recursal/Fanatic-Fandom huggingface dataset:
Dice

There are 7 standard types of dice used in d20 Modern. d4, d6, d8, d10, d12, d20, and d%.

Most people are familiar with 6 sided die where each side has one number of each 1-6. That is known as a d6. This will expand no that.

## Dice Notation

Die rolls are expressed in the format: #dx+y

[#] die type [+/- modifiers]
# is the number of the die to be rolled. If there is no number before the "d", assume 1.
d means that a die is needed to be rolled
x is the type or "size" of the die, that is the number of sides on a the polyhedron.
*Example: 3d6+2 means: "Roll 3 six sided dice. Add the result of the three dice together. Add 2."*

These rules use the following die notations:

The d20 is used to determine results in combat and when making skill checks, ability checks, and saving throws. in other words, the d20 determines whether you succeed at an action.

The other dice (d4, d6, d8, d10, and d12) are used to determine what happens after you succeed. Usually, the other dice come into play after you make a successful attack roll to determine how much damage the attack deals to the target.

## BASIC TASK RESOLUTION SYSTEM

These rules assume a standardized system for determining the success or failure of any given task. That system is:

d20 + Modifiers vs. Target Number (DC)
The Modifiers and Target Number are determined by the type of task. These rules will often provide a simple example of a task and a target number, usually provided as a "DC#" where the # is the target value.

### Table: Difficulty Class Examples

If the result of the d20 roll + the Modifiers equals or exceeds the Target Number, the test is successful. Any other result is a failure.

## ROUNDING FRACTIONS

In general, if you wind up with a fraction, round down, even if the fraction is one-half or larger.

**Exception**: Certain rolls, such as damage and hit points, have a minimum of 1.

## MULTIPLYING

Sometimes a special rule makes you multiply a number or a die roll. As long as you’re applying a single multiplier, multiply the number normally. When two or more multipliers apply, however, combine them into a single multiple, with each extra multiple adding 1 less than its value to the first multiple. Thus, a double (x2) and a double (x2) applied to the same number results in a triple (x3), because 2 + (2-1) = 3.

## Natural 1's and 20's

When a 1d20 is rolled and the result is either a 1 ("nat 1") or a 20 ("nat 20") before modifiers, there may be special rules. This is typically only the case for attacks and saves.

Unless the rules state otherwise:

A "natural 20"  on the die roll is **not** an automatic success.

A "natural 1"  on the die roll is **not** an automatic failure.
Initiative

Combatants' **Initiative** checks, from highest to lowest, determine the order in which they act in a round, from first to last.

At the start of a battle, each combatant makes a single initiative check. An initiative check is a Dexterity check + modifiers from feats and conditions and potentially Equipment. Each character applies his or her Dexterity modifier to the roll, and anyone with the Improved Initiative feat gets an additional +4 bonus on the check. The GM finds out what order characters are acting in, counting down from highest result to lowest, and each character acts in turn. On all following rounds, the characters act in the same order (unless a character takes an action that results in his or her initiative changing; see Special Initiative Actions). If two or more combatants have the same initiative check result, the combatants who are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative bonus, if applicable). If there is still a tie, roll a die.

**Flat-Footed:** At the start of a battle, before the character has had a chance to act (specifically, before the character's first turn in the initiative order), the character is flat-footed. A character can't use his or her Dexterity bonus to Defense while flat-footed.

**Joining a Battle:** If characters enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.

**Surprise:** When a combat starts, if a character was not aware of his or her enemies and they were aware of the character, that character is surprised. Likewise, a character can surprise his or her enemies if the character knows about them before they're aware of the character.

**The Surprise Round:**If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. The combatants who are aware of the opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take an attack action or move action during the surprise round (see Action Types, below). If no one or everyone is surprised, a surprise round does not occur.

**Unaware Combatants:**Combatants who are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are still flat-footed because they have not acted yet. Because of this, they lose any Dexterity bonus to Defense.
Forced Mindlink

Brain Lock
Burst
Charm Person
Clairaudience/voyance
Claws of the Bear
Combat Focus
Combat Precognition
Combat Prescience
Concussion
Control Object
Darkvision
Daze
Detect Psionics
Detect Thoughts
Distract
Domination
Electric Charge
Far Hand
Far Punch
Finger of Fire
Fire Bolt
Fire Storm
**Forced Mindlink**
Greater Bioweapon
Inflict Pain
Lesser Bioweapon
Lesser Body Adjustment
Lesser Concussion
Lesser Domination
Lesser Mindlink
Levitate
Lightning Strike
Mental Blast
Metaphysical Weapon
Mindlink
Mind Probe
Missive
Natural Armor
Negate Psionics
Object Reading
Power Resistance
Psychofeedback
Sending
Psychic Impressions
Suggestion
Tailor Memory
Telekinesis
Valor
Verve
Vigor
Whitefire

## Description

The manifester forges a telepathic bond with another person or creature, which must have an Intelligence score of 6 or higher. The manifester can communicate telepathically through the bond even if he or she does not share a common language with the subject. No special power or influence is established as a result of the bond and the target is not compelled to communicate with the manifester. Once the bond is formed, it works over any distance.
Crocodile, Huge

CR: 4

**HD:** 7
**Advancement HD:**
     8-16; (Huge)
     17-32; (Gargantuan)

## Combat

HP: **59**
**HD:** 7d8  + 28
**Massive Damage:** 19
Hit DC: **16**
     (Dex): +1
     Size: -2     Natural Armor: +7
**Touch DC:** 9
**Flat-Footed DC:** 15
BAB: **+5**
**Grapple:** 21
     (Str): +8
      **Attack 1:** +11 melee (2d8+12, bite; bludgeoning)

Full Attacks
 General Stats
Initiative: **1**
**Fight Space:** 15 ft. X 15 ft.
**Reach:** 10 ft.
Base: **20 ft.**
     **Run:** x4 (80 ft.)     **Swim:** 30 ft.
**Light:** up to 2076 lb.
**Medium:** 2077-4158 lb.

## Special Traits

Low-Light Vision (Ex)
A creature with low-light vision can see twice as far as normal in poor lightning conditions. The creature can still distinguish colors, even in dim lighting.
**Aquatic:** Crocodiles can move in water without making Swim checks and cannot drown in water.
**Improved Grab (Ex):** To use this ability, a crocodile must hit an opponent of its size or smaller with its bite attack. If it gets a hold, the crocodile grabs the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.

## Skills

* AP (Dex) +0 (+4 while submerged)

**Skill Bonus:** Crocodiles gain a +12 species bonus on Hide checks when submerged.

**Table: Crocodile, Huge Skills**
Combat/Flanking

If a creature is making a melee attack against an opponent, and an ally directly opposite the opponent is "threatening" the opponent, the attacking creature and their ally are considered to be "flanking" the opponent. The character gains a +2 bonus on their attack roll. The ally must be on the other side of the opponent so that the opponent is directly between the creature and the ally. This can be difficult to understand for different sized creatures. If a line can be drawn between the center of two attacking (allied) creatures and it passes through opposite sides of that creature, it’s considered flanked.

Ranged attacks do not benefit from or provide a Flanking Bonus.

When making a melee attack, creatures get a +2 flanking bonus if their opponent is threatened by a character or creature friendly to them on the opponent’s opposite border or opposite corner.

When in doubt about whether two friendly characters flank an opponent in the middle, trace an imaginary line between the two friendly creatures’ centers. If the line passes through opposite borders of the opponent’s space (including corners of those borders), then the opponent is flanked.

Exceptions

* If a flanker takes up more than 1 square, it gets the flanking bonus if any square it occupies counts for flanking.
* Only a creature or character that threatens the defender can help an attacker get a flanking bonus.
* Creatures with a reach of 0 feet can’t flank an opponent.
Demolitions

Use **Demolitions** to set explosive devices for maximum impact or disarm explosives. To craft explosives, see Craft (chemical).

**:** Intelligence

**T:** Yes

**AP:** No

**:** Daredevil, Field Scientist, Gunslinger, Soldier, Techie, and Smart Hero.

## Checks

Setting a simple explosive to blow up at a certain spot doesn't require a check, but connecting and setting a detonator does. Also, placing an explosive for maximum effect against a structure calls for a check, as does disarming an explosive device.

Most explosives require a detonator to go off. Connecting a detonator to an explosive requires a Demolitions check (DC 10). Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed. A character can make an explosive difficult to disarm. To do so, the character chooses the disarm DC before making his or her check to set the detonator (it must be higher than 10). The character's DC to set the detonator is equal to the disarm DC.

**Special:**
\*A character without a Demolitions Kit takes a -4 penalty on the check.

*GM Secret Roll: The GM makes this check so that the player doesn't know exactly how well they have done.*
Carefully placing an explosive against a fixed structure (a stationary, unattended inanimate object) can maximize the damage dealt by exploiting vulnerabilities in the structure's construction. On a result of 15 or higher, the explosive deals double damage to the structure against which it is placed. On a result of 25 or higher, it deals triple damage to the structure. In all cases, it deals normal damage to all other targets within its burst radius.

**Special:**
\*A character without a Demolitions Kit takes a -4 penalty on the check.

Disarming an explosive that has been set to go off requires a Demolitions check. The DC is usually 10, unless the person who set the detonator chose a higher disarm DC. If the character fails the check, he or she does not disarm the explosive. If the character fails by more than 5, the explosive goes off.

**Special:**
\*A character without a Demolitions Kit takes a -4 penalty on the check.

## Making Explosives

* Making an explosive requires the Craft (chemical) skill. See that skill description for details.

**Table: Feats**
Flesh Golem, Large

CR: 7

**HD:** 9
**Advancement HD:**
     10-18 HD; (Large)
     19-27 HD; (Huge)

## Combat

HP: **69**
**HD:** 9d10  + 20
**Massive Damage:** N/A
Hit DC: **18**
     (Dex): -1
     Size: -1     Natural Armor: 10
**Touch DC:** 8
**Flat-Footed DC:** 18
BAB: **+6**
**Grapple:** 15
     (Str): +5
      **Attack 1:** +10 melee melee (2d8+5, slam; bludgeoning)

Full Attacks
 General Stats
Initiative: **-1**
**Fight Space:** 10 ft. X 10 ft.
**Reach:** 10 ft.
Base: **30 ft.**
     **Run:** x1 (30 ft.)
**Light:** up to 459 lb.
**Medium:** 460-918 lb.

## Special Qualities

**Construct:** Flesh golems have the traits and immunities common to constructs.

**Speed:** Flesh golems can't take run actions.

**Berserk (Ex):** When a flesh golem enters combat, there is a cumulative 1% chance each round it will go berserk. An uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a successful Charisma check (DC 19). Following such a successful check, it takes 1 minute of rest by the golem to reset the golem's berserk chance to 0%.

**Magic Immunity (Ex):** A flesh golem is immune to all spells, psionic powers, spell-like abilities, and supernatural effects, except as follows. Attacks that deal fire or cold damage slow it for 2d6 rounds, with no saving throw (see the *slow* spell). A slowed golem can take only one move or attack action each turn. Additionally, the slowed golem takes a -2 penalty to Defense, melee attack rolls, melee damage rolls, and Reflex saves. Any amount of electricity damage dealt to the golem breaks the slow effect and cures 1 point of damage for each 3 points of damage it would otherwise deal. The golem rolls no saving throw against effects that deal electricity damage.

**Damage Reduction 15/+1 (Su):** In campaigns without magic weapons, the GM can either disregard the golem's damage reduction or apply the damage reduction only to certain types of weapons (ballistic, bludgeoning, sonic/concussion, piercing, or slashing).
Combat/Ranged

The following rules apply to ranged combat. This can be with weapons that project a missile or bullet (i.e. bow or gun), an energy (i.e. flame thrower, laser), or it can be a creature throwing an object (i.e. rock or javelin). See Ranged Weapons for a detailed list.

## Ranged Attacks

With a ranged weapon, a character's attack bonus is:

Dexterity measures coordination and steadiness, so a character's Dexterity modifier applies when the character attacks with a ranged weapon.

Ranged attacks do not benefit from or provide a Flanking Bonuses.

### Range Penalty

The **Range Penalty** for a ranged weapon depends on what weapon the character is using and how far away the target is. All ranged weapons and thrown weapons have a range increment. Any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative -2 penalty on the attack roll. A thrown weapon has a maximum range of five range increments. Ranged weapons that fire projectiles can shoot up to ten increments.
Burst

Brain Lock
**Burst**
Charm Person
Clairaudience/voyance
Claws of the Bear
Combat Focus
Combat Precognition
Combat Prescience
Concussion
Control Object
Darkvision
Daze
Detect Psionics
Detect Thoughts
Distract
Domination
Electric Charge
Far Hand
Far Punch
Finger of Fire
Fire Bolt
Fire Storm
Forced Mindlink
Greater Bioweapon
Inflict Pain
Lesser Bioweapon
Lesser Body Adjustment
Lesser Concussion
Lesser Domination
Lesser Mindlink
Levitate
Lightning Strike
Mental Blast
Metaphysical Weapon
Mindlink
Mind Probe
Missive
Natural Armor
Negate Psionics
Object Reading
Power Resistance
Psychofeedback
Sending
Psychic Impressions
Suggestion
Tailor Memory
Telekinesis
Valor
Verve
Vigor
Whitefire

## Description

The target increases his or her base speed by +10 feet on his or
her next turn.
The manifester can manifest this power instantly on his or
herself, gaining the benefit of the speed increase in the same
round. Manifesting the power is a free action. If manifested on
another creature, the manifestation time is an attack action.
Frightful Presence

Your mere presence can terrify those around you.

Requirements
**:** Charisma 15,
**:** Intimidate 9 ranks.

## Benefit

When the character uses this feat, all opponents within 10 feet who have fewer levels than the character must make a Will saving throw (DC 10 + 1/2 the character's level + the character's Charisma modifier). An opponent who fails his or her save is shaken, taking a -2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6  + the character's Charisma modifier. The character can use the feat once per round as a free action. A successful save indicates that the opponent is immune to the character's use of this feat for 24 hours. This feat does not affect creatures with an Intelligence of 3 or lower.

###

If the character has the Renown feat, the Will saving throw's DC increases by 5.

###

Acolyte, Mage, Occultist, Telepath, and Charismatic Hero.
Crocodile, Medium-size

CR: 2

**HD:** 3
**Advancement HD:**
     4-5 HD; (Medium)
     6-7 HD; (Large)

## Combat

HP: **22**
**HD:** 3d8  + 9
**Massive Damage:** 17
Hit DC: **15**
     (Dex): +1
     Size: +0     Natural Armor: 4
**Touch DC:** 11
**Flat-Footed DC:** 14
BAB: **+2**
**Grapple:** 6
     (Str): +4
      **Attack 1:** 6 melee (1d8+6, bite; bludgeoning)

Full Attacks
 General Stats
Initiative: **1**
**Fight Space:** 5 ft. X 5 ft.
**Reach:** 5 ft.
Base: **20 ft.**
     **Run:** x4 (80 ft.)     **Swim:** 30 ft.
**Light:** up to 174 lb.
**Medium:** 175-350 lb.

## Special Traits

Low-Light Vision (Ex)
A creature with low-light vision can see twice as far as normal in poor lightning conditions. The creature can still distinguish colors, even in dim lighting.
**Skill Bonus:** Crocodiles gain a +12 species bonus on Hide checks when submerged.
## Special Qualities

* Aquatic - Crocodiles can move in water without making Swim checks and cannot drown in water.
* Improved Grab (Ex) - To use this ability, a crocodile must hit an opponent of its size or smaller with its bite attack. If it gets a hold, the crocodile grabs the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.
* Low-Light Vision (Ex) - A creature with low-light vision can see twice as far as normal in poor lightning conditions. The creature can still distinguish colors, even in dim lighting.

## Skills

* AP (Dex) +7 (+19 when submerged),

**Table: Crocodile, Medium-size Skills**
Daredevil

**Daredevil** is an advanced class and a hero must have levels in basic classes before they are able to take this class.

## Requirements

To qualify to become a Daredevil, a character must fulfill the following criteria.

**:** +2.

**:** Concentration 6 ranks, Drive 6 ranks.

**:** Endurance
## Class Information

**:** 1d10
**:** 6 + one-half character level, rounded down per level.
## Skills

**:** 5 + (Int) modifier.

 (Dex)
AP (Str)
 (Con)
 T (Int)
AP (Dex)
AP (Dex)
 (Cha)
AP (Str)
 (Cha)
Act
 T (Dex)
 (Wis)
Read/Write LanguageT (none)
 (Dex)
Speak LanguageT (none)
 (Wis)
AP (Str)
AP T (Dex) | **Knowledges**
Current Events

The starting  may provide additional class skills to choose from.

## Class Features

The following features pertain to the Daredevil advanced class.

### Fearless

A Daredevil gains a +4 morale bonus on Will saves to resist fear effects and on level checks to oppose Intimidate checks.

### Nip-Up

A Daredevil of 2nd level or higher can stand up from a prone position as a free action that does not provoke an attack of opportunity.

### Bonus Feats

At 3rd, 6th, and 9th level, the Daredevil gets a bonus feat. The bonus feat must be selected from the following list, and the Daredevil must meet all the prerequisites of the feat to select it.

### Action Boost

This ability, gained at 4th level, allows a Daredevil to spend 2 action points on a single action in a round. A Daredevil can spend 1 action point, see the result of the roll, and then decide to spend a second point, as long as he or she does so before the Gamemaster reveals the result of the action.

### Adrenaline Rush

At 5th level, a Daredevil can temporarily increase one of his or her physical ability scores (Strength, Dexterity, or Constitution). The Daredevil spends 1 action point and gets to increase the selected ability score by 1d4+1 points. The increase lasts for a number of rounds equal to his or her class level. At the end of the duration, the Daredevil is fatigued for 1d4+1 rounds.

At 8th level, a Daredevil can temporarily increase two physical ability scores. At the end of the duration, the Daredevil is fatigued for 1d6+2 rounds.

### Delay Damage

Once per day, a Daredevil of 7th level or higher can delay the damage dealt by a single attack or effect for a number of rounds equal to his or her class level.

### Damage Threshold

A 10th-level Daredevil increases his or her massive damage threshold by 3 points. This increase stacks with the increase provided by the Improved Damage Threshold feat.
Aircraft

All aircraft, from one-seaters to jumbo jets, are controlled by the use of the Pilot skill. A few examples are provided here from the variety of airgoing vehicles that might be available to characters.

Characters without the Aircraft Operation feat take a -4 penalty on Pilot checks made to operate an aircraft that falls in any of these classes: heavy aircraft, helicopters, jet fighters, or spacecraft; and on attacks made with aircraft weapons. There is no penalty when the character operates a general-purpose aircraft. The feat must be taken for each class of aircraft.

### Bell Model 212

This is perhaps the most common civilian helicopter worldwide; it has also been adopted by many military forces as a light utility helicopter. The Jet Ranger is two squares wide and seven squares long. It provides three-quarters cover for crew and passengers.

### Bell Jet Ranger

This is the twin-engine, civilian version of the ubiquitous Huey helicopter. As a civilian aircraft, it is a sturdy, reliable helicopter used for passenger and cargo work all over the world. Military versions are still in use in many countries. The Bell 212 is three squares wide and seven squares long. It provides three-quarters cover for crew and passengers (one-quarter cover for passengers if the cargo doors are open).

### Cessna 172 Skyhawk

This common single-engine propeller plane is relatively inexpensive. A Cessna 172 is seven squares wide (including wings; fuselage is one square wide) and six squares long. It provides three-quarters cover for crew and passengers.

### Learjet Model 45

This is a sleek business jet introduced in the late 90s. Two turbofans, set on the fuselage above and behind the wings, provide the power. The interior includes luxury accommodations and a lavatory. A Learjet is ten squares wide (including wings; fuselage is two squares wide) and twelve squares long. It provides three-quarters cover for crew and nine-tenths cover for passengers.

### Douglas DC-3

Unique among pre-world-war aircraft, the DC-3 continues to fly in active commercial and military service eighty-six years after the type's first flight in 1935. There are still small operators with DC-3s in revenue service and as cargo aircraft. Current uses of the DC-3 include passenger service, aerial spraying, freight transport, military transport, missionary flying, skydiver shuttling and sightseeing. The very large number of civil and military operators of the DC-3/C-47 and related types makes a listing of all the airlines, air forces and other current operators impracticable. Its ability to use grass or dirt runways makes it popular in developing countries or remote areas, where runways may be unpaved.
Fast Healing

Blindsight (Ex)
Breath Weapon (Su)
Constrict (Ex)
Damage Reduction (Su)
Darkvision (Ex)
Energy Drain (Su)
**Fast Healing** (Ex) | Fear Aura (Su)
Gaze (Su)
Immunity (Ex)
Improved Grab (Ex)
Invisibility (Su)
Low-Light Vision (Ex)
Poison (Ex)
Power Resistance (Ex)
Psionics (Sp) | Scent (Ex)
Spell Resistance (Ex)
Spells (Sp)
Swallow Whole (Ex)
Trample (Ex)
Turn Resistance (Ex)
Regeneration (Ex)

**Fast Healing** (Ex): The creature regains hit points at an exceptionally fast rate, usually 1 or more hit points per round. Fast healing stops working when a creature is reduced to –10 hp or fewer. Except as noted here, fast healing works just like natural healing.

Fast healing doesn’t provide any benefit against attack forms that don’t deal hit point damage. Fast healing also doesn’t restore hit points lost to starvation, thirst, or suffocation, and it doesn’t allow a creature to regrow or reattach severed body parts.
Criminal

This illicit starting occupation reveals a background from the wrong side of the law. This occupation includes con artists, burglars, thieves, crime family soldiers, gang members, bank robbers, and other types of career criminals.

### Requirements

To gain the Criminal occupation, the following criteria are required:

     **Minimum Age:** 15+

### Skills

Choose two of the following skills as permanent class skills:

*Note: If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill.*

### Feat

Select one of the following feats:

**Table: Feats**
Gunslinger

**Gunslinger** is an advanced class and a hero must have levels in basic classes before they are able to take this class.

## Requirements

To qualify to become a Gunslinger, a character must fulfill the following criteria.

**:** +2.

**:** Sleight of Hand 6 ranks, Tumble 6 ranks

**:** Personal Firearms Proficiency
## Class Information

**:** 1d10
**:** 6 + one-half character level, rounded down per level.
## Skills

**:** 5 + (Int) modifier.

 (Cha)
 T (Int)
AP (Dex)
AP (Dex)
 (Wis)
 (Cha)
AP (Dex)
 (Wis)
Read/Write LanguageT (none)
 (Dex)
AP T (Dex)
Speak LanguageT (none)
 (Wis)
 (Wis)
AP T (Dex) | **Knowledges**
Current Events
Popular Culture

The starting  may provide additional class skills to choose from.

## Table: The Gunslinger

##### Class Features

The following features pertain to the Gunslinger advanced class.

**Close Combat Shot**: At 1st level, a Gunslinger gains the ability to make a ranged attack with a Medium-size or smaller firearm while in a threatened area without provoking an attack of opportunity.

**Weapon Focus**: At 2nd level, a Gunslinger gains the Weapon Focus class feature, providing the benefit of the feat with the same name. The Gunslinger must choose a specific personal firearm.

The gunslinger adds +1 to all attack rolls you make using the selected personal firearm.

**Defensive Position**: Starting at 4th level, the Gunslinger gains an additional +2 cover bonus to Defense and an additional +2 cover bonus on Reflex saves whenever he or she has one-quarter, one-half, three-quarters, or nine-tenths cover.

**Lightning Shot**: Starting at 5th level, a Gunslinger can make a flurry of ranged attacks with a personal firearm at the expense of accuracy. With a lightning shot, the Gunslinger may make one extra ranged attack with a personal firearm in a round at his or her highest base attack bonus. This attack and each other attack made in the round take a –2 penalty. This ability can only be used when taking the full attack action. The penalty applies to all attacks for one full round, including attacks of opportunity.

**Sharp-Shooting**: At 7th level, if the Gunslinger uses a personal firearm to attack a target, the cover bonus to the target’s Defense for one-quarter, one-half, three-quarters, or nine-tenths cover is reduced by 2.

**Greater Weapon Focus**: At 8th level, a Gunslinger receives a +1 competence bonus on attack rolls made with the firearm selected for the Weapon Focus ability at 2nd level. This bonus stacks with the earlier bonus.

**Bullseye**: At 10th level, a Gunslinger becomes so adept at using the firearm to which he or she has applied Weapon Focus and Greater Weapon Focus that the gunslinger’s attacks with that firearm can deal extra damage. With a successful attack, before damage is rolled, the gunslinger can spend 1 action point to deal +3d6 points of damage.

## Bonus Feats

At 3rd, 6th, and 9th level, the Gunslinger gets a bonus feat. The bonus feat must be selected from the following list, and the Gunslinger must meet all the prerequisites of the feat to select it.
Gather Information

Use **Gather Information** to make contacts in an area, find out local gossip, spread rumors, and collect general information.

**:** Charisma

**T:** No

**AP:** No

**:** Bodyguard, Investigator, Negotiator, Shadow Slayer, Telepath, and Charismatic Hero.

## Checks

**Table: Information Costs**
 Protected | 25 | 20

By succeeding at a skill check (DC 10) and spending 1d4+1  hours passing out money and buying drinks, a character can get a feel for the major news items in a neighborhood. This result assumes that no obvious reasons exist why information would be withheld. The higher the check result, the better the information.

If the situation doesn’t require the expenditure of money, no Wealth check is necessary.

Information ranges from general to protected, and the cost and DC increases accordingly for the type of information the character seeks to gather, as given in the table "Information Costs".

General information concerns local happenings, rumors, gossip, and the like. Specific information usually relates to a particular question. Restricted information includes facts that aren't generally known and requires that the character locate someone who has access to such information. Protected information is even harder to come by and might involve some danger, either for the one asking the questions or the one providing the answer. There's a chance that someone will take note of anyone asking about restricted or protected information.

The character can increase the amount of money used to gather information, gaining a circumstance bonus by effectively offering a bribe (though the process might entail buying more expensive drinks, not necessarily offering a character extra money). Increase the Wealth check DC by 2 for each +1 circumstance bonus the character wants to add to his or her skill check.

Characters may try again when they do not get the information they need, but it takes 1d4 +1 hours for each check, and characters may draw attention to themselves if they repeatedly pursue a certain type of information.

**Table: Feats**
Fear Aura

Blindsight (Ex)
Breath Weapon (Su)
Constrict (Ex)
Damage Reduction (Su)
Darkvision (Ex)
Energy Drain (Su)
Fast Healing (Ex) | **Fear Aura** (Su)
Gaze (Su)
Immunity (Ex)
Improved Grab (Ex)
Invisibility (Su)
Low-Light Vision (Ex)
Poison (Ex)
Power Resistance (Ex)
Psionics (Sp) | Scent (Ex)
Spell Resistance (Ex)
Spells (Sp)
Swallow Whole (Ex)
Trample (Ex)
Turn Resistance (Ex)
Regeneration (Ex)

**Fear Aura** (Su): A fear aura either operates continuously or can be used at will. In either case, it’s a free action. This ability can Freeze an opponent or cause opponents to become panicked. Other effects are possible. Negating the fear effect requires a successful Will save with a DC equal to 10 + 1/2 fearsome creature’s HD + fearsome creature’s Charisma modifier (the exact DC is given in the creature’s descriptive text).
Drive-By Attack

You are skilled at attacking from a moving vehicle.

## Benefit

The character takes no vehicle speed penalty when making an attack while in a moving vehicle. Also, if the character is the driver, he or she can take his or her attack action to make an attack at any point along the vehicle's movement.

###

When attacking from a moving vehicle, a character takes a penalty based on the vehicle's speed. Passengers can ready an action to make an attack when their vehicle reaches a particular location, but the driver must make his or her attack action either before or after the vehicle's movement.
Creative (Occupation)

The Creative starting occupation covers artists of all types who fan their creative spark into a career. Illustrators, copywriters, cartoonists, graphic artists, novelists, magazine columnists, actors, sculptors, game designers, musicians, screenwriters, photographers, and web designers all fall under this occupation.

### Requirements

To gain the Creative (Occupation) occupation, the following criteria are required:

     **Minimum Age:** 15+

### Skills

Choose three of the following skills as permanent class skills:

*Note: If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill.*
Drive

Use **Drive** to operate a general purpose motor vehicle (car, truck, motorcycle, motor boat, or snow mobile, for example) to avoid collisions, or to loose someone tailing or chasing you while your operating the motor vehicle.

**:** Dexterity

**T:** No

**AP:** No

**:** Battle Mind, Bodyguard, Daredevil, Field Medic, Field Scientist, Gunslinger, Investigator Negotiator, Occultist, Soldier, Techie, Fast Hero, and Tough Hero.

## Checks

Routine tasks, such as ordinary driving, don't require a skill check.

Make a check only when some unusual circumstance exists (such as inclement weather or an icy surface), or when the character is driving during a dramatic situation (the character is being chased or attacked, for example, or is trying to reach a destination in a limited amount of time). When driving, the character can attempt simple maneuvers or stunts. See Driving a Vehicle for more details.

**Special:**
There is no penalty for operating a general-purpose motor vehicle. Other types of motor vehicles (heavy wheeled, powerboat, sailboat, ship, and tracked) require the corresponding Surface Vehicle Operation feat, or the character takes a -4 penalty on Drive checks.

**Table: Feats**
Inflict Pain

Brain Lock
Burst
Charm Person
Clairaudience/voyance
Claws of the Bear
Combat Focus
Combat Precognition
Combat Prescience
Concussion
Control Object
Darkvision
Daze
Detect Psionics
Detect Thoughts
Distract
Domination
Electric Charge
Far Hand
Far Punch
Finger of Fire
Fire Bolt
Fire Storm
Forced Mindlink
Greater Bioweapon
**Inflict Pain**
Lesser Bioweapon
Lesser Body Adjustment
Lesser Concussion
Lesser Domination
Lesser Mindlink
Levitate
Lightning Strike
Mental Blast
Metaphysical Weapon
Mindlink
Mind Probe
Missive
Natural Armor
Negate Psionics
Object Reading
Power Resistance
Psychofeedback
Sending
Psychic Impressions
Suggestion
Tailor Memory
Telekinesis
Valor
Verve
Vigor
Whitefire

## Description

The manifester telepathically attacks the target’s mind, dealing 3d6  points of damage.
Hail of Bullets

Your quick trigger finger can unleash a rain of fire.

Requirements
**:** Point Blank Shot, Double Tap

## Benefit

You can use semiautomatic firearms as if they are automatic firearms. You can make autofire attacks and use feats that require firearms with automatic settings, such as Burst Fire. You must meet all other requirements for these attacks (such as having 10 bullets in the weapon to use autofire).
Dog, Small

CR: 1/3

**HD:** 1
**Advancement HD:** None

## Combat

HP: **6**
**HD:** 1d8
**Massive Damage:** 15
Hit DC: **14**
     (Dex): +3
     Size: +1     Natural Armor: +
**Touch DC:** 14
**Flat-Footed DC:** 11
BAB: **+0**
**Grapple:** -3
     (Str): +1
      **Attack 1:** +2 melee melee (1d4+1, bite; bludgeoning)

Full Attacks
 General Stats
Initiative: **+3**
**Fight Space:** 5 ft. X 5 ft.
**Reach:** 5 ft.
Base: **40 ft.**
     **Run:** x4 (160 ft.)
**Light:** up to 50 lb.
**Medium:** 51-100 lb.

## Special Qualities

* **Skill Bonus** (Jump): Dogs gain a +2 species bonus on Jump checks.
* **Skill Bonus** (Survival): Dogs gain a +4 species bonus on Survival checks when tracking by scent.

## Skills

* AP (Str) +3
* (Wis) +1 (+5 when tracking by scent)
* AP (Str) +5

**Table: Dog, Small Skills**
Craft/visual art

**:** Intelligence

**T:** Yes

**AP:** No

## Checks

This skill allows a character to create paintings or drawings, take photographs, use a video camera, or in some other way create a work of visual art. When attempting to create a work of visual art, the character simply makes a Craft (visual art) check, the result of which determines the quality of the work. Unless the effort is particularly elaborate or the character must acquire an expensive piece of equipment, the basic components have a purchase DC of 5.

 10-19
 20-24
 25-30
 31 or higher

Creating a work of visual art requires at least a full-round action, but usually takes an hour, a day, or more, depending on the scope of the project.

### Special

###

**Table: Feats**
Greater Bioweapon

Brain Lock
Burst
Charm Person
Clairaudience/voyance
Claws of the Bear
Combat Focus
Combat Precognition
Combat Prescience
Concussion
Control Object
Darkvision
Daze
Detect Psionics
Detect Thoughts
Distract
Domination
Electric Charge
Far Hand
Far Punch
Finger of Fire
Fire Bolt
Fire Storm
Forced Mindlink
**Greater Bioweapon**
Inflict Pain
Lesser Bioweapon
Lesser Body Adjustment
Lesser Concussion
Lesser Domination
Lesser Mindlink
Levitate
Lightning Strike
Mental Blast
Metaphysical Weapon
Mindlink
Mind Probe
Missive
Natural Armor
Negate Psionics
Object Reading
Power Resistance
Psychofeedback
Sending
Psychic Impressions
Suggestion
Tailor Memory
Telekinesis
Valor
Verve
Vigor
Whitefire

## Description

The manifester generates a shaft of biokinetic energy that can be used as a melee weapon. It deals 2d8  points of bludgeoning damage on a successful attack. The shaft maintains its form for the duration or until the manifester drops it (or otherwise stop touching it with at least one hand), at which point it dissipates.
Agile Riposte

You have learned to strike when your opponent is most vulnerable... at the instant your opponent strikes you.

Requirements
**:** Dexterity 13
**:** +11
**:** Dodge

## Benefit

Once per round, if the opponent the character has designated as his or her dodge target (see the Dodge feat) makes a melee attack or melee touch attack against the character and misses, the character may make an attack of opportunity against that opponent. Resolve and apply the effects from both attacks simultaneously. Even a character with the Combat Reflexes feat can't use the Agile Riposte feat more than once per round. This feat does not grant more attacks of opportunity than the character is normally allowed in a round.

###

Charismatic Hero
Aircraft Operation

Select a class of aircraft (heavy aircraft, helicopters, jet fighters, or spacecraft). The character is proficient at operating that class of aircraft. The heavy aircraft class includes jumbo passenger airplanes, large cargo planes, heavy bombers, and any other aircraft with three or more engines. Helicopters include transport and combat helicopters of all types. Jet fighters include military fighter and ground attack jets. Spacecraft are vehicles such as the space shuttle and the lunar lander.

Requirements
**:** Pilot 4 ranks.

## Benefit

The character takes no penalty on Pilot checks or attack rolls made when operating an aircraft of the selected class.

###

Characters without this feat take a -4 penalty on Pilot checks made to operate an aircraft that falls in any of these classes, and on attacks made with aircraft weapons. There is no penalty when the character operates a general-purpose aircraft.

###

The character can gain this feat multiple times. Each time the character takes the feat, the character selects a different class of aircraft.
Investigative

The **Investigator** occupation has a number of jobs that fit within it, including investigative reporters, photojournalists, private investigators, police detectives, criminologists, criminal profilers, espionage agents, and others who use their skills to gather evidence and analyze clues.

### Requirements

To gain the Investigative occupation, the following criteria are required:

     **Minimum Age:** 23+

### Skills

Choose two of the following skills as permanent class skills:

*Note: If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill.*

### Feat

Select one of the following feats:

**Table: Feats**
Character Sheet

A **Character Sheet** is used to track an RPG character's features, Abilities, health, attack, defense, feats, skills, and much more. Some players enjoy adding an image of their character and include a background.

The d20 Modern Character Sheet can come in many forms. The original Wizards of the Coast© character sheet was in paper form and can be downloaded from many sites with a google search. Other people have developed their custom sheets for use with custom rules and their preferred layout. While a formal layout is recommended, technically a blank note pad is all that is needed to track a character's information.

Computer generated sheets have been developed by many people who prefer the use of computers to work the math. While the math is simple, there are a lot of different calculations to be made and a simple oversight can drastically alter a character and an encounter. High level and complex characters may need to track over 100 different stats and numbers. Spread sheets are often used for their simplicity and do not require a great deal of programming while being free or included in popular software packages for computers. They do, often, require that the player still have access to the books (or PDF of the books) to get the information on the character sheet. Alternatively, there are programs based entirely around RPG characters that do not require the player to do any programming and include all the classes, feats, skills, and more in a central database that the player can reference. These programs often cost money and sometimes a subscription or multiple purchases to get different books available.
Celebrity

A celebrity is anyone who, for whatever reason, has been thrust into the spotlight of the public eye. Actors, entertainers of all types, newscasters, radio and television personalities, and more fall under this starting occupation.

### Requirements

To gain the Celebrity occupation, the following criteria are required:

     **Minimum Age:** 15+

### Skills

Choose one of the following skills as permanent class skills:

*Note: If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill.*
Hide

Use **Hide** to sink back into the shadows and move unseen, approach a guard post under cover of local scenery, or tail someone through the streets of a busy city without being noticed.

**:** Dexterity

**T:** No

**AP:** Yes

**:** Fast Hero, Infiltrator, and Martial Artist.

## Checks

 Colossal | -16

A character's Hide check is opposed by the Spot check of anyone who might see the character. The character can move up to half his or her normal speed and hide at no penalty. At more than half and up to the character's full speed, the character takes a -5 penalty. It's practically impossible (-20 penalty) to hide while attacking, running, or charging. The hide check is also modified by the character's size:

If people are observing the character, even casually, he or she can't hide. The character can run around a corner so that he or she is out of sight and then hide, but the others then know at least where the character went. Cover and concealment grant circumstance bonuses to Hide checks, as shown below. Note that a character can't hide if he or she has less than one-half cover or concealment.

 Nine-tenths | +10

A character can use the Bluff skill to help hide. A successful Bluff check can give the character the momentary diversion needed to attempt a Hide check while people are aware of them. While the others turn their attention from the character, they can make a Hide check if the character can get to a hiding place of some kind. (As a general guideline, the hiding place has to be within 1 foot for every rank the character has in Hide.) This check, however, is at a -10 penalty because the character has to move fast. If the area is crowded enough, people can be used to hide behind. Changing appearance (like removing a sweater or putting on a hat) will also help.

This can also be used to lose someone that is "tailing."

A character can use Hide to tail a person in public. Using the skill in this manner assumes that there are other random people about, among whom the character can mingle to remain unnoticed. If the subject is worried about being followed, he or she can make a Spot check (opposed by the character's Hide check) every time he or she changes course (goes around a street corner, exits a building, and so on). If the target is unsuspecting, he or she generally gets only a Spot check after an hour of tailing.

**Table: Hide Feats**
Craft

**Craft** encompasses several categories, each of them treated as a separate skill.

To use Craft, first decide what the character is trying to make and consult the category descriptions below. Make a Wealth check against the given purchase DC for the object to see if the character succeeds in acquiring the raw materials. If the character succeeds at that check, make the Craft check against the given DC for the object in question. If the character fails the check, he or she does not make the object, and the raw materials are wasted (unless otherwise noted).

## Craft Categories

Craft (chemical)
Mix chemicals to create acids, bases, explosives, and poisonous substances.
Craft (electronic)
Build electronic equipment from scratch.
Craft (mechanical)
Build mechanical devices from scratch.
Craft (pharmaceutical)
Compound medicinal drugs to aid in recovery from treatable illnesses.
Craft (structural)
Build wooden, concrete, or metal structures from scratch.
Craft (visual art)
Create paintings or drawings, take photographs or video, or in some way create visual art.
Craft (writing)
Create short stories, novels, scripts and screenplays, newspaper articles and columns, and similar works of writing.

### Special

* Craft skills are specifically focused on creating objects. To use a Craft skill effectively, a character must have a kit or some other set of basic tools. The purchase DC of this equipment varies according to the particular Craft skill.
* Generally, a character can take 10 when using a Craft skill to construct an object, but can't take 20 (since doing so represents multiple attempts, and the character uses up the raw materials after the first attempt). The exception is Craft (writing); a character can take 20 because the character does not use up any raw materials (and thus no Wealth check is required to use the skill).

**:** Generally, a character cannot try again since materials are consumed. New materials must be purchased before the check is made again.

* Writing may be attempted again, only costing time since no materials are used up.
* The GM may allow some checks to be tried again if all the materials can be reused (such as rope) or can be acquired for free.

###

**Table: Feats**
Intelligence

**Intelligence** determines how well your character learns and reasons. It is important for any character who wants to have a wide assortment of skills. It is the ability associated with the Smart Hero class. Any creature that can think, learn, or remember has at least 1 point of Intelligence, often represented as (Int).

The Intelligence modifier applies to the number of skill points gained at each new level, however a negative modifier can never reduce this number below 1. It is also applied to the following skills:

* (Int)
* T (Int)
* T (Int)
* T (Int)
* (Int)
* T (Int)
* T (Int)
* (Int)
* T (Int)
* (Int)
* (Int)

A creature with no Intelligence score is an automaton, operating on simple instincts or programmed instructions. It is immune to all mind-influencing effects (charms, compulsions, phantasms, patterns and morale effects) and automatically fails Intelligence checks.

When an Intelligence score changes such that its modifier increases or decreases, the skill ranks already present on the character remain unaffected. No new skill points are earned for raising it and none are lost for lowering it. It will, however, effect how many skill points the character receives in future level ups.