Talents: Strategy Talent Tree

Unless otherwise marked as "House Rules," the following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.


The Smart hero has the brainpower to see solutions in most situations. These talents can be selected in any order, but before the hero can select a talent from this tree he or she must have previously selected at least one talent from the Research Talent Tree. The Strategy Talent Tree includes three talents that represent exploiting intelligent solutions: Exploit Weakness, Plan and Trick.

Exploit Weakness.
(Prerequisite: One talent from the Research Talent Tree)

After 1 round of combat, the Smart hero can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Smart hero uses a move action and makes an Intelligence check (DC 15) with a bonus equal to his or her Smart level. If the check succeeds, for the rest of the combat the Smart hero uses his or her Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as the hero finds ways to outthink his opponent and notices weaknesses in his opponent’s fighting style.

Plan
(Prerequisite: One talent from the Research Talent Tree)

Prior to an encounter the Smart hero can develop a plan of action to handle the situation. Using this talent requires preparation; a Smart hero can’t use this talent when surprised or otherwise unprepared for a particular situation. Creating a plan requires 1 minute.

After creating the plan the Smart hero makes an Intelligence check (DC 10) with a bonus equal to his or her Smart level. The result of the check provides the Smart hero and allies with a circumstance bonus. A Smart hero can’t take 10 or 20 when making this check.

Check Result / Bonus
<10 / +0 (failed)
10 - 14 / +1
15 - 24 / +2
>24 / +3

This bonus can be applied to all skill checks and attack rolls made by the Smart hero and his or her allies, but the bonus only lasts for the first 3 rounds after making the plan. After that time, reduce the bonus by 1 point (to a minimum of +0) for every additional round the situation continues, as the vagaries of circumstance begin to unravel even the best-laid plans.

Trick.
(Prerequisite: One talent from the Research Talent Tree)

The Smart hero has the ability to temporarily confuse a target through the use of ploy and deception. The target must have an Intelligence score of 3 or higher to be susceptible to a trick, must be within 30 feet of the hero, and must be able to hear and understand the hero.

To play a trick on a target, the hero must use a full-round action and make an Intelligence check (DC 15), adding his or her Smart level as a bonus. If the Intelligence check succeeds, the target can try to think quickly and ignore the trick.

The target resists the trick by making a Will saving throw (DC 10 + Smart hero’s class level + Smart hero’s Int bonus). If the saving throw fails, the target becomes dazed (unable to act, but can defend normally) for 1 round.

A trick can only be played on a particular target once per encounter. After the first trick in an encounter, whether the attempt succeeds or not, that target becomes wary and immune to such ploys. This is a mind-affecting ability.

Talents: Research Talent Tree

Unless otherwise marked as "House Rules," the following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

The Smart hero has a natural aptitude for study and fact-finding. The Research Talent Tree includes two talents that can be purchased in any order: Savant and Linguist.

Savant.
Select one of the skills listed below. The hero must have ranks in the skill if it is Trained Only. The Smart hero gets to add a bonus equal to his or her Smart level when making checks with that skill. A Smart hero can take this talent multiple times; each time it applies to a different skill:
  • Computer Use
  • Craft (any single skill)
  • Decipher Script
  • Demolitions
  • Disable Device
  • Forgery
  • Investigate
  • Knowledge (any single skill)
  • Navigate
  • Repair
  • Research
  • Search

Linguist.
(Prerequisite: At least 1 rank in either Read/Write Language or Speak Language for each of three different languages)

With this talent, the Smart hero becomes a master linguist. Whenever the hero encounters a new language, either spoken or written, that he or she does not know the Smart hero can make an Intelligence check to determine if he or she can understand it. The check is made with a bonus equal to the hero’s Smart level. For a written language, the bonus applies to a Decipher Script check instead.

The DC for the check depends on the situation: DC 15 if the language is in the same group as a language the hero has as a Read/Write Language or Speak Language skill; DC 20 if the language is unrelated to any other languages the hero knows; and DC 25 if the language is ancient or unique. With this special ability, a Smart hero can glean enough meaning from a conversation or document to ascertain the basic message, but this ability in no way simulates actually being able to converse or fluently read and write in a given language.

A single check covers roughly one minute of a spoken language or one page of a written language.

Classes (Basic): The Smart Hero

Unless otherwise marked as "House Rules," the following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

Ability: Intelligence

Hit Die: 1d6

Action Points: 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 Smart hero’s class skills (and the key ability for each skill) are:
  • Computer Use (INT)
  • Craft: Chemical, Electronic, Mechanical, Pharmaceutical, Structural, Visual Art, Writing (INT)
  • Decipher Script (INT)
  • Demolitions (INT)
  • Disable Device (INT)
  • Forgery (INT)
  • Investigate (INT)
  • Knowledge: Arcane lore, Art, Behavioral Sciences, Business, Civics, Current Events, Earth and Life Sciences, History, Physical Sciences, Popular Culture, Streetwise, Tactics, Technology, Theology, Philosophy (INT)
  • Navigate (INT)
  • Profession (WIS)
  • Read/Write Language (none)
  • Repair (INT)
  • Research (INT)
  • Search (INT)
  • Speak Language (none)
Also, the starting occupation the hero selects can provide additional class skills to choose from.
  • Skill Points at 1st Level: (9 + INT modifier) x4.
  • Skill Points at Each Additional Level: 9 + INT modifier.

Starting Feats
In addition to the two feats all characters get at 1st level, a Smart hero begins play with the Simple Weapons Proficiency feat.

Class Features
All of the following are class features of the Smart hero.

Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Smart hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.


Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Smart hero gains a bonus feat. This feat must be selected from the following list, and the Smart hero must meet any prerequisites.
  • Builder
  • Cautious
  • Combat Expertise
  • Educated
  • Gearhead
  • Improved Disarm
  • Improved Trip
  • Iron Will
  • Lightning Reflexes
  • Meticulous
  • Studious
  • Vehicle Expert
  • Weapon Focus

Talents: Insightful Talent Tree

Unless otherwise marked as "House Rules," the following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

The Dedicated hero’s innate insightfulness serves well. The Insightful Talent Tree includes four talents that demonstrate how it serves: Skill Emphasis, Aware, Faith, and Cool Under Pressure.

Skill Emphasis.
The Dedicated hero chooses a single skill and receives a +3 bonus on all checks with that skill. This bonus does not allow the hero to make checks for a trained-only skill if the hero has no ranks in the skill.

Aware.
(Prerequisite: Skill Emphasis)

The Dedicated hero is intuitively aware of his or her surroundings. The hero adds his or her base Will saving throw bonus to Listen or Spot checks to avoid surprise.

Faith
(Prerequisite: Skill Emphasis)

The Dedicated hero has a great deal of faith. It might be faith in self, in a higher power, or in both. This unswerving belief allows the Dedicated hero to add his or her Wisdom modifier to the die roll whenever the hero spends 1 action point to improve the result of an attack roll, skill check, saving throw, or ability check.

Cool Under Pressure
(Skill Emphasis, plus Aware or Faith)

The Dedicated hero selects a number of skills equal to 3 + the hero’s Wisdom modifier. When making a check with one of these skills, the Dedicated hero can take 10 even when distracted or under duress.

Talents: Healing Talent Tree

Unless otherwise marked as "House Rules," the following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

The Dedicated hero has a talent for healing. The Healing Talent Tree includes three talents that demonstrate this healing ability: Healing Knack, Healing Touch 1, and Healing Touch 2.

Healing Knack.
The hero has a knack for the healing arts. The hero receives a +2 bonus on all Treat Injury skill checks.

Healing Touch 1.
(Prerequisite: Healing Knack)

The Dedicated hero’s ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points.

Healing Touch 2.
(Prerequisites: Healing Knack, Healing Touch 1)

The Dedicated hero’s ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points, which stacks with healing touch 1 for a total of +4 hit points.

Talents: Empathic Talent Tree

Unless otherwise marked as "House Rules," the following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

The Dedicated hero’s innate talents give him or her a great capacity for empathy. The Empathic Talent Tree includes three talents which demonstrate this capacity for empathy.

Empathy.
The Dedicated hero has a knack for being sensitive to the feelings and thoughts of others without having those feelings and thoughts communicated in any objectively explicit manner. This innate talent provides a bonus on checks involving interaction skills (Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive), provided the hero spends at least 1 minute observing his or her target prior to making the skill check. The bonus is equal to the hero’s Dedicated level.

Improved Aid Another.
(Prerequisite: Empathy)

The Dedicated hero’s bonus on attempts to aid another increases by +1 on a successful aid another check. This talent can be selected multiple times, each time increasing the bonus by +1.

Intuition
(Prerequisite: Empathy)
The Dedicated hero has an innate ability to sense trouble in the air. The Dedicated hero can make a Will saving throw (DC 15). On a successful save, the hero gets a hunch that everything is all right, or the hero gets a bad feeling about a specific situation, based on the GM’s best guess relating to the circumstances. This talent is usable a number of times per day equal to the character’s Dedicated level.

Classes (Basic): The Dedicated Hero

Unless otherwise marked as "House Rules," the following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

Ability: Wisdom

Hit Die: 1d6

Action Points: 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 Dedicated hero’s class skills (and the key ability for each skill) are:
  • Craft: Pharmaceutical, Visual Art, Writing (INT)
  • Gamble (WIS)
  • Investigate (INT)
  • Knowledge: Arcane Lore, Art, Behavioral Sciences, Business, Civics, Current Events, Earth and Life Sciences, History, Physical Sciences, Popular Culture, Streetwise, Tactics, Technology, Theology, Philosophy (INT)
  • Listen (WIS)
  • Profession (WIS)
  • Read/Write Language (none)
  • Sense Motive (WIS)
  • Speak Language (none)
  • Spot (WIS)
  • Survival (WIS)
  • Treat Injury (WIS).
Also, the starting occupation the hero selects can provide additional class skills to choose from.
  • Skill Points at 1st Level: (5 + INT modifier) x4.
  • Skill Points at Each Additional Level: 5 + INT modifier.

Starting Feats
In addition to the two feats all characters get at 1st level, a Dedicated hero begins play with the Simple Weapons Proficiency feat.

CLASS FEATURES
The following are class features of the Dedicated hero.

Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Dedicated hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.

Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Dedicated hero gains a bonus feat. This feat must be from this list, and the Dedicated hero must meet any prerequisites.
  • Advanced Firearms Proficiency
  • Alertness
  • Archaic Weapons Proficiency
  • Attentive
  • Blind-Fight
  • Deceptive
  • Educated
  • Far Shot
  • Iron Will
  • Medical Expert
  • Meticulous
  • Surgery
  • Track
  • Weapon Focus

Talents: Leadership Talent Tree

Unless otherwise marked as "House Rules," the following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

The Charismatic hero has a talent for leadership and inspiration. The Leadership Talent Tree includes three talents which demonstrate such leadership and inspiration.

Coordinate.
The Charismatic hero has a knack for getting people to work together. When the hero can spend a full round directing his or her allies and makes a Charisma check (DC 10), the hero provides any of his or her allies within 30 feet a +1 bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the hero’s Charisma modifier.

The hero can coordinate a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).

Inspiration.
(Prerequisite: Coordinate)

The Charismatic hero can inspire his or her allies, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier.

An inspired ally gains a +2 morale bonus on saving throws, attack rolls, and damage rolls.

A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).

Greater Inspiration.
(Prerequisites: Coordinate, Ispiration)

The Charismatic hero can inspire his or her allies to even greater heights, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the greater inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier.

An inspired ally gains an additional +1 morale bonus on saving throws, attack rolls, and damage rolls, which stacks with the bonus from inspiration for a total of a +3 morale bonus.

A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).

Talents: The Fast-Talk Talent Tree

Unless otherwise marked as "House Rules," the following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

The Charismatic hero has an innate talent for bending the truth and dazzling others with a combination of words, mannerisms, and charm. The Fast-Talk Talent Tree includes three talents which demonstrate these verbal skills: Fast-Talk, Dazzle, and Taunt.

Fast-Talk.
The Charismatic hero has a way with words when attempting to con and deceive. With this talent, he or she applies his or her Charismatic level as a competence bonus on any Bluff, Diplomacy, or Gamble checks the hero makes while attempting to lie, cheat, or otherwise bend the truth.

Dazzle.
(Prerequisite: Fast Talk)

The Charismatic hero has the ability to dazzle a target through sheer force of personality, a winning smile, and fast-talking. The target must have an Intelligence score of 3 or higher to be susceptible to a dazzle attempt, must be within 30 feet of the hero, and must be able to see, hear, and understand the hero.

To dazzle a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist.

The target resists the dazzle attempt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the save fails, the target receives a –1 penalty on attack rolls, ability checks, skill checks, and saving throws for a number of rounds equal to the character’s Charismatic level.
This talent can be selected multiple times, each time worsening the dazzled penalty by –1. This is a Mind-Affecting ability.

Taunt.
(Prerequisite: Fast Talk, Dazzle)

The Charismatic hero has the ability to temporarily rattle a target through the use of insults and goading. The target must have an Intelligence score of 3 or higher to be susceptible to a taunt, must be within 30 feet of the hero, and must be able to hear and understand the hero.

To taunt a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist.

The target resists the taunt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the save fails, the target becomes dazed (unable to act, but can defend normally) for 1 round.

A taunt can be played on an opponent any number of times. This is a Mind-Affecting ability.

Talents: The Charm Talent Tree

Unless otherwise marked as "House Rules," the following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

The Charismatic hero has an innate talent for being charming and captivating. The Charm Talent Tree includes three Talents which demonstrate this charm and captivation: Charm, Favor, and Captivate.

Charm.
The Charismatic hero gets a competence bonus on all Charisma-based skill checks made to influence members of his chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.) The bonus is equal to the character’s Charismatic level.

A Charismatic hero can only charm Gamemaster characters with attitudes of indifferent or better. The charm bonus can’t be used against characters who are unfriendly or hostile.

This ability can be taken more than once (for another gender).

Favor.
(Prerequisite: Charm)

The Charismatic hero has the ability to acquire minor aid from anyone he or she meets. By making a favor check, a Charismatic hero can gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents, or to receive other minor assistance in the course of an adventure.

A Charismatic hero spends 1 action point to activate this talent. To make a favor check, roll a d20 and add the character’s favor bonus, equal to the character’s Charismatic level. The GM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 30 for formidable and highly dangerous, expensive, or illegal favors. A Charismatic hero can’t take 10 or 20 on this check, nor can the hero retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable a character to avoid an adventure altogether should always be unavailable to the character, regardless of the result of a favor check.

The GM should carefully monitor a Charismatic hero’s use of favors to ensure that this ability isn’t abused. The success or failure of a mission shouldn’t hinge on the use of a favor, and getting a favor shouldn’t replace good roleplaying or the use of other skills. The GM may disallow any favor deemed to be disruptive to the game.

Captivate.
(Prerequisites: Charm, Favor)

The Charismatic hero has the ability to temporarily beguile a target through the use of words and bearing. The target must have an Intelligence score of 3 or higher to be susceptible to a captivate attempt, must be within 30 feet of the hero, must be flat-footed or not in combat, and must be able to see, hear, and understand the hero.

To captivate a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist.

The target resists the captivation attempt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the saving throw fails, the hero becomes the target’s sole focus. The target pays no attention to anyone else for 1 round and remains flat-footed. This focusing of the target’s attention allows other characters to take actions of which the captivated target is unaware. The effect ends immediately if the target is attacked or threatened.

A Charismatic hero can concentrate to keep a target captivated for additional rounds. The Charismatic hero concentrates all his or her effort on the task, and the target gets to make a new Will save each round. The effect ends when the hero stops concentrating, or when the target succeeds on the save. This is a Mind-Affecting ability.

Classes (Basic): The Charismatic Hero

Unless otherwise marked as "House Rules," the following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

Ability: Charisma

Hit Die: 1d6

Action Points: 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 Charismatic hero’s class skills (and the key ability for each skill) are:
  • Bluff (CHA)
  • Craft: Visual Art, Writing (INT)
  • Diplomacy (CHA)
  • Disguise (CHA)
  • Gather Information (CHA)
  • Handle Animal (CHA)
  • Intimidate (CHA)
  • Knowledge: Arcane Lore, Art, Behavioral sciences, Business, Civics, Current Events, Popular Culture, Streetwise, Theology, Philosophy (INT)
  • Perform: Act, Dance, Keyboards, Percussion instruments, Sing, Stand-Up, Stringed Instruments, Wind Instruments (CHA)
  • Profession (WIS)
  • Read/Write Language (none)
  • Speak Language (none).
Also, the starting occupation the hero selects can provide additional class skills to choose from.
  • Skill Points at 1st Level: (7 + INT modifier) x4.
  • Skill Points at Each Additional Level: 7 + INT modifier.

Starting Feats
In addition to the two feats all characters get at 1st level, a Charismatic hero begins play with the Simple Weapons Proficiency feat.

CLASS FEATURES
All of the following are class features of the Charismatic hero.

Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Charismatic hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.


Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Charismatic hero gains a bonus feat. This feat must be selected from the following list, and the Charismatic hero must meet any prerequisites:
  • Agile Riposte
  • Creative
  • Deceptive
  • Dodge
  • Frightful Presence
  • Iron Will
  • Lightning Reflexes
  • Low Profile
  • Point Blank Shot
  • Renown
  • Trustworthy
  • Windfall

Your Character: Basic Character Classes

Unless otherwise marked as "House Rules," the following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

BASIC CHARACTER CLASSES
(Available at character creation)
  • The Charismatic Hero. Charisma is the Charismatic Hero's key Ability, demonstrating proficiency in influencing others and charm.
  • The Dedicated Hero. Wisdom is the Dedicated Hero's key Ability, demonstrating focus and willpower.
  • The Fast Hero. Dexterity is the Fast Hero's key Ability, demonstrating agility and fast reflexes.
  • The Smart Hero. Intelligence is the Smart Hero's key Ability, demonstrating reasoning and quick wit.
  • The Strong Hero. Strength is the Strong Hero's key Ability, demonstrating physical fitness and general athleticism.
  • The Tough Hero. Constitution is the Tough Hero's key Ability, demonstrating health and physical stamina.

(Available after character creation)
  • Barbarian. Barbarians are often Strong Heroes who focus on combat to become brave warriors.
  • Bard. Bards are often Charismatic Heroes who discover the magical abilities of music.
  • Cleric. Clerics are often Dedicated Heroes who offer themselves as the intermediaries for the gods.
  • Druid. Druids are often Dedicated Heroes who open themselves to becoming one with nature.
  • Fighter. Fighters are often Strong Heroes who focus on defending those in need.
  • Monk. Monks are often Dedicated Heroes who pursue personal perfection through action and contemplation.
  • Paladin. Paladins are often Charismatic Heroes who focus on purity and devotion.
  • Ranger. Rangers are often Fast Heroes who focus on becoming skilled hunters.
  • Rogue. Rogues are often Fast Heroes who focus on versatility and resourcefulness.
  • Sorcerer. Sorcerers are often Charismatic Heroes who are born with the ability to create magic.
  • Wizard. Wizards are often Smart Heroes who study intensely in order to create magic.


EXPLINATION OF BASIC CLASS DESCRIPTIONS

Each Basic Class will have several pieces of information listed under their class description:

Ability. This is the Ability is typically associated with that Character Class.

Hit Die. This is the type of die used by that Character Class to determine the number of hit points gained per level. A player rolls one die each time his or her character gains a new level. The character’s Constitution modifier is then applied to the roll. Add the result to the character’s hit point total. Even if the result is 0 or lower, the character always gains at least 1 hit point. A 1st-level character gets the maximum number of hit points rather than rolling (although the Constitution modifier is still applied).

Action Points. This is the number of action points gained per level.

Class Skills. This is a list of skills specific to the Character Class, the number of skill points the character starts with at 1st level, and the number of skill points gained each level thereafter.
  • Skill Points at 1st Level. A character’s Intelligence modifier is applied to determine the total skill points gained each level (but always at least 1 point per level, even for a character with an Intelligence penalty).
  • Skill Points at Each Additional Level. A 1st-level character starts with 4 times the number of skill points received upon attaining each level beyond 1st.
  • Maximum Skill Ranks. The maximum ranks a character can have in a class skill is the character’s level +3. A character can also buy skills from other classes’ skill lists. Each skill point buys a half rank in these cross-class skills, and a character can only buy up to half the maximum ranks of a class skill.

Starting Feats. These are the feats gained at 1st level in the class.

Class Features. These are the special characteristics of the class, including bonus feats and unique talents, that are gained as a character attains higher levels in the class.
  • Talents. This details talents specific to the class. Every basic class offers a selection of talents to choose from. A character gains a talent upon attaining each odd-numbered level in a class (including 1st level). Talents are considered to be extraordinary abilities. Some talents have prerequisites that must be met before a character can select them.
  • Bonus Feats. This details bonus feats specific to the class. Every basic class offers a selection of bonus feats to choose from. A character gains a bonus feat upon attaining each even-numbered level in a class. These bonus feats are in addition to the feats that all characters receive as they attain new levels. Some feats have prerequisites that must be met before a character can select them.

Class Table. These tables detail how a character improves as he or she attains higher levels in the class. These tables will be linked to at the D&D wiki. They include the following information:
  • Level: The character’s level in the class.
  • Base Attack Bonus: The character’s base attack bonus and number of attacks.
  • Fort Save: The base save bonus for Fortitude saving throws. The character’s Constitution modifier also applies.
  • Ref Save: The base save bonus for Reflex saving throws. The character’s Dexterity modifier also applies.
  • Will Save: The base save bonus for Will saving throws. The character’s Wisdom modifier also applies.
  • Class Features: Level-dependent class features, each explained in the section that follows.
  • Defense Bonus: The character’s bonus to Defense. The character’s Dexterity modifier and equipment bonus also applies.
  • Reputation Bonus: The character’s base Reputation bonus.

Character Creation: Basic Character Classes

Prior to determining your skills, you need to determine your Basic Class. In The Lovecraftian Traveller, the setting is more modern than that of the medieval setting of the Dungeons and Dragons Player's Handbook, but less modern than that of the setting of d20 Modern. While Open Game Content provides means for developing character classes in either setting, The Lovecraftian Traveller offers the following House Rule:

HOUSE RULE: BASIC CHARACTER CLASSES
A Character Class largely determines the capabilities, strengths, and weaknesses of a character, and is an important element to character creation. While additional class levels can be purchased as the game progresses, the initial character class level should come from the Basic Character Classes listed in the Modern System Reference Document (MSRD): The Charismatic Hero, The Dedicated Hero, The Fast Hero, The Smart Hero, The Strong Hero, or The Tough Hero.

After the first level, a character may add new classes as levels progress, thus becoming a multiclass character, as described in the standard rules. Unlike the standard rules, however, the Basic Character Classes listed in the System Reference Document (Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, and Wizard) are only available as multiclass classes. These classes will be treated as Basic Classes, despite not being available for the first level of the character. Advanced, Prestige, and Epic Character Classes remain available as covered in the standard rules.

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