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-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

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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 race

with 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.

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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’

(4)

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.

(5)

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:8

Attributes: +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:5

Attributes: +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:8

Attributes: -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

(6)

Teeth (W1) 1 MP Burrow 1 MP

Bat

MP:6 Attributes: +2 Wis, -2 Chr 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 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:6

Attributes: +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:8

Attributes: +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 Features

Hands: 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:6

Attributes: -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:6

Attributes: -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

(7)

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 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 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: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

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: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

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

(8)

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:8

Attributes: +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: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

(9)

+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 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

+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:8

Attributes: +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 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

+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

(10)

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 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

+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:5

Attributes: +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 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

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:7

Attributes: +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 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

+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:7

Attributes: -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

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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:11

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: Run Ground Movement +10 Options Hooves (W1) 1 MP Heightened Hearing 1 MP

Porcupine

MP:8 Attributes: none 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 Quill Defense# 3 MP Heightened Hearing 1 MP Natural Armor +2* 1 MP Scent 1 MP

Rabbit

MP:8 Attributes: none 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 +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 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 Natural Armor +2 Options Horn (W2)* 2 MP Natural Armor +4/6 2/4 MP Heightened Hearing 1 MP Scent 1 MP

Rodent

MP:8

Attributes: +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

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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 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

+4 racial bonus to Listen checks +4 racial bonus to Spot checks

Options Musk Spray 2 MP

Squirrel

MP:8 Attributes: none 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 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:8

Attributes: +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

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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.

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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

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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

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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.

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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.

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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.

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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.

Stance

References

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