recursal/Fanatic-Fandom huggingface dataset:
Bear

**Type:** Animal

**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:**
     7–10 HD; (Large)

## Combat

HP: **51**
**HD:** 6d8  + 24
**Massive Damage:** 10
Hit DC: **15**
     (Dex): +1
     Size: -1     Natural Armor: 5
**Touch DC:** 10
**Flat-Footed DC:** 14
BAB: **+4**
**Grapple:** +16
     (Str): +8
      **Attack 1:** 11 melee (1d8+8, claw; bludgeoning)

Full Attacks
 General Stats
Initiative: **1**
**Fight Space:** 10 x 10 ft. X 10 x 10 ft.
**Reach:** 10 ft.
Base: **40 ft.**
     **Run:** x4 (160 ft.)
**Light:** up to 1038 lb.
**Medium:** 1039-2079 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.

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.
**Improved Grab (Ex)**: To use this ability, the bear must hit with a claw attack.
## Skills

* AP (Str): +18

**Table: Bear Skills**
Vigor

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 gains 3 temporary hit points.
Fiend, Skinhusker

**Large Outsider**

**Hit Dice:** 7d8+21, hp 52

**Massive Damage Threshold:** 17

**Initiative:** -1

**Speed:** 30 ft.

**Defense:** 22, touch 8, flat-footed 22 (-1 size, -1 Dex, +14 natural)

**Base Attack/Grapple:** +7/+16

**Attack:** +11 melee (1d8+7/19-20, bone armblade)

**Full Attack:** +11 melee (1d8+5/19-20, 2 bone armblades), or +5 ranged

**Fighting Space/Reach:** 10 ft. by 10 ft./10 ft.

**Special Qualities:** improved critical (bone armblade), immune to fire and poison, electricity resistance 20, damage reduction 10/+1, telepathy, darkvision 60 ft.

**Saves:** Fort +8, Ref +4, Will +7

**Action Points:** 0

**Reputation:** +0

**Allegiances:** evil, chaos

**Abilities:** Str 21, Dex 8, Con 17, Int 13, Wis 14, Cha 14

**Skills:** Intimidate +11, Knowledge (any two) +10, Listen +11, Read/Write Abyssal, Read/Write Latin, Search +10, Speak Abyssal, Speak Latin, Spot +11, Survival +11

**Feats:** Cleave, Power Attack, Simple Weapons Proficiency

**Possessions:** None

**Challenge Rating:** 6

**Advancement:** None

**(Blade Fiend)**

A skinhusker resembles a frightfully gaunt, 9-foot-tall human with red skin. Two slender, white horns protrude from its elongated forehead, and each of its two arms ends in a wicked, 3-foot-long, serrated bone blade. A skinhusker revels in combat and enjoys inflicting pain.

**Improved Critical (Ex):** A skinhusker threatens a critical hit on a natural roll of 19 or 20.

**Death Explosion (Su):** When a skinhusker is reduced to -1 or fewer hit points, it explodes in a ball of flame. All creatures in adjacent squares take 2d6 points of fire damage. A successful Reflex save (DC 12) halves the damage.

**Immunities (Ex):** A skinhusker is immune to fire and poison.

**Electricity Resistance 20 (Ex):** A skinhusker ignores the first 20 points of damage from any attack that deals electricity damage.
Combat/Damage

When a character hits with a weapon, damage is dealt according to the type of weapon. Effects that modify weapon damage also apply to unarmed strikes and the natural physical attack forms of creatures.

Damage is deducted from the target's current hit points.

### Minimum Weapon Damage

If penalties to damage (such as negative strength modifiers) bring the damage result below 1, a hit still deals 1 point of damage.

**Damage Reduction** and **Hardness** may bring the applied damage to 0 as neither are "penalties" to damage dealt, but rather a reduction to damage received or a minimum threshold before a reduction.

### Strength Bonus

When a character hits with a melee weapon or thrown weapon, add his or her Strength modifier to the damage.

Off-Hand Weapon
When a character deals damage with a weapon in his or her off hand, add only half of the character's Strength bonus.
Wielding a Weapon Two-Handed
When a character deals damage with a weapon that he or she is wielding two-handed, add 1.5 times the character's Strength bonus. However, the character doesn't get this higher Strength bonus when using a light weapon two-handed; in such a case, only the character's normal Strength bonus applies to the damage roll.
### Multiplying Damage

Sometimes damage is multiplied by some factor. Roll the damage (with all modifiers) multiple times and total the results.

Bonus damage represented as extra dice is an exception. Do not multiply bonus damage dice when a character scores a critical hit.

### Critical Hits

When a character makes an attack roll and gets a natural 20  (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.
Feat

**Feats** are special "perks" or characteristics of a hero. It provides a way for each character to stand out and get a boost to a particular skill or gain a new technique for fighting. Every feat has a separate page, but there is a short description of each in the below table.

A character can gain a feat at the same level at which he or she gains all the prerequisites.

A character can't use a feat if the character has lost a prerequisite.

## Feat Descriptions

Every feat has a separate page. They are linked below and at the top of every page in a drop down list. The descriptions include links to listed items, abilities, skills, and so on.

### Feat Name

The name of the feat will appear at the top of its page. Some feat will have a special description that is not part of the mechanics.

### Requirements

To gain and maintain use of a feat, the following criteria (if any) are required:

**Base Attack Bonus:** A minimum base attack bonus that a character must have to acquire this feat. This entry is absent if a feat has no prerequisite.

**Abilities:** A minimum ability score that a character must have to acquire this feat. This entry is absent if a feat has no prerequisite.

**Skills:** The minimum ranks in a skill that a character must have to acquire this feat. This entry is absent if a feat has no prerequisite.

****Feats**:** Another feat or feats that a character must have to acquire this feat. This entry is absent if a feat has no prerequisite.

**Other Requirements:** Some feats will have unusual requirements, but this is uncommon in feats from the d20 Modern book.

### Normal

What a character who does not have this feat is limited to or restricted from doing. If there is no particular drawback to not possessing the feat, this entry is absent.

### Special

Sometimes there are special conditions to make the feat work of times that conditions may alter the use or effect of the feat. This will section will only show if there is such a case.

### Builds To

The feat may be a prerequisite of other feats. They will be listed here if there are any.

### Classes

Some classes may select the feat as a bonus feat. They will be listed here.

Some classes provide the feat as class feature. They will be listed here.
Tailor Memory

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 inserts a memory of his or her own choosing in the target’s mind. The manifester can insert a memory of up to 1 round duration per four manifester levels. The manifester chooses when the fake event occurred any time within the last week. The manifester can’t read the target’s memory with this power.

Tailoring a memory is tricky, because if it is not done right the target’s mind recognizes it as false. Dissonance occurs if a manifester inserts a memory that is out of context with the target’s past experience. The target gains a bonus of +1 to +4 on his or her saving throw, depending on the magnitude of dissonance create by an out-of-context memory, as determined by the GM. Likewise, inserting a memory of the target taking an action against his or her nature grants a +1 to +4 bonus, depending on the type of memory inserted. Inserting a memory that couldn’t possibly be true causes the power to fail automatically.
Fire Storm

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 storm of fire that fills an area he or she designates and deals 5d6 points of fire damage to all creatures (the manifester must be able to see the target area or a portion of it). Unattended objects also take damage. This power sets fire to combustibles and damages objects in the area. It can melt metals with a low melting point.
Technician

Scientists and engineers of all types fit within the scope of this starting occupation.

### Requirements

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

     **Minimum Age:** 23+

### 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.*
Armor Proficiency (Light)

You are proficient with light armor.

## Benefit

When the character wears a type of armor with which the character is proficient, the character gets to add the armor's equipment bonus to his or her Defense. Also, the armor check penalty only applies to the following skills: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble.

###

A character who wears armor with which he or she is not proficient adds only the armor's nonproficient equipment bonus to her Defense. Also, she suffers its armor check penalty on attack rolls and on all skill checks that involve moving.

###

Armor Proficiency (Medium), Armor Proficiency (Heavy)

###

Bodyguard, Daredevil, Field Medic, Infiltrator, Negotiator, Soldier.
Craft/electronic

**:** Intelligence

**T:** No

**AP:** No

## Checks

This skill allows a character to build electronic equipment from scratch, such as audio and video equipment, timers and listening devices, or radios and communication devices. When building an electronic device from scratch, the character describes the kind of device he or she wants to construct; then the Gamemaster decides whether the device is simple, moderate, complex, or advanced compared to current technology.

 Moderate (radio direction finder, electronic lock)
 Complex (cell phone)
 Advanced (computer)

### Special

* A character without an electrical tool kit takes a -4 penalty on Craft (electronic) checks.

###

**Table: Feats**
Advanced Combat Martial Arts

You are a master at unarmed fighting.

Requirements
**:** +8
**:** Combat Martial Arts, Improved Combat Martial Arts

## Benefit

When the character scores a critical hit on an opponent with an unarmed strike, the character deals triple damage.

###

An unarmed strike critical hit deals double damage.

###

Martial Artist and Shadow Slayer.
Armor Proficiency (Heavy)

You are proficient with heavy armor.

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

## Benefit

When the character wears a type of armor with which the character is proficient, the character gets to add the armor's equipment bonus to his or her Defense. Also, the armor check penalty only applies to the following skills: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble.

###

A character who wears armor with which he or she is not proficient adds only the armor's nonproficient equipment bonus to her Defense. Also, she suffers its armor check penalty on attack rolls and on all skill checks that involve moving.
Athlete

Athletes include amateur athletes of Olympic quality and professional athletes of all types, including gymnasts, weight trainers, wrestlers, boxers, martial artists, swimmers, skaters, and those who engage in any type of competitive sport.

### Requirements

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

     **Abilities:** Strength 13 or Dexterity 13.

### 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.*

### Feat

Select one of the following feats:

**Table: Feats**
Crocodile

**Type:** Animal

**SPOILERS: GM Only Content Below! SPOILERS**
*Only read below this line if you are the GM or the GM gives permission.*
* HD Range:
* Standard
* Advanced
Use the selections above this line to see a specific HD range

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 Skills**

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 Skills**
Educated

You are especially skilled at certain fields of study.

## Benefit

Pick two Knowledge skills. The character gets a +2 bonus on all checks with those skills.

###

A character can select this feat as many as seven times. Each time, the character selects two new Knowledge skills.

###

Smart Hero, Dedicated Hero, Field Medic, Field Scientist, Investigator, Negotiator, and Techie.
False Sensory Input

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 has a limited ability to falsify one of the target’s senses. The subject thinks he or she sees, hears, smells, tastes, or feels something other than what his or her senses actually report. The manifester can’t fabricate a sensation where none exists, nor make the target completely oblivious to a sensation, but the manifester can falsify the specifics of one sensation for different specifics. The manifester can switch between senses he or she falsifies round by round. A manifester can’t alter a sensation’s “intensity” by more than 50%. If this power is used to distract an enemy psionic character who is attempting to manifest a power, the enemy must make a Concentration check as if against a non-damaging power (the DC equals the distracting power’s save DC + 3 in this case).
Flyby Attack

The creature can attack on the wing.

Requirements
**:** Fly speed

## Benefit

When flying, the creature can take a move action (including a dive) and another partial action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

###

Without this feat, a creature can take a partial action either before or after its move.
Combat/Critical Hits

When a character makes an attack roll and gets a natural 20  (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.
Invisible Stalker

**Type:** elemental

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

CR: 7

**HD:** 8
**Advancement HD:**
     9–16; (Huge)
     17–24; (Gargantuan)

## Combat

HP: **52**
**HD:** 8d8  + 16
**Massive Damage:** -
Hit DC: **17**
     (Dex): +4
     Size: -1     Natural Armor: 4
**Touch DC:** 13
**Flat-Footed DC:** 13
BAB: **+6**
**Grapple:** 14
     (Str): +4
      **Attack 1:** +10 melee (1d8+6, ; )

Full Attacks
 General Stats
Initiative: **+8**
**Fight Space:** 10 ft. X 10 ft.
**Reach:** 10 ft.
Base: **30 ft.**
     **Run:** x4 (120 ft.)
**Light:** up to 200 lb.
**Medium:** 201-400 lb.

## Special Traits

;Elemental (Air): Invisible stalkers have the traits and immunities common to elementals.

Natural Invisibility (Su)
An invisible stalker remains invisible even when attacking. Creatures that correctly discern the stalker’s location despite being unable to see it have a 50% miss chance on melee and ranged attacks.
Improved Tracking (Ex)
Invisible stalkers are consummate trackers and make Spot checks instead of Survival checks to track a creature’s passage.
Automatic Language
Invisible stalkers speak (but neither read nor write) Auran. They understand (but do not speak, read, or write) two other languages.
Gnoll, Standard

**Medium-size Humanoid**

**Hit Dice:** 2d8+2, hp 11

**Massive Damage Threshold:** 13

**Initiative:** +0

**Speed:** 30 ft.

**Defense:** 11, touch 10, flat-footed 11 (+1 natural)

**Base Attack/Grapple:** +1/+3

**Attack:** +3 melee (1d3+2, unarmed or 1d6+2/19-20, metal baton)

**Full Attack:** +3 melee (1d3+2, unarmed or 1d6+2/19-20, metal baton), or +1 ranged (2d6, TEC-9)

**Fighting Space/Reach:** 5 ft. by 5 ft./5 ft.

**Special Qualities:** darkvision 60 ft.

**Saves:** Fort +4, Ref +0, Will +0

**Action Points:** 0

**Reputation:** +0

**Allegiances:** chaos, evil

**Abilities:** Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8

**Skills:** Listen +3, Read/Write Gnoll, Speak Gnoll, Spot +3

**Feats:** Personal Firearms Proficiency, Simple Weapons Proficiency

**Possessions:** Metal baton, TEC-9 (9mm machine pistol), 50 rounds of 9mm ammunition, fatigues, fatigue jacket

**Challenge Rating:** 1

**Advancement:** By character class

Gnolls have the following traits:

**Bonus Feat:** Gnolls receive the bonus feat Simple Weapons Proficiency.

**Automatic Language:** Gnolls read, write, and speak Gnoll.
Combat Expertise

You are skilled at using your combat training for defense as well as offense.

Requirements
**:** Intelligence 13.

## Benefit

When the character uses the attack action or the full attack action in melee, the character can take a penalty of up to -5 on his or her attack roll and add the same number (up to +5) to the character's Defense. This number may not exceed the character's Base Attack Bonus. The changes to attack rolls and Defense last until the character's next action. The bonus to the character's Defense is a dodge bonus (and as such it stacks with other dodge bonuses the character may have).

###

A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attacks and gain a +2 dodge bonus to Defense.

###

Improved Disarm, Improved Trip and Whirlwind Attack.

###

Fast Hero, Smart Hero, Bodyguard, Field Scientist, Personality, and Techie.
Forgery

Use **Forgery** to fake a document from the governor instructing the warden to release prisoners, to create an authentic looking government document, to falsify a permit or license, or to detect forgeries that others try to pass off on you.

**:** Intelligence

**T:** No

**AP:** No

**:** Bodyguard, Investigator, Occultist, and Smart Hero.

## Checks

Forgery requires materials appropriate to the document being forged, and some time. To forge a document the character needs to have seen a similar document before. The complexity of the document, the character's degree of familiarity with it, and whether the character needs to reproduce the signature or handwriting of a specific individual, provide modifiers to the Forgery check, as shown below.

Some documents require security or authorization codes, whether authentic ones or additional forgeries. The GM makes the character's check secretly so the character is not sure how good his or her forgery is.

### Detecting Forgeries

The Forgery skill is also used to detect someone else's forgery. The result of the original Forgery check that created the document is opposed by a Forgery check by the person who examines the document to check its authenticity. If the examiner's check result is equal to or higher than the original Forgery check, the document is determined to be fraudulent. The examiner gains bonuses or penalties on his or her check as given in the table below.

 **1** - Cumulative with any of the first three conditions on the table. Apply this modifier along with one of the other three whenever appropriate.

A document that contradicts procedure, orders, or previous knowledge, or one that requires the examiner to relinquish a possession or a piece of information, can increase the examiner's suspicion (and thus create favorable circumstances for the examiner's opposed Forgery check).

### Special

* To forge documents and detect forgeries, one must be able to read and write the language in question. (The skill is language-dependent.)
* A character without a forgery kit takes a -4 penalty on Forgery checks.

**:** A character can take 10 when making a Forgery check.

**:** No

**:** No, since the forger isn't sure of the quality of the original forgery.

###

Forging a short, simple document takes about 1 minute. Longer or more complex documents take 1d4  minutes per page or longer.

**Table: Feats**
Helix Warrior

**Helix Warrior** 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 Helix Warrior, a character must fulfill the following criteria.

**:** +3.

**:** Knowledge (tactics) 3 ranks

**:** Endurance
## Class Information

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

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

 (Dex)
AP (Str)
 (Int)
 T (Int)
AP (Dex)
AP (Dex)
 (Cha)
AP (Str)
 (Wis)
AP (Dex)
 (Int)
 (Wis)
 (Wis)
AP (Str)

The starting  may provide additional class skills to choose from.

## Class Features

The following features pertain to the Helix Warrior advanced class.

The following class features pertain to the Helix Warrior advanced class.

 Helix Warriors can carry more heavy gear than the typical soldier. A Helix Warrior’s Strength is considered 4 points higher for the purpose of determining her carrying capacity.

 Helix Warriors are light sleepers and can make Listen checks even while asleep, without penalty. (A sleeping character normally takes a –10 penalty on Listen checks.)

 When a Helix Warrior spends an action point to modify the result of a saving throw, she may roll an additional 1d6 and take the best result, discarding the lower roll(s).

Beginning at 2nd level, a Helix Warrior gains darkvision. She can see in total darkness out to a range of 60 feet. Darkvision is black-and-white only, but is otherwise like normal sight.

The range of the Helix Warrior’s darkvision improves to 90 feet at 5th level and 120 feet at 8th level.

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

At 4th level and beyond, the Helix Warrior’s carrying capacity increases as if she were one size category larger (Large instead of Medium-size, for example).

Beginning at 5th level, a Helix Warrior learns how to shake off adverse conditions. When a Helix Warrior is subjected to one of the following conditions, the duration of the condition’s effect is halved: cowering, dazed, exhausted, fatigued, nauseated, panicked, paralyzed, shaken, and stunned. If the condition’s duration is only 1 round, the Helix Warrior is not affected at all.

At 7th level, a Helix Warrior gains a +2 competence bonus on initiative checks.

At 10th level, when a Helix Warrior spends an action point to modify the result of an attack roll, she may roll an additional 1d6 and take the best result, discarding the lower roll(s).
Brawl

You deal more damage in a fist fight.

## Benefit

When making an unarmed attack, the character receives a +1 competence bonus on attack rolls, and the character deals nonlethal damage equal to 1d6 + his or her Strength modifier.

###

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

###

Improved Brawl, Knockout Punch, Improved Knockout Punch, Streetfighting, Improved Feint.

###

Strong Hero, Tough Hero, Daredevil, Infiltrator, and Soldier.
Doctor

A doctor can be a physician (general practitioner or specialist), a surgeon, or a psychiatrist.

### Requirements

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

     **Minimum Age:** 25+

### 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.*
Improved Combat Throw

You excel at using an opponent's momentum against them.

Requirements
**:** +3
**:** Defensive Martial Arts, Combat Throw

## Benefit

In melee combat, if an opponent attacks and misses you, you may immediately make a trip attack against the opponent. This counts as an attack of opportunity which the character can make even if they are unarmed.

###

Unarmed characters cannot make attacks of opportunity unless they are armored.

###

This feat doesn't grant the character more attacks of opportunity than he is normally allowed in a round.

###

Martial Artist
Advanced Two-Weapon Fighting

You are a master of fighting with a weapon in each hand. Unlike the two-weapon fighting feat, this feat allows you to use mixed weapon types.

Requirements
**:** Dexterity 13
**:** +11
**:** Two-Weapon Fighting, Improved Two-Weapon Fighting

## Benefit

The character gets a third attack with their offhand weapon, albeit at a -10 penalty. This feat also allows the character to use a melee weapon in one hand and a ranged weapon in the other.

###

See Attacking with Two Weapons for normal penalties.
Blindsight

**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)

**Blindsight** (Ex): Using nonvisual senses, such as sensitivity to vibrations, scent, acute hearing, or echolocation, the creature maneuvers and fights as well as a sighted creature. Invisibility and darkness are irrelevant. The ability’s range is specified in the creature’s descriptive text. The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability.
Divine Spells

**Hit Dice**: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a number of Hit Dice of creatures. A creature with only Hit Dice from its species, not from any classes it may have, has a character level equal to its Hit Dice. A creature with class levels is considered to have Hit Dice equal to the total of its Hit Dice and its class levels.

**Caster Level**: A spell’s power often depends on caster level, which is the caster’s level in the appropriate spellcasting class. Creatures with no classes have a caster level equal to their Hit Dice unless otherwise specified.

**Creatures and Characters**: “Creatures” and “characters” are used synonymously in the spell descriptions.

**List Format**: Spells in the following lists are presented in order of spell level (from lowest to highest) and alphabetized within each level group. A brief description of the spell’s effect is provided.

For a list of all spells listed alphabetically, click here.
The following is a list of Devine Spells by Level:

## 1st-level Acolyte Spells

 Shield of Faith | Aura grants +2 or higher deflection bonus.

## 5th-level Acolyte Spells

 Wall of Stone | Creates a stone wall that can be shaped.
Psychofeedback

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 can use power points to boost his or her Strength, Dexterity, and Constitution modifiers as a free action. While the duration lasts, the manifester can use power points on a round-by-round basis to boost any or all of his or her physical ability score modifiers (not the actual ability score) by a number equal to half the power points he or she expends for that round as a free action. The manifester doesn’t have to boost an ability modifier every round to keep the power in effect—as long as the duration lasts, he or she has the potential to boost his or her ability modifiers on any round.
Hawk

**Type:** Animal

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

CR: 1

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

## Combat

HP: **4**
**HD:** 1d8
**Massive Damage:** 10
Hit DC: **17**
     (Dex): +3
     Size: +2
**Touch DC:** 15
**Flat-Footed DC:** 14
BAB: **+0**
**Grapple:** -10
     (Str): -2
      **Attack 1:** +5 melee (1d4–2, claw; bludgeoning)

Full Attacks
 General Stats
Initiative: **3**
**Fight Space:** 2.5 ft. X 2.5 ft.
**Reach:** 0 ft.
Base: **10 ft.**
     **Run:** x4 (40 ft.)     **Fly:** 60 ft. ()
**Light:** up to 10 lb.
**Medium:** 11-20 lb.

## Special Traits

\*Hawks gain a +8 species bonus on Spot checks in daylight.
D20 Modern Wiki

**Welcome to the**

**D20 Modern** is a modern fantasy role-playing game designed by Bill Slavicsek, Jeff Grubb, Rich Redman, and Charles Ryan. It was published by Wizards of the Coast and released on November 1, 2002. While the game uses the d20 System and the core of the Dugeons and Dragons 3.5 edition rules, it also provided players the tools to build a campaign in a modern setting.

This is a collaborative wiki about **D20 Modern** that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. While this wiki is base entirely on the official books, it is not intended to be a copy of the books. At first the information will be copied and pasted into the pages according to the books outline, but in time the wiki should take on its own approach to displaying the information and linking it all so that any new player can read an unfamiliar term and then click on it. Some concepts were not spelled out well in the books, so this is a place where they can be explained further and discussed (in talk pages or comments). Sometimes there are loop holes that need to be fixed; if it was fixed in the erratas, that should be included and well documented. If there is a fix that is well accepted in the community, then there is room for that in the article as long as it is well outlined as community content. Otherwise, this wiki is about official information on d20 Modern. Best builds, rule modifications, and other things that are personal preference or not really involving the official game rules should not be included in the articles pages. We do encourage the use of blogs and personal user pages. The personal and house rule systems are a great resource for other players and game masters that are looking to keep the game fresh or make alterations to their own systems.

Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!
Combat Throw

You can use your opponent's momentum against him.

Requirements
**:** Defensive Martial Arts

## Benefit

The character gains a +2 bonus on opposed Strength and Dexterity checks any time the character attempts trip or grapple attacks, or when the character tries to avoid a trip or grapple attack made against him.

###

Improved Combat Throw

###

Martial Artist.
Horse

**Type:** Animal

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

CR: 1

**HD:** 3
**Advancement HD:** None

## Combat

HP: **19**
**HD:** 3d8  + 6
**Massive Damage:** 15
Hit DC: **13**
     (Dex): +1
     Size: -1     Natural Armor: 3
**Touch DC:** 10
**Flat-Footed DC:** 12
BAB: **+2**
**Grapple:** 7
     (Str): +1
 General Stats
Initiative: **+1**
**Fight Space:** 10 ft. X 10 ft.
**Reach:** 5 ft.
Base: **60 ft.**
     **Run:** x4 (240 ft.)
**Light:** up to 150 lb.
**Medium:** 151-300 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.

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.
A horse cannot fight while carrying a rider.
Animal

An animal is a nonhumanoid creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture. See Table: Animal Stats Based on Size 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 and Reflex (some animals have different good saves).

**Skill Points:** 10-15.

**Feats:** Generally None. Some animals have Weapon Finesse to offset their lack of strength.

Animals share the following additional traits.

**Natural Weapon Proficiency:** Animals are proficient with their natural weapons only. They are not proficient with armor.

**Ability Scores:** Animals have Intelligence scores of 1 or 2 (predatory animals tend to have Intelligence scores of 2). No creature with an Intelligence score of 3 or higher can be an animal.

**Low-Light Vision (Ex):** Most animals have low-light vision.
Brain Lock

**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’s higher mind is locked away. He or she stands mentally paralyzed, unable to take any actions. The brain locked subject is not stunned (so attackers get no special advantage). He or she can defend him or herself against physical attacks (Dexterity bonus to Defense still applies), but otherwise can’t move, and can’t use psionic powers. A brain locked flyer can’t flap its wings and falls. A swimmer can’t swim and may drown.
Grappled

When grappled, a hero can't undertake any action other than attacking with his or her bare hands, attacking with a light weapon, or attempting to break free from his or her opponent. The character loses his or her Dexterity bonus to Defense, except on attacks from characters with whom he or she is grappling.
Ability Score Reduction

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)

**Ability Score Reduction** (Su): Some attacks reduce an opponent’s Ability Score in one or more abilities. This loss can be permanent or temporary.

**Permanent Ability Drain:** This effect permanently reduces a living opponent’s ability score when the creature hits with a melee attack. The creature’s descriptive text gives the ability and the amount drained. If an attack that causes permanent ability drain scores a Critical Hit, it drains twice the given amount (if the damage is expressed as a die range, roll two dice). A draining creature heals 5 hit points of damage (10 on a critical hit) whenever it drains an ability score no matter how many points it drains. If the amount of healing is more than the damage the creature has taken, it gains any excess as Temporary Hit Points.

Some ability drain attacks allow a Fortitude save with a DC of 10 +1/2 draining creature’s HD + draining creature’s Charisma modifier (the exact DC is given in the creature’s descriptive text). If no saving throw is mentioned, none is allowed.

**Temporary Ability Damage:** This attack damages an opponent’s ability score. The creature’s descriptive text gives the ability and the amount of damage. If an attack that causes ability damage scores a critical hit, it deals twice the given amount (if the damage is expressed as a die range, roll two dice). Temporary ability damage returns at the rate of 1 point per day.
Clairaudience-Clairvoyance

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

This power enables a manifester to concentrate on some locale and hear or see (manifester’s choice) almost as if he or she were there. Distance is not a factor, but the locale must be known; either a place familiar to the manifester or an obvious place.
Deinonychus

**Type:** Animal

Deinonychus

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

CR: 3

**HD:** 4
**Advancement HD:**
     5-8; (Large)

## Combat

HP: **30**
**HD:** 4d8  + 12
**Massive Damage:** 17
Hit DC: **16**
     (Dex): +2
     Size: -1     Natural Armor: +5
**Touch DC:** 11
**Flat-Footed DC:** 14
BAB: **+3**
**Grapple:** +11
     (Str): +4
      **Attack 1:** +6 melee (2d6+4, rake; bludgeoning)

Full Attacks
     **Full Attack 1:**:+6 melee (2d6+4, rake),

+1 melee (1d3+2, 2 foreclaws),
Initiative: **+2**
**Fight Space:** 10 ft. X 10 ft.
**Reach:** 10 ft.
Base: **60 ft.**
     **Run:** x4 (240 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.

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
* AP (Str) +13
* (Wis) +9

**Table: Deinonychus Skills**
Flesh Golem, Advanced

**Huge Construct**

**Hit Dice:** 20d10+40, hp 150

**Massive Damage Threshold:** -

**Initiative:** -2

**Speed:** 30 ft. (can't run)

**Defense:** 19, touch 6, flat-footed 19 (-2 size, -2 Dex, +13 natural)

**Base Attack/Grapple:** +15/+32

**Attack:** +22 melee (4d6+9, slam)

**Full Attack:** +22 melee (4d6+9, 2 slams), or +11 ranged

**Fighting Space/Reach:** 15 ft. by 15 ft./15 ft.

**Special Qualities:** Construct, berserk, magic immunity, damage reduction 15/+1

**Saves:** Fort +6, Ref +4, Will +6

**Action Points:** 0

**Reputation:** +0

**Allegiances:** none or owner

**Abilities:** Str 29, Dex 7, Con -, Int -, Wis 11, Cha 1

**Skills:** None

**Feats:** None

**Possessions:** None

**Challenge Rating:** 13

**Advancement:** None

Flesh Golems have the following traits:

**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).