat their own weight in meat daily.
Wolverine
MP:8
Attributes: -2 Str, -2 Dex, +4 Con, +2 Wis, -2 Cha
Human Features
Hands: 1 MP for partial, 2 MP for full Biped: 1 MP for partial, 2 MP for full Speech: 1 MP for partial, 2 MP for full Looks: 1 MP for partial, 2 MP for full
Traits
Natural Armor +1
+4 racial bonus to Climb checks
Options
Claws (W1) 1 MP
Teeth (W2)* 2 MP
Burrow 1 MP
CHAPTER 2: CLASSES
NEW CLASSES
This supplement adds 6 new base classes to d20 Modern. Each is linked to an attribute, like the normal d20 Modern classes. However, they are more narrowly focused on martial arts. Please note these classes are not restricted to mutant animals, and mutant animals are not restricted to these classes.
Why not Prestige Classes?
This is a good question, since the initial concept of these classes came from the Martial Artist prestige class, and a desire to round out and generalize it. That would have worked fine for prestige classes coming from Strong, Fast or Tough hero backgrounds, but it did not work as well for Smart, Dedicated and Charismatic heroes. Without prerequisites, players are free to multi-class between the normal hero classes and the martial arts ones, but it is not required.
Are they balanced?
They are certainly more powerful in a melee environment. In social and intellectual situations and ranged combat they are much less effective. Talents are more powerful, but you get fewer of them and they often require action points. Feats are gained less frequently, but that's balanced by increasing melee damage. The skill lists are more restrictive. Stance is the big balance issue. It doesn't give too many special abilities, but it does give access to some very nice [Martial] feats.
So, short answer to the balance question: no, they are not perfectly balanced. Due to specialization, they will be more or less effective depending on campaign emphasis. Of course, same could be said about a Smart or Charismatic hero.
GM Note: You may notice this supplement makes no
mention of specific fighting styles and what skills/feats you need to take for them. This is intentional, to encourage player creativity. Your players might all be students of the same Ninjitsu master, but they might still select very different sets of feats and skills. Some level of consistency is encouraged, though. For instance, all fencers should be able to use a sword.
Justin an Erica now need to pick character classes. Justin has never wavered on his hard as nails character concept, so he chooses the Martial Arts Tough Hero. Raised on the street, his wolverine is a brawler, without a precisely trained technique. Expect him to favor feats such as brawl and power attack, and physical skills, as well as knowledge (streetwise) or (popular culture) for flavor.
Erica wants a subtler character. She both wants to be able to easily fake out an opponent, and to subdue them, so the nerve strikes of Smart and the bluffing abilities of Dedicated are appealing. She decides she most needs the social skill sets, she starts with Martial Arts Charismatic Hero, trained in Juijitsu. Expect throwing and feinting feats for her, as well social and stealth skills. Profession (police officer) is also a must.)
MARTIAL ARTS STRONG HERO
The MA Strong Hero focuses on the strength of his blows, creating an unstoppable onslaught.Examples of Martial Arts Strong Heroes
Insert blather here.
Game Rule Information
MA Strong Heroes have the following game statistics.
Ability
Strength is the ability associated with this class. These heroes usually also have good scores in Constitution, Dexterity, and at least one nonphysical attribute.
Hit Die
MA Strong Heroes gain 1d8 hit points per level. The character’s Constitution modifier applies. A 1st level MA Strong Hero receives hit points equal to 8 + his or her constitution modifier.
Action Points
MA Strong Heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills
The MA Strong hero’s class skills, and the key ability for each skill, are as follows (see d20 Modern Chapter 2 for skill descriptions).
Climb (Str), Intimidate (Cha), Jump (Str), Knowledge (current events, popular culture, streetwise, theology and philosophy) (Int), Profession (Wis), Read/Write Language (none), Speak Language (none), Swim (Str)
Also, the starting occupation you select can provide you with additional class skills to choose from.
Skill Points at 1st level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier
Starting Feats
In addition to the feat all characters get at 1st level, a MA Strong hero begins play with the Simple Weapon Proficiency feat.
Class Features
All of the following are class features of the hero.
Stance
Stance is described immediately following the classes.
Talents
At 2nd, 5th and 8th level, the MA Strong hero selects a talent from the following trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as a hero qualifies, you can select freely from and all talent trees. No talent can be selected more than once unless expressly indicated.
Iron Hands Talent Tree
These talents are for unarmed strikes only
Focus: Spend an action point and a full round action,
ignore the hardness of an inanimate object.
Sunder: As Improved Sunder in the Players Handbook.
Prerequisite: Focus
Stunning Blow: Spend an action point, attach does no
damage but has a chance of stunning your target for a round. DC 10 + Str modifier + MA Strong level.
Prerequisite: Focus
Inner Fire Talent Tree
text here
Ki Strike: Spend an action point and add your MA
Strong level to damage for a single melee attack. Must be declared before the attack roll is made.
Monkey Grip: Choose a specific weapon. You may
wield that weapon at one size category larger than you without penalty. You can take this talent multiple times, each time you must choose a different weapon.
Prerequisite: Ki Strike
Weapon Catch: If unarmed, the MA Strong Hero can
attempt to catch an incoming attack. Spend an action point and make an attack roll, adding your MA Strong level. If you beat the attacker's roll, you catch the opponent's weapon. While held, both lose all dodge bonuses and combat expertise. If it was a weapon that was caught, it can be released as a free action by either side, otherwise only the catcher can release as a free action.
Prerequisite: Ki Strike
Bonus Feats
At 3rd, 6th and 9th level, the MA Strong hero gains a bonus feat. The feat must be selected from the following list, and the MA Strong hero must meet any prerequisites.
Archaic Weapon Proficiency (any), Athletic, Brawl, Cleave, Improved Charge, Knockout Punch, Living Weapon, Power Attack, Stance Focus, Stance Specialization.
Table 2-1: Martial Arts Strong Hero
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus
1 +1 +1 +0 +0 Stance +1, Unarmed Damage +1 Step +1 +0
2 +2 +2 +0 +0 Stance +1, Talent +1 +0
3 +3 +2 +1 +1 Stance +1, Bonus Feat +2 +0
4 +4 +3 +1 +1 Stance +1, Unarmed Damage +1 Step +2 +0
5 +5 +3 +1 +1 Stance +1, Talent +3 +1
6 +6/+1 +4 +2 +2 Stance +1, Bonus Feat +3 +1
7 +7/+2 +4 +2 +2 Stance +1, Unarmed Damage +1 Step +4 +1
8 +8/+3 +5 +2 +2 Stance +1, Talent +4 +1
9 +9/+4 +5 +3 +3 Stance +1, Bonus Feat +5 +2
10 +10/+5 +6 +3 +3 Stance +1, Unarmed Damage +1 Step +5 +2
MARTIAL ARTS FAST HERO
Light and fast, the MA Fast hero focuses on a shower of light attacks while avoiding getting hit. Floating like a butterfly and stinging like a bee, as some might say.Examples of Martial Arts Fast Heroes
Insert blather here.
Game Rule Information
MA Fast Heroes have the following game statistics.
Ability
Dexterity is the ability associated with this class. These heroes usually also have good scores in Charisma, Wisdom and Strength.
Hit Die
MA Fast Heroes gain 1d8 hit points per level. The character’s Constitution modifier applies. A 1st level MA Fast Hero receives hit points equal to 8 + his or her constitution modifier.
Action Points
MA Fast Heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills
The MA Fast hero’s class skills, and the key ability for each skill, are as follows (see d20 Modern Chapter 2 for skill descriptions).
Balance (Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (current events, history, popular culture, streetwise, theology and philosophy) (Int), Move Silently (Dex), Perform (Dance) (Cha), Profession (Wis), Read/Write Language (none), Speak Language (none), Spot (Wis), Tumble (Dex)
Also, the starting occupation you select can provide you with additional class skills to choose from.
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Starting Feats
In addition to the feat all characters get at 1st level, a MA Fast hero begins play with the Simple Weapon Proficiency feat.
Class Features
All of the following are class features of the hero.
Stance
Talents
At 1st, 4th, 7th and 9th level, the MA Fast hero selects a talent from the following trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as a hero qualifies, you can select freely from and all talent trees. No talent can be selected more than once unless expressly indicated.
Wire-Fu Talent Tree
Defying the laws of physics for fun and entertainment.
Leap: Remove length limitations, +MA Fast level to
jump checks.
Feather-Light: The Hero can balance on tree branches,
swords, etc that shouldn’t support your weight. Still need successful balance check. +MA Fast level to balance checks.
Prerequisite: Leap
Flying Kick: Spend an action point, and make a DC 15
jump check. A charge with at least 10 feet between you and the target has the same effect as spirited charge for a single attack.
Prerequisite: Leap
Aerial Ballet: Spend an action point and receive + your
MA Fast level. This bonus can be divided between attack and defense as desired. This bonus lasts 1 round.
Prerequisite: Flying Kick
Lightning Blade Talent Tree
for the weapon-using flashy guys – flurry of blow type stuff,
Throw: Throw a light weapon, range increment 10 feet. Iajitsu: If weapon is sheathed, +4 to initiative for the
first round only and +2 to attack and damage for the first attack.
Prerequisite: Quick Draw feat
Weapon Blur: Spend an action point. Attack is so fast
your opponent counts as flat-footed. Prerequisite: Iajitsu
Bonus Feats
At 3rd, 6th and 9th level, the MA Fast hero gains a bonus feat. The feat must be selected from the following list, and the MA Fast hero must meet any prerequisites.
Acrobatic, Archaic Weapon Proficiency (any), Combat Martial Arts, Combat Reflexes, Defensive Martial Arts, Ground Fighting, Improved Trip, Kip-Up, Lightning Reflexes, Mobility, Stealthy, Understand Stance.
Table 2-2: Martial Arts Fast Hero
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus 1 +0 +0 +1 +0 Stance +1, Talent +1 +0
2 +1 +0 +2 +0 Stance +1, Unarmed Damage +1 Step +2 +0
3 +2 +1 +2 +1 Stance +1, Bonus Feat +2 +0
4 +3 +1 +3 +1 Stance +1, Talent +3 +0
5 +3 +1 +3 +1 Stance +1, Unarmed Damage +1 Step +4 +1
6 +4 +2 +4 +2 Stance +1, Bonus Feat +4 +1
7 +5 +2 +4 +2 Stance +1, Talent +5 +1
8 +6/+1 +2 +5 +2 Stance +1, Unarmed Damage +1 Step +6 +1
9 +6/+1 +3 +5 +3 Stance +1, Bonus Feat +6 +2
10 +7/+2 +3 +6 +3 Stance +1, Talent +7 +2
MARTIAL ARTS TOUGH HERO
The MA Tough hero outlasts his or her opponents. They will take a deluge of blows while weakening their opponent.Examples of Martial Arts Tough Heroes
Insert blather here.
Game Rule Information
MA Tough Heroes have the following game statistics.
Ability
Constitution is the ability associated with this class. Strength is also very important, followed by Charisma and Dexterity.
Hit Die
MA Tough Heroes gain 1d10 hit points per level. The character’s Constitution modifier applies. A 1st level MA Tough Hero receives hit points equal to 10 + his or her constitution modifier.
Action Points
MA Tough Heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills
The MA Tough hero’s class skills, and the key ability for each skill, are as follows (see d20 Modern Chapter 2 for skill descriptions).
Climb (Str), Intimidate (Cha), Knowledge (current events, popular culture, streetwise, theology and philosophy) (Int), Profession (Wis), Read/Write Language (none), Speak Language (none), Sense Motive (Wis), Survival (Wis).
Also, the starting occupation you select can provide you with additional class skills to choose from.
Skill Points at 1st level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier
Starting Feats
In addition to the feat all characters get at 1st level, a MA Tough hero begins play with the Simple Weapon Proficiency feat.
Class Features
Stance
Stance is described immediately following the classes.
Talents
At 1st, 4th, 7th and 9th level, the MA Tough hero selects a talent from the following trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as a hero qualifies, you can select freely from and all talent trees. No talent can be selected more than once unless expressly indicated.
Grapple Talent Tree
enhanced grappling stuff – pins, etc
Grapple: As improved grapple in the Player's Handbook. Pin: You can pin someone as a move-equivalent action.
Prerequisite: Grapple
Wrestling Expertise: Add 1/2 your MA Tough level
(rounded down) to all grappling checks. Prerequisite: Grapple
Throw Talent Tree
Related to grapples, ways to toss around your opponent after you have them.
Throw: You can perform a Trip attack as a
move-equivalent action on a grappled opponent. Additionally, if the trip attack is successful, you can take an attack of opportunity on your opponent.
Prerequisite: Grapple
Pile Driver: Spend an Action Point, and an attempt to
damage your opponent while grappled will automatically count as a critical if successful. Your opponent is released from the grapple after this attack.
Prerequisite: Throw
Ox Body Talent Tree
Strength of the Ox: Spend an action point and receive
10/- damage reduction for a round. You cannot attack this round.
Stubbornness of the Ox: Spend an action point and
receive your MA Tough level in energy resistance for Con modifier rounds.
Bonus Feats
At 3rd, 6th and 9th level, the MA Tough hero gains a bonus feat. The feat must be selected from the following list, and the MA Tough hero must meet any prerequisites.
Archaic Weapon Proficiency (any), Brawl, Confident, Endurance, Great Fortitude, Heroic Surge, Improved Brawl, Improved Bull Rush, Improved Damage Threshold,
Maneuver: Close Quarters Fighting, Stance Focus, Toughness. Justin is a 1st level Martial Arts Tough hero. Having learned to fight through experience he chooses the Natural stance. Only thing left to choose at 1st level is a talent. Justin isn't interested in grappling his opponents, so he takes Strength of the Ox.
Table 2-3: Martial Arts Tough Hero
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus 1 +0 +1 +0 +1 Stance +1, Talent +1 +0
2 +1 +2 +0 +2 Stance +1, Unarmed Damage +1 Step +1 +0
3 +2 +2 +1 +2 Stance +1, Bonus Feat +2 +0
4 +3 +3 +1 +3 Stance +1, Talent +2 +0
5 +3 +3 +1 +3 Stance +1, Unarmed Damage +1 Step +3 +1
6 +4 +4 +2 +4 Stance +1, Bonus Feat +3 +1
7 +5 +4 +2 +4 Stance +1, Talent +4 +1
8 +6/+1 +5 +2 +5 Stance +1, Unarmed Damage +1 Step +4 +1
9 +6/+1 +5 +3 +5 Stance +1, Bonus Feat +5 +2
10 +7/+2 +6 +3 +6 Stance +1, Talent +5 +2
MARTIAL ARTS SMART HERO
Examples of Martial Arts Smart Heroes
Insert blather here.
Game Rule Information
MA Smart heroes have the following game statistics.
Ability
Intelligence is the ability associated with this class. These heroes usually also have good scores in Dexterity and Wisdom.
Hit Die
MA Smart heroes gain 1d6 hit points per level. The character’s Constitution modifier applies. A 1st level MA Smart hero receives hit points equal to 6 + his or her constitution modifier.
Action Points
MA Smart Heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills
The MA Smart hero’s class skills, and the key ability for each skill, are as follows (see d20 Modern Chapter 2 for skill descriptions).
Concentration (Con), Decipher Script (Int), Escape Artist (Dex), Jump (Str), Knowledge (arcane lore, current events, history, popular culture, streetwise, tactics, theology and philosophy) (Int), Listen (Wis), Profession (Wis), Read/Write Language (none), Research (Int), Search (Int), Sleight of Hand (Dex), Speak Language (none), Spot (Wis), Treat Injury (Wis) Also, the starting occupation you select can provide you with additional class skills to choose from.
Skill Points at Each Additional Level: 6 + Int modifier
Starting Feats
In addition to the feat all characters get at 1st level, a MA Strong hero begins play with the Simple Weapon Proficiency feat.
Class Features
All of the following are class features of the hero.
Stance
Stance is described immediately following the classes.
Talents
At 1st, 4th, 7th and 9th level, the MA Smart hero selects a talent from the following trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as a hero qualifies, you can select freely from and all talent trees. No talent can be selected more than once unless expressly indicated.
Nerve Strike Talent Tree
Yay, sneak attacks.
Nerve Strike +1d6: Equivalent to rogue's sneak attack in
the player's handbook.
Nerve Strike +2d6: As above, except +2d6
Prerequisite: Nerve Strike +1d6
Nerve Strike +3d6: As above, except +3d6
Prerequisite: Nerve Strike +2d6
Unarmed Nerve Strike +4d6: Equivalent to rogue's
sneak attack, except precision requires unarmed strikes. Prerequisite: Nerve Strike +2d6
Invigorate Talent Tree
pinching nerve clusters that wake someone up, help them focus, get them back in the fight, etc.
Energize: DC 15 check, d20 + Int modifier + MA Smart
level, target gains +1 to attack and melee damage for Int modifier rounds.
Recover: Spend an action point and make a DC 15
check, d20 + Int modifier + MA Smart level, target recovers xd6 non-lethal damage. x = 1/2 the MA Smart level rounded down.
Prerequisites: Energize
Bonus Feats
At 3rd, 6th and 9th level, the MA Smart hero gains a bonus feat. The feat must be selected from the following list, and the MA Smart hero must meet any prerequisites.
Archaic Weapon Proficiency (all), Attentive, Combat Expertise, Combat Martial Arts, Educated, Improvised Weapons, Low Profile, Second Stance, Studious, Study Stance, Two-Weapon Fighting.
Table 2-4: Martial Arts Smart Hero
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus 1 +0 +0 +1 +1 Stance +1, Talent +0 +0
2 +1 +0 +2 +2 Stance +1, Bonus Feat +1 +0
3 +2 +1 +2 +2 Stance +1, Unarmed Damage +1 Step +1 +0
4 +3 +1 +3 +3 Stance +1, Talent +1 +0
5 +3 +1 +3 +3 Stance +1, Bonus Feat +2 +1
6 +4 +2 +4 +4 Stance +1, Unarmed Damage +1 Step +2 +1
7 +5 +2 +4 +4 Stance +1, Talent +2 +1
8 +6/+1 +2 +5 +5 Stance +1, Bonus Feat +3 +1
9 +6/+1 +3 +5 +5 Stance +1, Unarmed Damage +1 Step +3 +2
10 +7/+2 +3 +6 +6 Stance +1, Talent +3 +2
MARTIAL ARTS DEDICATED HERO
Examples of Martial Arts Dedicated Heroes
Insert blather here.
Game Rule Information
MA Dedicated Heroes have the following game statistics.
Ability
Wisdom is the ability associated with this class. These heroes usually also have good scores in Dexterity, Charisma and Constitution.
Hit Die
MA Dedicated heroes gain 1d6 hit points per level. The character’s Constitution modifier applies. A 1st level MA Dedicated hero receives hit points equal to 6 + his or her constitution modifier.
Action Points
MA Dedicated heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills
The MA Dedicated hero’s class skills, and the key ability for each skill, are as follows (see d20 Modern Chapter 2 for skill descriptions).
Balance (Dex), Concentration (Con), Craft (visual art, writing) (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcane lore, art, current events, history, popular culture, streetwise, theology and philosophy) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Speak Language (none), Spot (Wis), Treat Injury (Wis)
Also, the starting occupation you select can provide you with additional class skills to choose from.
Skill Points at Each Additional Level: 4 + Int modifier
Starting Feats
In addition to the feat all characters get at 1st level, a MA Dedicated hero begins play with the Simple Weapon Proficiency feat.
Class Features
All of the following are class features of the hero.
Stance
Stance is described immediately following the classes.
Talents
At 1st, 4th, 7th and 9th level, the MA Dedicated hero selects a talent from the following trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as a hero qualifies, you can select freely from and all talent trees. No talent can be selected more than once unless expressly indicated.
Inner Focus Talent Tree
The MA Dedicated hero uses mind over body via meditation.
Meditation: Meditating for 8 hours, the MA Dedicated
hero triples their natural healing rate.
Clear Mind: By spending a standard action, the MA
Dedicated hero can ignore distractions to skill rolls for Wisdom modifier rounds. DM cannot apply circumstance penalties from external distractions or pain due to injuries. External physical penalties still apply. If someone attempts to bluff the hero, the hero receives a +MA Dedicated level to the sense motive check.
Prerequisite: Meditation
Second Sight Talent Tree
The MA Dedicated's Zen-like approach leads to insights others miss.
Awareness: Add 1/2 your MA Dedicated level to spot
and listen checks.
Poise: If unarmored, hero adds their wisdom modifier to
their defense.
Prerequisite: Awareness
Intuitive Defense: Hero cannot be flanked
Prerequisite: Awareness
Weapon's Will Talent Tree
text here
Weapon and Spirit as One: As the Understand Stance
feat. However, it can only be the wisdom modifier, and it applies to all stances the hero knows, not just one.
Steel Wall: If fighting defensively, spend an action point
and add 1/2 (rounded down) your MA Dedicated level to defense for Wis modifier rounds(minimum 1 round). You must continue to fight defensively for the duration.
Prerequisites: Weapon and Spirit as One
Second Stance Bonus Feat
At 2nd level the Martial Arts Dedicate hero receives Second Stance as a bonus feat, even if he or she does not meat the prerequisites.
Bonus Feats
At 3rd, 6th and 9th level, the MA Dedicated hero gains a bonus feat. The feat must be selected from the following list, and the MA Dedicated hero must meet any prerequisites.
Alertness, Archaic Weapon Proficiency (any), Attentive, Blind-Fight, Combat Martial Arts, Combat Reflexes, Combat Throw, Iron Will, Second Stance, Two-Weapon Fighting, Understand Stance.
Table 2-5: Martial Arts Dedicated Hero
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus 1 +0 +0 +0 +1 Stance +1, Talent +1 +0
2 +1 +0 +0 +2 Stance +1, Second Stance bonus feat +2 +0
3 +1 +1 +1 +2 Stance +1, Bonus Feat +2 +0
4 +2 +1 +1 +3 Stance +1, Talent +3 +0
5 +2 +1 +1 +3 Stance +1, Unarmed Damage +1 Step +4 +1
6 +3 +2 +2 +4 Stance +1, Bonus Feat +4 +1
7 +3 +2 +2 +4 Stance +1, Talent +5 +1
8 +4 +2 +2 +5 Stance +1, Unarmed Damage +1 Step +6 +1
9 +4 +3 +3 +5 Stance +1, Bonus Feat +6 +2
10 +5 +3 +3 +6 Stance +1, Talent +7 +2
MARTIAL ARTS CHARISMATIC HERO
Martial arts charismatic heroes are the master duelist. They psychologically weaken their opponent, keeping them off-balance, while they go for the killing strike.Examples of Martial Arts Charismatic
Heroes
Insert blather here.
Game Rule Information
MA Charismatic Heroes have the following game statistics.
Ability
Charisma is the ability associated with this class. These heroes usually also have good scores in Dexterity and Intelligence.
Hit Die
MA Charismatic Heroes gain 1d6 hit points per level. The character’s Constitution modifier applies. A 1st level MA Charismatic Hero receives hit points equal to 6 + his or her constitution modifier.
Action Points
MA Charismatic Heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills
The MA Charismatic hero’s class skills, and the key ability for each skill, are as follows (see d20 Modern Chapter 2 for skill descriptions).
Bluff (Cha), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Jump (Dex), Knowledge (behavioral sciences, cultural events, popular culture, streetwise, theology and philosophy) (Int), Listen (Wis), Perform (act, dance) (Cha), Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Speak Language (none), Spot (Wis)
Also, the starting occupation you select can provide you with additional class skills to choose from.
Skill Points at 1st level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
Starting Feats
In addition to the feat all characters get at 1st level, a MA Charismatic hero begins play with the Simple Weapon Proficiency feat.
Class Features
All of the following are class features of the hero.
Stance
Stance is described immediately following the classes.
Talents
At 1st, 4th, 7th and 9th level, the MA Charismatic hero selects a talent from the following trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as a hero qualifies, you can select freely from and all talent trees. No talent can be selected more than once unless expressly indicated.
Showmanship Talent Tree
text here
Banter: Spend an action point, opponent must make a
Will save, DC 10 + Cha modifier + MA Charismatic level. If it fails, opponent is enraged, subtract the hero's Cha modifier from the target's defense for 1/2 MA Charismatic level rounds.
Expert Feint: + MA Charismatic level to bluff checks
for feint only.
Tag: Declare an attack as a tag and spend an action
point. If the attack is successful, opponent automatically subject to Banter, no save.
Prerequisite: Banter
Blade Dance Talent Tree
Talents do not actually need a weapon, despite the name.
Feather-light Touch: The MA Charismatic hero can
take a minus to their damage up to their MA charismatic level, max -5. For each -1 they take, they get a +1 to damage. Minimum damage is still 1.
Flashing Blade: + 1/2 MA Charismatic level to
intimidate skill checks while wielding a weapon.
One Strike, One Kill: A MA Charismatic spends an
action point and a full attack. If the attack hits it is an automatic threat.
Prerequisite: Feather-light Touch
Bonus Feats
At 3rd, 6th and 9th level, the MA Charismatic hero gains a bonus feat. The feat must be selected from the following list, and the MA Charismatic hero must meet any prerequisites.
Agile Reposte, Archaic Weapon Proficiency (all), Combat Martial Arts, Deceptive, Elusive Target, Frightful Presence, Improved Disarm, Improved Feint, Improved Initiative, Improvised Weapons, Maneuver: Flurry of Blows, Nimble, Quick Draw, Renown.
Since Erica is 2nd level, she chooses to be a 1st level Martial Arts Charismatic Hero/ 1st level Martial Arts Smart Hero. She decides to have a Fluid stance, given her Juijitsu will focus on throwing opponents and using their strength against them. For talents she chooses Feather-light Touch to hit when she needs to, and Nerve Strike +1d6 to take off-guard opponents down quickly in a hostage situation.
Table 2-6: Martial Arts Charismatic Hero
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus 1 +0 +0 +1 +1 Stance +1, Talent +1 +0
2 +1 +0 +2 +2 Stance +1, Bonus Feat +1 +0
3 +2 +1 +2 +2 Stance +1, Unarmed Damage +1 Step +2 +1
4 +3 +1 +3 +3 Stance +1, Talent +2 +1
5 +3 +1 +3 +3 Stance +1, Bonus Feat +3 +1
6 +4 +2 +4 +4 Stance +1, Unarmed Damage +1 Step +3 +2
7 +5 +2 +4 +4 Stance +1, Talent +4 +2
8 +6/+1 +2 +5 +5 Stance +1, Bonus Feat +4 +2
9 +6/+1 +3 +5 +5 Stance +1, Unarmed Damage +1 Step +5 +3
10 +7/+2 +3 +6 +6 Stance +1, Talent +5 +3
NEW ABILITIES
The new martial arts classes add a couple new abilities. The first thing a martial arts hero should decide on is their martial arts style. This is not just classical eastern styles, like Karate
or Kung Fu, but could also include boxing, or weapon-oriented fighting styles like Kendo or fencing.