recursal/Fanatic-Fandom huggingface dataset:
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.
Improved Brawl

You deal extensive damage in a fist fight.

Requirements
**:** +3
**:** Brawl

## Benefit

When making an unarmed attack, the character receives a +2 competence bonus on his or her attack roll, and the character deals nonlethal damage equal to 1d8 + the character's Strength modifier.

###

Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier.

###

Bodyguard, Daredevil, and Soldier.
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.
Minotaur

**Type:** Monstrous Humanoid

**SPOILERS: GM Only Content Below! SPOILERS**
*Only read below this line if you are the GM or the GM gives permission.*

CR: 4

**HD:** 6
**Advancement HD:** None

## Combat

HP: **39**
**HD:** 6d8 {{{2}}} + 12
**Massive Damage:** 15
Hit DC: **14**
     (Dex): +0
     Size: -1
**Touch DC:** 9
**Flat-Footed DC:** 14
BAB: **+6**
**Grapple:** 14
     (Str): +4
      **Attack 1:** +9 melee (2d6+6, lead pipe; Bludgeoning)

Full Attacks
 General Stats
Initiative: **+0**
**Fight Space:** 10 ft. X 10 ft.
**Reach:** 10 ft.
Base: **30 ft.**
     **Run:** x4 (120 ft.)
**Light:** up to 232 lb.
**Medium:** 233-466 lb.

## Special Traits

Scent (Ex)
This ability allows the creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

;Charge (Ex): A minotaur typically begins a battle by charging at an opponent. In addition to the normal benefits and hazards of a charge, the beast can make a single gore attack that deals 4d6+6 points of damage.
Scent (Ex)
This ability allows the minotaur to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities for more information.
Natural Cunning (Ex)
Although minotaurs are not especially intelligent, they possess innate cunning and logical reasoning ability. This prevents them from ever becoming lost. Further, they are never caught flat-footed.
Skill Bonuses
Minotaurs receive a +4 species bonus on Search, Spot, and Listen checks.
Automatic Language
Minotaurs speak (but neither read nor write) Giant or one other language.
Dice

File:Diceset.png 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" File:D20 - nat 20.png on the die roll is **not** an automatic success.

A "natural 1" File:D20 - nat 1.png on the die roll is **not** an automatic failure.
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 {{{2}}} + 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.
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 File:HandIcon3.png

**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**
Craft/writing

**:** Intelligence File:Lightbulb Icon.png

**T:** Yes

**AP:** No

## Checks

This skill allows a character to create short stories, novels, scripts and screenplays, newspaper articles and columns, and similar works of writing. When creating a work of writing, the player simply makes a Craft (writing) check, the result of which determines the quality of the work. No Wealth check is necessary to use this Craft skill.

 31 or higher | Master

### Special

###

Creating a work of writing requires at least 1 hour, but usually takes a day, a week, or more, depending on the scope of the project.

**Table: Feats**
Beastly Cross Bow

Beastly Cross Bow**The beastly cross bow of beastliness**

Size: Large / Large

**Description:**

* Underslung (incorperated) air compressed dart gun. lower one is miniature and fires small bolts.
* Can always be loaded and ready to fire, even when collapsed. -2 to accuracy. small damage.

**Material:** durasteal

### Gadgets

* improved accurace x5 +10dc
* improved stopping power x5 +10dc
* extended range +2dc
* auto reload (6 round clip; 2lb clip + bolts) +2dc
* hidden compartment in stock +1dc
* can collaps even when loaded with a single bolt. +2dc
* DNA recognition +1dc

### Special

grappling hook system attachment (duracable in a jar)

### Bolts

-goo bolts
-hypo bolts
-flare
-screammer/blinder
-tracking. self directing. interchangeable warheads (full round action). explosive manuvering (can turn one tight corner). propellent (+500' range).

PDC: 21 (crafted for 19)
Dog, Small

CR: 1/3

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

## Combat

HP: **6**
**HD:** 1d8 {{{2}}}
**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**
Crocodile, Huge

CR: 4

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

## Combat

HP: **59**
**HD:** 7d8 {{{2}}} + 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**
Gather Information

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

**:** Charisma File:Microphoneicon.png

**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 {{{2}}} 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 {{{2}}}+1 hours for each check, and characters may draw attention to themselves if they repeatedly pursue a certain type of information.

**Table: Feats**
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 {{{2}}}
**:** 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.
Medusa

**Type:** Monstrous Humanoid

Medusa (/mɪˈdjuːzə, -sə/; Ancient Greek: Μέδουσα "guardian, protectress"), also called Gorgo, was one of the three monstrous Gorgons, generally described as winged human females with living venomous snakes in place of hair. Those who gazed into her eyes would turn to stone. Most sources describe her as the daughter of Phorcys and Ceto, although the author Hyginus makes her the daughter of Gorgon and Ceto.

**SPOILERS: GM Only Content Below! SPOILERS**
*Only read below this line if you are the GM or the GM gives permission.*

CR: 7

**HD:** 6
**Advancement HD:**
     By character class; ()

## Combat

HP: **33**
**HD:** 6d8 {{{2}}} + 6
**Massive Damage:** 12
Hit DC: **15**
     (Dex): +2
     Size: +0
**Touch DC:** 12
**Flat-Footed DC:** 13
BAB: **+6**
**Grapple:** 6
     (Str): +0
      **Attack 1:** +6 melee (1d4, ; )

Full Attacks
 General Stats
Initiative: **+2**
**Fight Space:** 5 ft. X 5 ft.
**Reach:** 5 ft.
Base: **30 ft.**
     **Run:** x4 (120 ft.)
**Light:** up to 33 lb.
**Medium:** 34-66 lb.

## Special Traits

;Gaze (Su): A medusa’s gaze permanently turns to stone any creature within 30 feet that fails its Fortitude save (DC 15). See Special Qualities for more information on gaze attacks. A break enchantment spell can remove the effect of petrification. In a campaign where heroes have limited access to spells, the GM can make the petrification a temporary effect (lasting 1d6 hours).

Poison (Ex)
Any creature bitten by the medusa’s snaky hair must succeed on a Fortitude save (DC 14) or succumb to the poison (initial damage 1d6 temporary Strength, secondary damage 2d6 temporary Strength).
Automatic Languages
Medusas read, write, and speak any two languages.
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.
Dragon

A dragon is a reptilian creature, usually winged, with magical or unusual abilities. See Table: Dragons for physical ability scores, recommended minimum Hit Dice, and damage based on size.

**Hit Die:** d12.

**Base Attack Bonus:** Total Hit Dice (see Table: Creature Saves and Base Attack Bonuses).

**Good Saving Throws:** Fortitude, Reflex, Will.

**Skill Points:** 6 + Int modifier per Hit Dice beyond 1 HD.

**Feats:** 1, plus 1 feat per 4 Hit Dice beyond 1 HD.

Dragons share the following additional traits.

**Weapon and Armor Proficiency:** Dragons are proficient with their natural weapons only. They are not proficient with armor.

**Darkvision (Ex):** Most dragons have darkvision with a range of 60 feet.

**Immunities:** Dragons are immune to sleep, hold, and paralysis effects.
Armor Proficiency (Powered)

Requirements
**:** Armor Proficiency (Light), Armor Proficiency (Medium)

## Benefit

When you wear powered armor, you may add the armor’s entire equipment bonus to your Defense.

###

A character not proficient with powered armor adds only a portion of the armor’s equipment bonus to her Defense.

###

A Soldier may select this feat as one of his bonus feats.
Immunity

Special Ability/list
Some creatures are immune to various effects, damage types, or mind-influencing effects. This often includes Poison, sleep effects, Paralyzed, Stunned, or effects that requires a save and much more. Sometimes immunities imply that a creature is not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, or the effects of massive damage.
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 File:HandIcon3.png

**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/visual art

**:** Intelligence File:Lightbulb Icon.png

**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**
Liquid Rope

*silly string on steroids*
## Description

Essentially practical use silly string on steroids, this light synthetic material is liquid when first created. an electrical charge is added, it becomes fiberous and cohesive. The fibers are stronger than spider silk and hold up to 500 pounds for a 5mm strand. A standard five pound can holds up to 1000 feet worth of rope. A setting change causes the rope to come out twice the diameter and three times as strong (1500 lbs), but uses four times the amount of material.

Chemical Craft DC: 28
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.
Gunslinger

File:D20gunslinger.jpg**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 {{{2}}}
**:** 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.
Improved Disarm

You know how to disarm opponents in melee combat without putting yourself in danger.

Requirements
**:** Intelligence 13
**:** Combat Expertise

## Benefit

The character does not provoke an Attack of Opportunity when the character attempts to disarm an opponent, nor does the opponent get a chance to disarm the character.

###

Fast Hero and Smart Hero
Giant

A giant is a humanoid creature of Large size or larger. Giants are known for their great strength. See Table: Giants for physical ability scores, recommended minimum Hit Dice, and damage based on size.

**Hit Die:** d8.

**Base Attack Bonus:** 3/4 of total Hit Dice (see Table: Creature Saves and Base Attack Bonuses).

**Good Saving Throws:** Fortitude.

**Skill Points:** 6 + Int modifier (minimum 1), plus 1 points per Hit Dice beyond 1 HD.

**Feats:** 1, plus 1 feat per 4 Hit Dice beyond 1 HD.

Giants share the following additional traits.

**Size:** Giants must be Large or larger.

Weapon and Armor Proficiency: Giants receive either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat. They are proficient with their natural weapons and any weapon mentioned in their entries. Giants noted for wearing armor gain the bonus feat Armor Proficiency with whatever type of armor they are accustomed to wearing (light, medium, heavy), as well as all lighter types.

**Low-Light Vision (Ex):** Most giants have low-light vision.
Combat/Critical Hits

When a character makes an attack roll and gets a natural 20 File:D20 - nat 20.png (the d20 shows 20), the character hits regardless of the target's Defense, and the character has scored a threat of a critical hit. To find out if it is actually a critical hit, the character immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target's Defense, the attack is a critical hit. (The second roll just needs to hit to confirm a critical hit; the character doesn't need to roll a second 20.) If the second roll is a miss, then the attack just deals the damage of a regular hit.

A critical hit multiplies the character's damage. Unless otherwise specified, the multiplier is x2. (It is possible for some weapons to have higher multipliers, doing more damage on a critical hit.) Some weapons have expanded threat ranges, making a critical hit more likely. However, even with these weapons, only a natural 20 is an automatic hit. The Critical column on Table: Ranged Weapons and Table: Melee Weapons indicates the threat range for each weapon on the tables.

Bonus damage represented as extra dice is not multiplied when a character scores a critical hit.
Fighting with Two Weapons

**Table: Two-Weapon Fighting Penalties**
 Off-hand weapon is light andTwo-Weapon Fighting feat | –2 | –2

If the character wields a second weapon in his off hand, the character can get one extra attack per round with that weapon. However, fighting in this way is very difficult; the character takes a –6 penalty on the regular attack or attacks with his or her primary hand and a –10 penalty on the attack with his or her off hand. A character can reduce these penalties in two ways:

1. If the off-hand weapon is *light*, the penalties are reduced by 2 each (-4 and -8 respectively)
2. The Two-Weapon Fighting feat lessens the primary hand penalty by 2, and the off-hand penalty by 6 (-4 and -4 respectively).

Table: Two-Weapon Fighting Penalties summarizes the interaction of all these factors.

**Unarmed Combat**: An Unarmed Strike is always considered as a light weapon.

**Double Weapons:** A character can use a double weapon to make an extra attack as if he or she were fighting with two weapons. The penalties apply as if the off-hand weapon were light.

### Feats

To fight with two weapons more effectively, see the following feats:

**Table: Feats**
Game Master

**Game Masters** (GM) should become familiar with this whole rule system. They start by reading The Basics, then dive into the character creation chapters and follow with the the rest of this section. Decide what kind of campaign to establish, since this decision will influence the type of characters players create. This section offers advice and provides a few campaign models to choose from.

## Secret Rolls

Sometimes the GM will need to make a roll in secret using the player stats. In many cases, like with the  T (Int) Skill, the player announced that the roll needs to be made, the GM rolls it, and the player may be permitted to use an Action Point, but still will not know the result of the roll. This is generally not the case where the player does not announce the should be made (like with some  (Wis) checks.)

## Challenge Rating

A creature's **Challenge Rating** provides a rough measure of the creature's toughness in a combat situation. As a rule of thumb, four heroes of a level equal to the creature's Challenge Rating should exhaust roughly one-quarter of their resources battling it. But situations may arise where a creature's Challenge Rating does not accurately reflect the difficulty of the challenge. More creatures does not scale by adding their challenge rating together nor is their any exact math to determine how hard a combat will be for any given set of heroes.
Constitution

**Constitution** represents your character's health and stamina. It is the ability score associated with the Tough Hero class. Any living creature has at least 1 point of **Constitution**, often represented as (Con).

The Constitution modifier applies to:

* Each die roll for gaining hit points upon leveling up (though a negative Constitution Modifier can never reduce a hit point roll below 1).
* Fortitude Saving throws, for resisting poison and similar threats.
* (Con) skill Checks.

Constitution determines how long a character can hold their breath and it factors into massive damage rules.

If a character's Constitution changes enough to alter his or her Constitution modifier, his or her hit points also increase or decrease accordingly at the same time. If a character's Constitution score ever drops to zero, they are dead.

A creature with no Constitution has no body or no metabolism. It is immune to any effect that requires a Fortitude save unless the effect works on objects. The creature is also immune to Ability Damaged, Ability Drained, Energy Drain, and massive damage, and always fails Constitution checks.
Disarm

As a melee attack, a character may attempt to disarm his or her opponent. If the character does so with a weapon, he or she knocks the opponent's weapon out of his or her hands and to the ground. If the character attempt the disarm while unarmed, the character ends up with the weapon in his or her hand.

### Melee Weapons

If a character is attempting to disarm the wielder of a melee weapon, follow the steps outlined here.

1) Attack of Opportunity
The character provokes an attack of opportunity from the target he or she is trying to disarm.
2) Opposed Attack Rolls
The character and the target make opposed attack rolls with their respective weapons.
**(Weapon Size):** If the weapons are different sizes, the combatant with the larger weapon gets a bonus on the attack roll of +4 per difference in size category.
**(Character Size):** If the combatants are different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category.
**(Two Handed Weapon):** If the target is using a weapon in two hands, he or she gets an additional +4 bonus.
If the disarm attempt fails, the target may immediately react and attempt to disarm the first character with the same sort of opposed melee attack roll. The opponent's attempt does not provoke an attack of opportunity from the character.
If the opponent fails to disarm, the character does not get a free disarm attempt against the opponent.
3) Disarm
If the character beats the target's attack roll, the target is disarmed.
If the disarm action was attempted while unarmed, the attacking character now has the weapon.
If the character was armed, the target's weapon is on the ground at the target's feet.
### Ranged Weapons

To disarm an opponent wielding a ranged weapon, the character makes a melee attack or unarmed attack to strike the weapon in the opponent's hand (see Attack an Object).

If the weapon is held in two hands, it gets a +2 bonus to its Defense.
If the character's attack succeeds, the ranged weapon falls to the ground or winds up in the character's hands (if the character made the attack unarmed). This kind of disarm attempt provokes an attack of opportunity, but if the character fails, the target does not get to make a disarm attempt against him or her.
Cover

Cover provides a bonus to Defense. The more cover a character has, the bigger the bonus. In a melee, if a character has cover against an opponent, that opponent probably has cover against the character, too. With ranged weapons, however, it's easy to have better cover than the opponent.

The GM may impose other penalties or restrictions on attacks depending on the details of the cover.

Cover is assessed in subjective measurements of how much protection it offers. The GM determines the value of cover. This measure is not a strict mathematical calculation, because a character gains more value from covering the parts of her body that are more likely to be struck. If the bottom half of a character's body is covered, that only gives one-quarter cover, because most vital areas are still fully exposed. If one side or the other of a character's body is covered, the character gets one-half cover.

cover bonus overlaps (does not stack) with certain other bonuses.

**Cover Reflex Save Bonus:** Add this bonus to Reflex saves against attacks that affect an area. This bonus only applies to attacks that originate or burst out from a point on the other side of the cover.

### Striking the Cover Instead of a Missed Target

If it ever becomes important to know whether the cover was actually struck by an incoming attack that misses the intended target, the GM should determine if the attack roll would have hit the protected target without the cover. If the attack roll falls within a range low enough to miss the target with cover but high enough to strike the target if there had been no cover, the object used for cover was struck. This can be particularly important to know in cases when a character uses another character as cover. In such a case, if the cover is struck and the attack roll exceeds the Defense of the covering character, the covering character takes the damage intended for the target.

If the covering character has a Dexterity bonus to Defense or a dodge bonus, and this bonus keeps the covering character from being hit, then the original target is hit instead. The covering character has dodged out of the way and didn't provide cover after all. A covering character can choose not to apply his or her Dexterity bonus to Defense and/or his or her dodge bonus, if the character so desires.
Investigate

Use **Investigate** to analyzea crime scene and use an evidences kit. Investigate allows tou to discern patterns in clues, turn clues into evidence, and otherwise prepare a crime scene and evidence for further analysis by a crime lab.

**:** Intelligence File:Lightbulb Icon.png

**T:** Yes

**AP:** No

**:** Smart Hero, Dedicated Hero, Field Scientist, Investigator, Negotiator, Infiltrator, Mage, and Occultist.

## Checks

A character generally uses Search to discover clues and Investigate to analyze them. If the character has access to a crime lab, the character uses the Investigate skill to collect and prepare samples for the lab. The result of the Investigate check provides bonuses or penalties to the lab workers.

### Analyze Clue

 **1** - maximum +10

The character can make an Investigate check to apply forensics knowledge to a clue. This function of the Investigate skill does not give the character clues where none existed before. It simply allows the character to extract extra information from a clue he or she has found. The base DC to analyze a clue is 15. It is modified by the time that has elapsed since the clue was left, and whether or not the scene was disturbed.

### Collect Evidence

The character can collect and prepare evidentiary material for a lab. This use of the Investigate skill requires an evidence kit. To collect a piece of evidence, make an Investigate check (DC 15). If the character succeeds, the evidence is usable by a crime lab. If the character fails, a crime lab analysis can be done, but the lab takes a -5 penalty on any necessary check. If the character fails by 5 or more, the lab analysis simply cannot be done. On the other hand, if the character succeeds by 10 or more, the lab gains a +2 circumstance bonus on its checks to analyze the material. This function of the Investigate skill does not provide the character with evidentiary items. It simply allows the character to collect items he or she has found in a manner that best aids in their analysis later, at a crime lab.

### Special

* Generally, analyzing a clue again doesn't add new insight unless another clue is introduced.
* Evidence collected cannot be recollected, unless there is more of it to take.
* Collecting evidence requires an evidence kit. If the character does not have the appropriate kit, the character takes a -4 penalty on his or her check.

**:** A character can take 10 when making an Investigate check.

**:** No

**:** No

###

Analyzing a clue is a full-round action. Collecting evidence generally takes 1d4 minutes per object.

**Table: Feats**
Character Motivator

A **Character Motivation** score provides a means of keeping characters consistent and helping create NPC's that the players (particularly the dedicated hero's) can figure out and try to predict. These are motivations from which a character bases his actions. Having no score means that a character will not be motivated by acts leading toward that aspect. Having a high score (a score of 9) means that a character is always looking for a way to push his motivations forward. it is possible to have a score in multiple motivations.

The following motivators are only examples. The GM can approve any kind of motivator, though, more specific kinds are discouraged. These things are to help guide a character, not rail them.

* Science
* Liberty
* Exploration
* Religion
* Humanitarianism
* Environmentalism
* Fame
* Order
* Justice
* Wealth
* Patriot

It is recommended that a character not be strong in more than two kinds of motivators and be weak or zero in all the rest. There is no negative motivators. Some people may be opposed to religion or wealth. to represent that, they should have some kind of opposite motivator. Humanism to oppose theistic religion or Asceticism.
Dexterity

**Dexterity** measures hand-eye coordination, agility, reflexes, and combat speed. This ability is important for characters who want to be good shots with ranged weaponsor who want to handle the controls of a vehicle fairly well. Dexterity is the ability associated with the Fast Hero class. Any creature that can move has at least 1 point of Dexterity, often represented as (Dex).

Dexterity Modifier is applied to:

* Initiative modifier even if this drops it below 0.
* Ranged attack rolls, such as with fire arms.
* Defense, provided the character can react tot he danger.
* Reflex Saving Throws for avoiding area-of-effect attacks or traps.
* The following Skills
	+ (Dex)

* + AP (Dex)
	+ AP (Dex)
	+ AP (Dex)
	+ AP (Dex)
	+ T (Dex)
	+ (Dex)
	+ AP T (Dex)
	+ AP T (Dex)

If a creature's Dexterity Score changes enough to alter his or her Constitution modifier, his or her Initiative also increase or decrease accordingly at the same time, potentially changing its position in the combat turn order. If a creature's Dexterity scores drops to 0, they are paralyzed.

A creature with no Dexterity score can't move. If it can act, it applies its Intelligence modifier to initiative checks instead of a Dexterity modifier. The creature fails all Reflex saves and Dexterity checks.
Character Sheet

File:D20-Modern-Character-Sheet.png
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.