Character Creation: Step IV - Talent

Choose a talent from one of talent trees available to your Class.
A variety of talents are available for play, each listed on the Class Description. Each tree of talents is unique, and can significantly change the capabilities of your character, they include:

The Charismatic Hero:

The Dedicated Hero:

The Fast Hero:

The Smart Hero:

The Strong Hero:

The Tough Hero:

Click the above talent trees to view the talents available to your class.

(Go to Step 5 – Select Skills)

Character Creation: Step III - Class

Choose a Class.

A variety of classes are available for play in The Lovecraftian Traveller, but only six are available during character creation. (Click here for the House Rule on why these are the only character classes available).

  • 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.

Click the above classes for a full description of the class and the information associated with them. (Click here for an explanation of the Basic Class Descriptions).

(Go to Step 4 - Determining Talents)

Character Creation: Step II - Race

Choose a race.

A variety of races are available for play in the Traveller of Dreams, but it should be kept in mind that each is suited to different classes. The default race is Human, so any other race should only be chosen with GM approval. Races available for the Traveller of Dreams include:


Once your character's race is chosen, adjust your Abilities accordingly. You can then determine your Ability Modifiers. (Click here for information on determining Ability Modifiers)

(Go to Step 3 - Determining Class)

Character Creation: Step I - Ability Scores

Generate your character's six Ability Scores: Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), and Charisma (CHA). (Click here for information on each of these Abilities)

Rules for generating these scores are described in the Dungeons and Dragons Player's Handbook and the d20 Modern Roleplaying Game, although any Open Game Content compatible core rulebook can be used (with GM approval). Alternately, The Lovecraftian Traveller has House Rules that may be used to determine Ability Score, and allow for the addition of character flaws at the beginning of the game. It should be noted, however, that these House Rules will create a weaker character than that developed through standard Ability Generation. (Click here to make use of The Lovecraftian Traveller House Rules for determining Ability Scores).

(Go to Step 2 - Determining Race)

Skills: Skill Descriptions

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.

This section describes each skill, including common uses and typical modifiers. Characters can sometimes use skills for purposes other than those noted here.

Here is the format for skill descriptions.
  • Key Ability: The abbreviation of the ability whose modifier applies to the skill check. Exception: Speak Language has “None” as its key ability because the use of this skill does not require a check.
  • Trained Only: If this notation is included in the skill name line, you must have at least 1 rank in the skill to use it. If it is omitted, the skill can be used untrained (with a rank of 0). If any special notes apply to trained or untrained use, they are covered in the Untrained section (see below).
  • Armor Check Penalty: If this notation is included in the skill name line, an armor check penalty applies (when appropriate) to checks using this skill. If this entry is absent, an armor check penalty does not apply.
  • Check: What a character (“you” in the skill description) can do with a successful skill check and the check’s DC.
  • Action: The type of action using the skill requires, or the amount of time required for a check.
  • Try Again: Any conditions that apply to successive attempts to use the skill successfully. If the skill doesn’t allow you to attempt the same task more than once, or if failure carries an inherent penalty (such as with the Climb skill), you can’t take 20. If this paragraph is omitted, the skill can be retried without any inherent penalty, other than the additional time required.
  • Special: Any extra facts that apply to the skill, such as special effects deriving from its use or bonuses that certain characters receive because of class, feat choices, or race.
  • Synergy: Some skills grant a bonus to the use of one or more other skills because of a synergistic effect. This entry, when present, indicates what bonuses this skill may grant or receive because of such synergies. See Table 4–5 for a complete list of bonuses granted by synergy between skills (or between a skill and a class feature).
  • Restriction: The full utility of certain skills is restricted to characters of certain classes or characters who possess certain feats. This entry indicates whether any such restrictions exist for the skill.
  • Untrained: This entry indicates what a character without at least 1 rank in the skill can do with it. If this entry doesn’t appear, it means that the skill functions normally for untrained characters (if it can be used untrained) or that an untrained character can’t attempt checks with this skill (for skills that are designated as “Trained Only”).
  • Time. How much time it takes to make a check with this skill.
Several skills are available for characters within The Lovecraftian Traveller:
  • View Skills A - B: Appraise, Balance, Bluff
  • View Skills C: Climb, Concentration, Craft (Chemical, Electronic, Mechanical, Pharmaceutical, Structural, Visual Art, Writing)
  • View Skills D: Decipher Script, Demolitions, Demolitions, Diplomacy, Disable Device, Disguise, Drive
  • View Skills E - G: Escape Artist, Forgery, Gamble, Gather Information
  • View Skills H - J: Handle Animal, Hide, Intimidate, Investigate, Jump
  • View Skills K: Knowledge (Arcane Lore, Art, Architecture and Engineering, Behavioral Sciences, Business, Civics, Current Events, Dungeoneering, Earth and Life Sciences, Geography, History, Local, Nature, Nobility and Royalty, Physical Sciences, Popular Culture, Religion, Streetwise, Tactics, Technology, Theology and Philosophy)
  • View Skills L - O: Listen, Move Silently, Navigate, Open Lock
  • View Skills P: Perform (Act, Comedy, Dance, Keyboards, Oratory, Percussion Instruments, Sing, Stringed Instruments, Wind Instruments), Pilot, Profession
  • View Skills R - S: Read/Write Language, Repair, Research, Ride, Search, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot, Survival, Swim
  • View Skills T - Z: Treat Injury, Tumble, Use Magic Device, Use Rope

Gameplay: Rolling Skills

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.

A skill represents the learned knowledge and abilities of a character, and influence a character's ability to succeed by being added to the relevant Ability Modifier.
  • Skill Ranks: A character’s ranks in a skill are based on the number of skill points the character has invested in the skill. Some skills can be used even if the character has no ranks in the skill; doing this is known as making an untrained skill check.
  • Ability Modifier: The ability modifier used in the skill check is the modifier for the skill’s key ability (the ability associated with the skill’s use). The key ability of a skill is noted in its description.
  • Miscellaneous Modifiers: Miscellaneous modifiers include bonuses provided by race, feats and class features, and penalties such as the ones associated with the nonproficient use of armor, among others.


Using Skills
To make a skill check, roll:

1d20 + skill modifier
(Skill modifier = skill ranks + ability modifier + miscellaneous modifiers)

The higher the roll, the better. Either you’re trying to match or exceed a certain Difficulty Class (DC), or you’re trying to beat another character’s check result.


Trying Again
If a character fails on a skill check, he or she can sometimes try again. Check the skill description to find out if, and under what circumstances, a character can try again. Many skills, however, have natural consequences for failing that must be accounted for. Some skills can’t be tried again once a check has failed for a particular task.

If the use of a skill carries no penalty for failure, a character can take 20 and assume that he or she keeps trying until he or she eventually succeeds.

Untrained Skill Checks
Generally, if a character attempts to use a skill he or she doesn’t have any ranks in, the character makes a skill check as described. The character’s skill modifier don’t include skill ranks because the character doesn’t have any. The character does get other modifiers, though, such as the ability modifier for the skill’s key ability.

Some skills can be used only if the character is trained in the skill.

Time and Skill Checks
Using a skill might take a round, several rounds, or even longer. It might take no time at all. Types of actions define how long activities take to perform within the framework of a combat round (6 seconds) and how movement is treated with respect to the activity. See the skill description for specifies on how long a skill takes to use.

In general, using a skill that requires concentration while in close combat is dangerous. Nearby op­ponents can make attacks of opportunity against a character when he or she lets his or her guard down.

Tools
Some skill applications require the use of tools. If tools are needed, the specific items required are mentioned in the skill description. If the character doesn’t have the appropriate tools, he or she can still attempt to use the skill, but the character takes a –4 penalty on his or her check.

A character may be able to put together some impromptu tools to make the check. If the GM allows it, reduce the penalty to –2 (instead of –4) for using impromptu tools. It usually takes some time (several minutes to an hour or more) to collect or create a set of impromptu tools, and it may require a skill check as well.

Checks without Rolls
A skill check represents an attempt to accomplish some goal, usually in the face of time pressure or distraction. Sometimes, though, a character can use a skill under more favorable conditions and eliminate the luck factor.

Taking 10
When a character is not being threatened or distracted, he or she may choose to take 10. Instead of rolling 1d20 for the skill check, calculate the result as if the character had rolled a 10 (an average roll on a d20). For many relatively routine tasks, taking 10 results in a success.

Distractions and threats make it impossible for a character to take 10. A character also can’t take 10 when using a skill untrained, though the GM may allow exceptions for truly routine activities.

Taking 20
When a character has plenty of time, is faced with no threats or distractions, and the skill being attempted carries no penalty for failure, a character can take 20. Instead of rolling 1d20 for the skill check, calculate the result as if the character had rolled a 20.

Taking 20 is the equivalent of attempting the check over and over again until the character gets it right. Taking 20 takes twenty times as long as making a single check (2 minutes for a skill that can normally be checked in 1 round).

Ability Checks
Sometimes a character tries to do something to which no specific skill applies. In these cases, the character makes an ability check: Roll 1d20 and apply the appropriate ability modifier. The GM assigns a DC, or sets up an opposed check when two characters are engaged in a contest using one ability against another. In some cases, a test of one’s ability doesn’t involve luck. When two characters arm wrestle, for example, the stronger character simply wins. In the case of identical scores, make opposed Strength checks.

Click here for more information on Using Skills.

Character Creation: Skills

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.

Getting Skills
At each level, a character gets skill points that are used to buy skills. The character’s class and Intelligence modifier determine the number of points received.

If the character buys a class skill, he or she gets 1 rank in the skill for each skill point spent. If the character buys a cross-class skill, they get one-half rank per skill point. The maximum rank in a class skill is equal to character level + 3. The maximum rank in a cross-class skill is one-half of this number.



Starting Skill Ranks
Ranks indicate how much training or experience a character has with a given skill. Each skill has a number of ranks, starting at 0. Many skills can be used even if the character has a 0 rank in them; doing this is called making an untrained skill check.. When making a skill check, a character adds his or her skill ranks to the roll as part of the skill modifier.

The number of skill points available when creating a 1st Level character are four times greater than with skill points gained in later levels. Each Hero Type has a different starting skill point level which is multiplied by the Intelligence Modifier of the character. This number is then multiplied by four to get the starting skill points.
  • Charismatic Hero Type: (7 + INT Modifier) x 4
  • Dedicated Hero Type: (5 + INT Modifier) x 4
  • Fast Hero Type: (5 + INT Modifier) x 4
  • Smart Hero Type: (9 + INT Modifier) x 4
  • Strong Hero Type: (3 + INT Modifier) x 4
  • Tough Hero Type: (3 + INT Modifier) x 4

Acquiring Skill Ranks
The rules assume that a character can always find a way to learn any skill. However, the GM can impose limits depending on circumstances and a given situation. The number of skill points available when a character increases their level is four times less than as a 1st Level character. Each Hero Type has a different starting skill point level which is multiplied by the Intelligence Modifier of the character.
  • Charismatic Hero Type: 7 + INT Modifier
  • Dedicated Hero Type: 5 + INT Modifier
  • Fast Hero Type: 5 + INT Modifier
  • Smart Hero Type: 9 + INT Modifier
  • Strong Hero Type: 3 + INT Modifier
  • Tough Hero Type: 3 + INT Modifier

Click here for more information on Using Skills
Click here for more information on Rolling Skills
Click here for more Skill Lists

Talents: Melee Smash 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 Strong hero has an innate talent that increases melee damage. The Mele Smash Talent Tree includes three talents specific to increasing melee damage: Melee Smash, Improved Melee Smash, and Advanced Melee Smash.

Melee Smash.
The Strong hero receives a +1 bonus on melee damage.

Improved Melee Smash.
(Prerequisite: Melee Smash)

The Strong hero receives an additional +1 bonus on melee damage (+2 total).

Advanced Melee Smash.
(Prerequisites: Melee Smash, Improved Melee Smash)

The Strong hero receives an additional +1 bonus on melee damage (+3 total).

Talents: Ignore Hardness 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 Strong hero has an innate talent for finding weaknesses in objects. This allows a Strong hero to ignore some of an object’s hardness when making a melee attack to break it. The Ignore Hardness Talent Tree includes three talents which assist in locating object weaknesses: Ignore Hardness, Improved Ignore Hardness, and Advanced Ignore Hardness.

Ignore Hardness.
The Strong hero ignores 2 points of an object’s hardness.

Improved Ignore Hardness.
(Prerequisite: Ignore Hardness)

The Strong hero ignores 2 additional points of an object’s hardness (for a total of 4).

Advanced Ignore Hardness.
(Prerequisites: Ignore Hardness, Improved Ignore Hardness)

The Strong hero ignores 2 additional points of an object’s hardness (for a total of 6).

Talents: Extreme Effort 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.


A Strong hero can push him or herself to make an extreme effort. The effort must relate either to a Strength check or a Strength-based skill check. You must decide to use this ability before making the check. The Extreme Effort Talent Tree includes three talents representative of the use of extreme effort: Extreme Effort, Improved Extreme Effort, and Advanced Extreme Effort.

Extreme Effort.
The effort requires a full-round action and provides a +2 bonus on the check.

Improved Extreme Effort.
(Prerequisite: Extreme Effort)

The effort requires a full-round action and provides a +2 bonus that stacks with the bonus provided by extreme effort (+4 total).

Advanced Extreme Effort.
(Prerequisites: Extreme Effort, Improved Extreme Effort)

The effort requires a full-round action and provides a +2 bonus that stacks with the bonuses provided by extreme effort and improved extreme effort (+6 total).

Classes (Basic): The Strong 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: Strength

Hit Die: 1d8

Action Points: 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 Strong hero’s class skills (and the key ability for each skill) are:
  • Climb (STR)
  • Craft: Structural (Int)
  • Handle Animal (CHA)
  • Jump (STR)
  • Knowledge: Current Events, Popular Culture, Streetwise, Tactics (INT)
  • Profession (WIS)
  • Read/Write Language (none)
  • Repair (INT)
  • Speak Language (none)
  • Swim (STR)
Also, the starting occupation selected can provide additional class skills to choose from.
  • Skill Points at 1st Level: (3 + INT modifier) x4.
  • Skill Points at Each Additional Level: 3 + INT modifier.

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

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

Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Strong 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 Strong hero gains a bonus feat. This feat must be selected from the following list, and the Strong hero must meet any prerequisites.
  • Animal Affinity
  • Archaic Weapons Proficiency
  • Athletic
  • Blind-Fight
  • Brawl
  • Cleave
  • Combat Martial Arts
  • Combat Reflexes
  • Great Cleave
  • Improved Brawl
  • Improved Combat Martial Arts
  • Power Attack
  • Weapon Focus

Talents: Increased Speed 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 Fast hero can increase his or her natural base speed. The Increased Speed Talent Tree includes three talents that assist in increasing that natural speed: Increased Speed, Improved Increased Speed, and Advanced Increased Speed.

Increased Speed.
The Fast hero’s base speed increases by 5 feet.

Improved Increased Speed.
(Prerequisite: Increased Speed)

The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed (10 feet total).

Advanced Increased Speed.
(Prerequisites: Increased Speed, Improved Increased Speed)

The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed and improved increased speed (15 feet total).

Talents: Defensive 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 Fast hero gains the ability to improve his or her innate defensive talents as the hero attains new levels. The Defensive Talent Tree includes five talents which improve defensive talents: Evasion, Uncanny Dodge 1, Uncanny Dodge 2, Defensive Roll, and Opportunist.

Evasion.
If the Fast hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Fast hero suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor.

Uncanny Dodge 1.
(Prerequisite: Evasion)

The Fast hero retains his or her Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (The hero still loses his or her Dexterity bonus to Defense if the hero is immobilized.)

Uncanny Dodge 2.
(Prerequisites: Evasion, Uncanny Dodge 1)

The Fast hero can no longer be flanked; the hero can react to opponents on opposite sides of him or herself as easily as he or she can react to a single attacker.

Defensive Roll
(Prerequisites: Evasion, Uncanny Dodge 1)

The Fast hero can roll with a potentially lethal attack to take less damage from it. When the Fast hero would be reduced to 0 hit points or less by damage in combat (from a ranged or melee attack), the Fast hero can attempt to roll with the damage.

A Fast hero spends 1 action point to use this talent. Once the point is spent, the hero makes a Reflex saving throw (DC = damage dealt). If the save succeeds, he or she takes only half damage. The Fast hero must be able to react to the attack to execute a defensive roll—if the hero is immobilized, he or she can’t use this talent.

Since this effect would not normally allow a character to make a Reflex save for half damage, the Fast hero’s evasion talent doesn’t apply to the defensive roll.

Opportunist.
(Prerequisite: Evasion)

The Fast hero can spend 1 action point to use this talent. Once the point is spent, the hero can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Fast hero’s attack of opportunity for that round. Even a Fast hero with the Combat Reflexes feat can’t use this talent more than once per round.

Classes (Basic): The Fast 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: Dexterity

Hit Die: 1d8

Action Points: 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 Fast hero’s class skills (and the key ability for each skill) are:
  • Balance (DEX)
  • Craft: Mechanical (INT)
  • Drive (DEX)
  • Escape Artist (DEX)
  • Hide (DEX)
  • Knowledge: Current Events, Popular Culture, Streetwise (INT)
  • Move Silently (DEX)
  • Pilot (DEX)
  • Profession (WIS)
  • Read/Write Language (none)
  • Ride (DEX)
  • Sleight of Hand (DEX)
  • Speak Language (none)
  • Tumble (DEX)
Also, the starting occupation the character 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 Fast hero begins play with the Simple Weapons Proficiency feat.

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

Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Fast 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 Fast hero gains a bonus feat. This feat must be selected from the following list, and the Fast hero must meet any prerequisites.
  • Acrobatic
  • Combat Expertise
  • Combat Throw
  • Defensive Martial Arts
  • Double Tap
  • Elusive Target
  • Focused
  • Improved Disarm
  • Mobility
  • Personal Firearms Proficiency
  • Point Blank Shot
  • Stealthy
  • Weapon Finesse

Talents: Unbreakable 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 Tough hero is particularly resilient. The Unbreakable Talent Tree includes four talents specific to resilience: Remain Conscious, Robust, Second Wind, and Stamina.

Remain Conscious.
The Tough hero gains the ability to continue to perform actions when he or she would otherwise be considered unconscious and dying. When the Tough hero’s hit points reach –1, the hero can perform as though he or she were disabled, making either an attack action or a move action every round until the hero reaches –10 hit points (and dies) or the hero’s hit points return to 1 or higher. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might prevent him or her from taking more damage.

Robust.
The Tough hero becomes especially robust, gaining a number of hit points equal to his or her Tough level as soon as he or she selects this talent. Thereafter, the hero gains +1 hit point with each level of Tough he or she gains.

Second Wind.
The Tough hero can spend 1 action point to gain a second wind. When the hero does this, he or she recovers a number of hit points equal to his or her Constitution modifier. This talent does not increase the Tough hero’s hit points beyond the character’s full normal total.

Stamina.
(Prerequisite: Robust)

The Tough hero recovers twice as fast as normal. So, the hero recovers 2 hit points per character level per evening of rest, 2 points of temporary ability damage per evening of rest, and awakens in half the normal time after being knocked unconscious.

Talents: Energy Resistance 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 Tough hero is particularly resistant to certain kinds of deadly energy effects. These talents can be selected in any order. The Energy Resistance Talent Tree includes five talents specific to resisting deadly energies: Acid Resistance, Cold Resistance, Electricity Resistance, Fire Resistance, and Sonic/Concussion Resistance.

Acid Resistance.
The Tough hero ignores an amount of acid damage equal to his or her Constitution modifier.

Cold Resistance.
The Tough hero ignores an amount of cold damage equal to his or her Constitution modifier.

Electricity Resistance.
The Tough hero ignores an amount of electricity damage equal to his or her Constitution modifier.

Fire Resistance.
The Tough hero ignores an amount of fire damage equal to his or her Constitution modifier.

Sonic/Concussion Resistance.
The Tough hero ignores an amount of sonic or concussion damage equal to his or her Constitution modifier.

Talents: Damage Reduction 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 Tough hero has an innate talent to ignore a set amount of damage from most weapons, but not from energy or special attack forms (which may or may not exist, depending on the campaign). Before the hero can select a talent from this tree the hero must have previously selected at least one talent from the Energy Resistance or Unbreakable Talent Tree. The Damage Reduction Talent Tree includes three talents specific to resilience: Damage Reduction 1, Damage Reduction 2, and Damage Reduction 3.

Damage Reduction 1/—.
(Prerequisite: One other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree)

The Tough hero ignores 1 point of damage from melee and ranged weapons.

Damage Reduction 2/—.
(Prerequisites: Damage reduction 1/—, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree)

The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 2/— total).

Damage Reduction 3/—.
(Prerequisites: Damage reduction 1/—, damage reduction 2/—, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree)

The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 3/— total).

Classes (Basics): The Tough 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: Constitution

Hit Die: 1d10

Action Points: 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 Tough hero’s class skills (and the key ability for each skill) are:
  • Climb (STR)
  • Concentration (CON)
  • Craft: Mechanical, Structural (INT)
  • Drive (DEX)
  • Intimidate (CHA)
  • Knowledge: Current Events, Popular Culture, Streetwise (INT)
  • Profession (WIS)
  • Read/Write Language (none)
  • Ride (DEX)
  • Speak Language (none)
  • Spot (WIS)
  • Survival (WIS)
Also, the starting occupation the character selects can provide additional class skills to choose from.
  • Skill Points at 1st Level: (3 + INT modifier) x4.
  • Skill Points at Each Additional Level: 3 + INT modifier.

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

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

Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Tough 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 Tough hero gains a bonus feat. This feat must be selected from the following list, and the Tough hero must meet any prerequisites.
  • Alertness
  • Athletic
  • Brawl
  • Confident
  • Endurance
  • Great Fortitude
  • Improved Brawl
  • Improved Bull Rush
  • Improved Feint
  • Knockout Punch
  • Power Attack
  • Streetfighting
  • Toughness
  • Vehicle Expert