recursal/Fanatic-Fandom huggingface dataset:
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

**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**
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.
Dilettante

Dilettantes usually get their wealth from family holdings and trust funds. The typical dilettante has no job, few responsibilities, and at least one driving passion that occupies his or her day. That passion might be a charity or philanthropic foundation, an ideal or cause worth fighting for, or a lust for living a fun and carefree existence.

### Requirements

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

     **Minimum Age:** 18+

### Skills

Choose one of the following skills as permanent class skills:

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

Choose one exotic melee weapon from the Exotic Weapons Table. The character is proficient with that melee weapon in combat.

## Benefit

The character makes attack rolls with the chosen weapon normally.

###

A character who uses a weapon without being proficient with it takes a -4 penalty on attack rolls.

###

A character can gain this feat multiple times. Each time the character takes the feat, he or she selects a different exotic melee weapon.

###

Battle Mind, Martial Artist, Shadow Slayer, and Soldier
Emergency Services

Rescue workers, firefighters, paramedics, hazardous material handlers, and emergency medical technicians fall under this category.

### Requirements

To gain the Emergency Services occupation, the following criteria are required:

     **Minimum Age:** 18+

### 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.*
Concentration

You are particularly good at focusing your mind.

**:** Constitution

**T:** No

**AP:** No

**:** Acolyte, Battle Mind, Bodyguard, Daredevil, Field Medic, Mage, Shadow Slayer, Telepath, and Tough Hero.

## Checks

**Table: Concentration Skill Checks**

A character makes a Concentration check whenever they may potentially be distracted (by taking damage, by harsh weather, and so on) while engaged in some action that requires the character's full attention. Such actions include using skills that provoke Attacks of Opportunity while in a threatened square. In general, if an action would not normally incur an attack of opportunity, a character doesn't need to make a Concentration check to avoid being distracted.

If the check succeeds, the character may continue with the action. If the Concentration check fails, the action automatically fails. The check DC depends on the nature of the distraction. The character may try again, though a success doesn't cancel the effects of a previous failure, such as the disruption of an action that was being concentrated on.

**Table: Concentration Checks**
 **1** - Such as an activity that requires more than a single full-round action. Also from an attack of opportunity or readied attack made in response to the action being taken (for activities requiring no more than a full-round action).**2** - Such as from catching on fire.

By making a check against DC 15, a character can use Concentration to attempt an action defensively, so as to avoid attacks of opportunity altogether. This doesn't apply to other actions that might incur attacks of opportunity (such as moving). If the Concentration check succeeds, the character may attempt the action normally without incurring any attacks of opportunity. A successful Concentration check still doesn't allow a character to take 10 on a check when he of she is in a stressful situation; the character must roll the check as normal. If the Concentration check fails, the related action automatically fails (with any appropriate ramifications), and the action is wasted, just as if the character's concentration had been disrupted by a distraction.

**Table: Concentration Feats**
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.
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.
Breath Weapon

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)

**Breath Weapon** (Su): A breath weapon attack usually causes damage and is often based on some type of energy. It allows a Reflex save for half damage with a DC equal to 10 + ½ breathing creature’s HD + breathing creature’s Constitution modifier (the exact DC is given in the creature’s Species Traits). A creature is immune to its own breath weapon and those of others of its kind unless noted otherwise.
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.
Dead Aim

You are capable of lining up deadly attacks with ranged weapons.

Requirements
**:** Wisdom 13
**:** Far Shot

## Benefit

Before making a ranged attack, the character may take a full-round action to line up their shot. This grants the character a +2 circumstance bonus on his or her next attack roll. Once the character begins aiming, he or she can't move, even to take a 5-foot step, until after the character makes his or her next attack, or the benefit of the feat is lost. Likewise, if the character's concentration is disrupted or the character is attacked before his or her next action, the character loses the benefit of aiming.

###

Gunslinger and Negotiator.
High Ready

Like a SWAT officer, you are accustomed to moving with your gun at the ready, shifting your aim with your sight.

Requirements
**:** Dexterity 13
**:** Reactive Shooter

## Benefit

You can use the Reactive Shooter feat with a Large weapon. To do so, you must first have stated that you are at the high ready position (on your feet, with your weapon shouldered, ready to fire). You can only move at half speed while prepared in this manner.
Jack of All Trades

You’ve picked up a smattering of even the most obscure skills.

Requirements
**:** Character level 8th+

## Benefit

Use any skill untrained, even those that normally require training and those that are exclusive to classes this character does not have.

###

This character still cannot gain ranks in a skill unless they are allowed to select it.
Academic

**Academics** include librarians, archaeologists, scholars, professors, teachers, and other education professionals.

### Requirements

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

     **Minimum Age:** 23+

### Skills

Choose three of the following skills as permanent class skills:

* (Int)
* T (Int)
          └ Writing
* T (Int)
* (Cha)
* T (Int)
          └ Arcane Lore
          └ Art
          └ Behavioral Sciences
          └ Business
          └ Civics
          └ Current Events
          └ Earth and Life Sciences
          └ History
          └ Physical Sciences
          └ Popular Culture
          └ Tactics
          └ Technology
          └ Theology and Philosophy
* Read/Write LanguageT (none)
* (Int)
* Speak LanguageT (none)

*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.*
Endurance

You are capable of surviving amazing feats of stamina and able to rest while in armor.

## Benefit

The character gains a +4 bonus on the following checks and saves:

* Hourly Swim checks to avoid becoming fatigued,
* Constitution checks to continue running
* Constitution checks to hold the character's breath,
* Constitution checks to avoid damage from starvation or thirst,
* Fortitude saves to avoid damage from hot or cold environments, and
* Fortitude saves to resist suffocation or drowning.

Also, the character may sleep in medium or light armor without becoming Fatigued.

###

A character without this feat who sleeps in armor is automatically fatigued the following day.

###

Tough Hero.

###

Daredevil and Tough Hero.
Improved Feint

You are skilled as misdirecting your opponent's attention in melee combat.

Requirements
**:** Intelligence 13
**:** Brawl, Streetfighting.

## Benefit

The character can make a Bluff check in combat as a move action. The character receives a +2 bonus on Bluff checks made to feint in melee combat.

###

Feinting in combat requires an attack action.

###

Tough Hero and Bodyguard.
Darkvision

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)

**Darkvision** (Ex): The creature can see in total darkness, out to the specified range (usually 60 feet). Darkvision is black-and-white only, but is otherwise like normal light.
Flooding

In many wilderness areas, river floods are a common occurrence. In spring, an enormous snowmelt can engorge the streams and rivers it feeds. Other catastrophic events such as massive rainstorms or the destruction of a dam can create floods as well.

During a flood, rivers become wider, deeper, and swifter. Assume that a river rises by 1d10+10 feet during the spring flood, and its width increases by a factor of 1d4x50%. Fords may disappear for days, bridges may be swept away, and even ferries might not be able to manage the crossing of a flooded river.

A river in flood makes Swim checks one category harder (calm water becomes rough, and rough water becomes stormy). Rivers also become 50% swifter.
Charm Person

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 makes a Medium-size or smaller person regard the manifester as his or her trusted friend and ally. If the target is currently being threatened or attacked by the manifester or allies, however, the subject receives a +5 bonus on his or her saving throw.

The power does not enable the manifester to control the charmed person as if he or she was an automaton, but he or she does perceive the manifester’s words and actions in the most favorable way. The manifester can try to give the subject orders, but the manifester must win an opposed Charisma check to convince the subject to do anything he or she would not ordinarily do. (The manifester can’t try again.) A charmed person never obeys suicidal or obviously harmful orders. Any act by the manifester or his or her apparent allies that threatens the charmed person breaks the power. Note also that the manifester must speak the person’s language to communicate his or her commands.
Far Punch

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 strikes the target with a telekinetic punch that deals 1 point of damage. Inanimate objects can’t be damaged by this power.
Force Stop

You can force anther surface vehicle to come to a stop.

Requirements
**:** Drive 4 ranks
**:** Vehicle Expert

## Benefit

When the character attempts a sideswipe stunt with a surface vehicle, the character can force the other vehicle to a stop by nudging it into a controlled sideways skid. In addition to the normal requirements for attempting a sideswipe stunt, the character must have sufficient movement remaining to move a number of squares equal to the character's turn number. After succeeding on the check to attempt the sideswipe, the character makes a Drive check opposed by the other driver. If the character succeeds, turn the other vehicle 90 degrees across the front of the character's, so that they form a tee. Move them forward a distance equal to the character's turn number. The vehicles end their movement at that location, at stationary speed, and take their normal sideswipe damage. If the character fails the check, resolve the sideswipe normally.

###

Daredevil
Combat Focus

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 a +4 insight bonus on his or her next initiative check, provided the manifester makes that check before the duration expires.
Combat/Splash Weapons

A **Splash Weapon** is a ranged weapon that breaks apart on impact, timer, proximity or other potential circumstances, splashing or scattering its contents over its target and nearby creatures or objects. Most splash weapons consist of liquids in breakable containers. Weapons like this can be found at Explosives and Splash Weapons.

To attack with a splash weapon, make a ranged touch attack against the target. Thrown weapons require no weapon proficiency, so characters don't take the -4 nonproficient penalty. A hit deals direct hit damage to the target and splash damage to all other creatures within 5 feet of the target.

A character can instead target a specific 5-foot square, including a square occupied by a creature. Use the rules for thrown explosives. However, if a character targets a square, creatures within 5 feet are dealt the splash damage, and the direct hit damage is not dealt to any creature.

If the character misses the target (whether aiming at a creature or a square), check to see where the weapon lands, using the rules for thrown explosives. After determining where the object landed, it deals splash damage to all creatures within 5 feet (some splash weapons have a larger area).
Field Medic

**Field Medic** 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 Field Medic, a character must fulfill the following criteria.

**:** +2.

**:** Treat Injury 6 ranks, Spot 6 ranks

**:** Surgery
## Class Information

**:** 1d8
**:** 6 + one-half character level, rounded down per level.
## Skills

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

 (Int)
 (Con)
 (Cha)
AP (Dex)
 (Wis)
 T (Dex)
 (Wis)
Read/Write LanguageT (none)
 (Int)
Speak LanguageT (none)
 (Wis)
 (Wis) | **Knowledges**
Behavioral Sciences
Current Events
Earth and Life Sciences
Popular Culture
Technology | **Crafting**

The starting  may provide additional class skills to choose from.

## Class Features

The following features pertain to the Field Medic advanced class.

### Medical Specialist

The Field Medic receives a competence bonus on Treat Injury checks. At 1st level, the bonus is +1. It increases to +2 at 5th level, and to +3 at 8th level.

### Expert Healer

At 2nd level and higher, the Field Medic’s ability to restore hit points with a medical kit or surgery kit and a successful use of the Treat Injury skill improves. In addition to the normal hit point recovery rate (1d4 for a medical kit, 1d6 per patient’s character level for surgery), the Field Medic restores 1 hit point for every level he or she has in this advanced class.

### Bonus Feats

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

### Medical Mastery

When making a Treat Injury skill check, a Field Medic of 4th level or higher may take 10 even if stress and distractions would normally prevent him or her from doing so.

### Minor Medical Miracle

At 7th level or higher, a Field Medic can save a character reduced to –10 hit points or lower. If the Field Medic is able to administer aid within 3 rounds of the character’s death, he or she can make a Treat Injury check. The DC for this check is 30, and the Field Medic can’t take 10 or take 20. If the check succeeds, the dead character can make a Fortitude save (DC 15) to stabilize and be restored to 0 hit points.

If the Field Medic fails the skill check or the patient fails the save, the dead character can’t be saved.

### Medical Miracle

At 10th level, a Field Medic can revive a character reduced to –10 hit points or lower. If the Field Medic is able to administer aid within 3 minutes of the character’s death, he or she can make a Treat Injury check. The DC for this check is 40, and the Field Medic can’t take 10 or take 20. If the check succeeds, the dead character can make a Fortitude save (DC 20) to stabilize and be restored to 1d6 hit points.

If the Field Medic fails the skill check or the patient fails the Fortitude save, the dead character can’t be restored.
Construct

A construct is an animated object or artificially constructed creature. See Table: Constructs for physical ability scores, recommended minimum Hit Dice, and damage based on size.

**Hit Die:** d10

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

**Good Saving Throws:** None.

**Skill Points:** None.

**Feats:** None.

Constructs share the following additional traits.

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

**Ability Scores:** Constructs have no Constitution score and usually no Intelligence score.

**Extra Hit Points:** Constructs gain extra hit points according to size, as shown on Table: Constructs.

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

**Immunities:** Constructs are immune to mind-influencing effects and to poison, sleep, paralysis, stunning, disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, or the effects of massive damage.

**Repairable:** Constructs cannot heal damage on their own but can be repaired using the Repair skill. A successful Repair check (DC 30) heals 1d10 points of damage to a construct, and each check represents 1 hour of work. A construct reduced to 0 hit points is immediately destroyed and cannot be repaired.

**Special:** Constructs cannot be raised from the dead.
Combat Reflexes

You can respond quickly and repeatedly to opponents who let their guard down.

## Benefit

The maximum number of Attacks of Opportunity the character may make each round is equal to the character's Dexterity modifier + 1. The character can still only make one attack of opportunity on a single opponent. With this feat, the character may also make attacks of opportunity when flat-footed.

###

A character without the Combat Reflexes feat can make only one attack of opportunity per round and can't make attacks of opportunity when flat-footed.

###

The Combat Reflexes feat doesn't allow a Fast Hero with the opportunist talent to use that talent more than once per round.

###

Strong Hero, Martial Artist, and Soldier.
Goblin, Hero

**Small Humanoid (Fast Hero 3)**

**Hit Dice:** 3d8 , hp 17

**Massive Damage Threshold:** 11

**Initiative:** +2

**Speed:** 35 ft.

**Defense:** 18, touch 17, flat-footed 16 (+1 size, +2 Dex, +4 class, +1 leather jacket)

**Base Attack/Grapple:** +2/-3

**Attack:** +2 melee (1d2-1, slam or 1d6-1/19-20, metal baton)

**Full Attack:** +2 melee (1d2-1, slam or 1d6-1/19-20, metal baton), or +5 ranged (2d8, Desert Eagle)

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

**Special Qualities:** darkvision 60 ft.

**Saves:** Fort +3, Ref +4, Will +1

**Action Points:** 1

**Reputation:** +1

**Allegiances:** evil, tribe

**Abilities:** Str 8, Dex 14, Con 11, Int 10, Wis 11, Cha 8

**Skills:** Hide +8, Knowledge (streetwise) +2, Listen +3, Move Silently +6, Read/Write Goblin, Sleight of Hand +5, Speak Goblin, Spot +3, Tumble +5

**Feats:**

**Table: Feats**

**Talents (Fast Hero):** Evasion, increased speed.

**Possessions:** Metal baton, Desert Eagle (.50AE autoloader), 25 rounds of .50AE ammunition, windbreaker, concealed carry holster, basic walkie-talkie

**Challenge Rating:** 3

**Advancement:** By character class

Goblins have the following traits:

**Skill Bonus:** Goblins gain a +4 species bonus on Move Silently checks. Bonus Feat: Goblins are keenly aware of their surroundings and receive the bonus feat Alertness.

**Automatic Language:** Goblins read, write, and speak Goblin.
Constrict

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)

**Constrict** (Ex): The creature crushes the opponent, dealing bludgeoning damage, after making a successful Grapple check. The amount of damage is given in the creature’s entry. If the creature also has the Improved Grab ability, it deals constriction damage in addition to damage dealt by the weapon used to grab.
Fast Plus

Advancements in science coupled with your drive to excel enable you to progress faster toward becoming a truly dexterous hero.

Requirements
**:**
By the letter of the rules, a character must have at least three ranks in the Fast Hero Class to take this feat.

## Benefit

Character gains two talents from the Fast hero’s talent trees. The talents must be selected from the following list, a talent cannot be selected from more than one talent talent tree, and the character must meet all the prerequisites of a talent to select it.

Defensive Talent Tree: Uncanny Dodge 1, Uncanny Dodge 2, Defensive Roll, or Opportunist,

Increased Speed Talent Tree: Improved Increased Speed or Advanced Increased Speed.

###

This feat may be selected multiple times. Each time it is selected, a different pair of talents must be choses than the previous times.
Improved Grab

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)

**Improved Grab** (Ex): If the creature hits with a melee weapon it deals normal damage and attempts to start a Grapple as a free action, doing so without provoking attacks of opportunity. No initial touch attack is required. Unless otherwise stated, improved grab works only against opponents at least one size category smaller than the creature. A Small or smaller creature using improved grab does not apply its grapple modifier to its grapple check.

The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on grapple checks but is not considered grappled itself; the creature does not lose its Dexterity bonus to Defense, still threatens an area, and can use its remaining attacks against other opponents.

A successful hold does not deal additional damage unless the creature also has the constrict ability (see above). If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage given for the attack that established the hold.

When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. The creature is not considered grappled while it holds the opponent, so it still threatens adjacent squares and retains its Dexterity bonus. It can even move, provided it can drag the opponent’s weight.
Elemental

An elemental is a being composed of one of the four classical elements: air, earth, fire, or water. See Table: Elementals 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 8-2: Creature Saves and Base Attack Bonuses).

**Good Saving Throws:** Varies by element: Fortitude (earth, water) or Reflex (air, fire).

**Skill Points:** 2 x Int score, plus 2 points per Hit Dice beyond 1 HD.

**Feats:** Int modifier (minimum 0), plus 1 feat per 4 Hit Dice beyond 1 HD.

Elementals share the following additional traits.

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

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

**Immunities:** Elementals are immune to poison, sleep, paralysis, and stunning. They are not subject to critical hits, flanking, or the effects of massive damage.

**Special:** Elementals cannot be raised from the dead.
Gaze

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)

**Gaze** (Su): A gaze attack takes effect when opponents look at the creature’s eyes. The attack can have almost any sort of effect: petrification, death, charm, and so on. The typical range is 30 feet, but check the creature’s entry for details. The type of saving throw for a gaze attack varies, but it is usually a Will or Fortitude save. The DC is equal to 10 + 1/2 gazing creature’s HD + gazing creature’s Charisma modifier (the exact DC is given in the creature’s Species Traits). A successful saving throw negates the effect.

Each opponent within range of the gaze attack must attempt a saving throw each round at the beginning of his or her turn. Opponents can avoid the saving throw by averting their eyes or by using a barrier to sight.

Averting One’s Eyes: The opponent avoids looking at the creature’s face and instead looks at its body, watching its shadow, tracking it in a reflective surface, or the like. Each round, the opponent has a 50% chance to not need to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains one-half concealment against that opponent.

Barrier to Sight: An opponent that cannot see the creature at all cannot be affected by its gaze attack. This can be accomplished by turning one’s back on the creature, shutting one’s eyes, or wearing a blindfold or head covering that prevents sight. The creature with the gaze attack gains total concealment against the opponent.

A creature with a gaze attack can actively gaze as an attack action by choosing a target within range. That opponent must attempt a saving throw but can try to avoid the gaze as described above. Thus, a target may need to save against a creature’s gaze twice during the same round: once before the target’s action and once during the creature’s turn.

A creature is immune to its own gaze attack unless otherwise noted.
Archaic Weapons Proficiency

You are proficient with archaic weapons, including swords, bows, and axes.

## Benefit

The character takes no penalty on attack rolls when using any kind of archaic weapon.

###

A character without this feat takes the -4 nonproficient penalty when making attacks with archaic weapons.

###

Acolyte, Athlete, Battle Mind, Field Scientist, Mage, Martial Artist, Occultist, Shadow Slayer, Soldier, Dedicated Hero, and Strong Hero.
Colonist

Colonists are wayfaring pioneers who set the foundations of new societies on far-flung continents, planets, or moons. To survive in their new surroundings, they learn to live off the land and defend themselves against indigenous predatory life forms and hostile forces of nature.

**Prerequisite:** Age 15+

**Skills:** Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.

*Computer Use (Int), Craft (electronic, mechanical, or structural) (Int), Knowledge (earth and life sciences or physical sciences) (Int), Navigate (Int), Repair (Int), Survival (Wis).*

**Bonus Feat:** Select Builder, Guide, or Planetary Adaptation

**Wealth Bonus Increase:** +1
Dreadnought

**Dreadnought** 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 Dreadnought, a character must fulfill the following criteria.

**:** Intimidate 6 ranks

**:** Improved Damage Threshold

**Other:** Any two Tough Hero talents
## Class Information

**:** 1d12
**:** 6 + one-half character level, rounded down per level.
## Skills

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

 (Dex)
AP (Str)
 (Con)
 (Cha)
AP (Str)
 (Wis)
 (Wis)
AP (Str)

The starting  may provide additional class skills to choose from.

## Class Features

The following class features pertain to the Dreadnought advanced class.

The Dreadnought is immune to fear effects.

The Dreadnought is incredibly sure-footed. She gains a +4 stability bonus on all rolls made to resist being tripped, overrun, knocked prone, or pushed back by a bull rush attack.

The Dreadnought treats any suit of armor worn as though its armor penalty is 2 better.

At 2nd level, the Dreadnought can temporarily increase her Strength, but at a penalty to Defense. At 5th and 8th level, she can use this ability more frequently.

The Dreadnought gains a +8 morale bonus to Strength, but takes a –2 penalty to Defense. Activating ability surge is a free action, and the surge lasts for a number of rounds equal to the Dreadnought’s class level. Following the ability surge, the Dreadnought is fatigued for as many rounds as she surged, but may negate this penalty as a free action by spending an action point. The Dreadnought may use the ability surge once per day at 2nd level, twice per day at 5th level, and three times per day at 8th level.

The Dreadnought does not need to move before making an overrun attempt against an opponent. She also gains a +2 bonus on any trip attack made against an opponent who blocks her overrun attempt.

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

Starting at 4th level, the Dreadnought becomes especially skilled in defensive fighting. Whenever she fights defensively or takes the total defense action, she gains a +2 bonus to Defense (in addition to the dodge bonus to Defense gained while fighting defensively or engaged in total defense).
The Dreadnought must be wearing medium, heavy, or powered armor to gain this bonus.
The bonus increases to +4 at 7th level and +6 and 10th level.

Whenever the Dreadnought is allowed to apply her Strength modifier to damage, she forces the target of her successful attack to make at a Fortitude save (DC = damage dealt) or be knocked prone by the force of the blow.

A Dreadnought treats all weapons as one size category smaller for purposes of determining whether or not she can wield them in one hand and if they are considered light weapons.
Escape Artist

Use **Escape Artist** to escape binders or manacles, to wriggle thought tight spaces, or to escape the grip of an angry wrestler.

**:** Dexterity

**T:** No

**AP:** Yes

**:** Daredevil, Gunslinger, Infiltrator, Martial Artist, Occultist, and Fast Hero.

## Checks

**Table: Escape Restraints**
 Grappler | Opponent's grapple check

Make a check to escape from restraints or to squeeze through a tight space. A character can make another check after a failed check if the character is squeezing through a tight space, making multiple checks. If the situation permits, the character can make additional checks as long as he or she is not being actively opposed. A character can take 20 if he or she is not being actively opposed (a character can take 20 if he or she is tied up, even though it's an opposed check, because the opponent isn't actively opposing the character).

Escaping Ropes
For ropes a character's Escape Artist check is opposed by the Dexterity check result of the opponent who tied the bonds. Since it's easier to tie someone up than to escape from being tied up, the opponent gets a +20 bonus on his or her Dexterity check. Escape from being bound by ropes requires 1 minute. Escape from being bound by rope, handcuffs, or other restraints requires 1 minute. Escaping a net is a full-round action.
Squeeze through a Tight Space
For a tight space a check is only called for if the character's head fits but his or her shoulders don't. If the space is long, such as in an airshaft, the GM may call for multiple checks. A character can't fit through a space that his or her head doesn't fit through. Squeezing through a tight space takes at least 1 minute, maybe longer, depending on the distance that must be crossed.
Escape a Grapple
To get out of a grapple or out of a pinned condition (so that the character is just being grappled) a character can make an Escape Artist check opposed by his or her opponent's grapple check. Doing so is an attack action, so if the character escapes the grapple he or she can move in the same round.

**Table: Feats**
Improved Combat Martial Arts

You are highly skilled at attacking and dealing damage with unarmed strikes.

Requirements
**:** +4
**:** Combat Martial Arts

## Benefit

The character's threat range on an unarmed strike improves to 19-20.

###

A character without this feat threatens a critical hit with an unarmed strike only on a natural 20 .

###

Advanced Combat Martial Arts

###

Battle Mind, Strong Hero, and Martial Artist.
Goblin, Standard

**Small Humanoid**

see also:Goblin, Hero

**Hit Dice:** 1d8, hp 4

**Massive Damage Threshold:** 11

**Initiative:** +1

**Speed:** 30 ft.

**Defense:** 13, touch 12, flat-footed 12 (+1 size, +1 Dex, +1 leather jacket)

**Base Attack/Grapple:** +0/-5

**Attack:** +0 melee (1d2-1, slam or 1d4-1, knife)

**Full Attack:** +0 melee (1d2-1, slam or 1d4-1, knife), or -2 ranged (2d6, Colt Python)

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

**Special Qualities:** darkvision 60 ft.

**Saves:** Fort +2, Ref +1, Will +0

**Action Points:** 0

**Reputation:** +0

**Allegiances:** evil, tribe

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

**Skills:** Hide +6, Listen +3, Move Silently +4, Read/Write Goblin, Speak Goblin, Spot +3

**Feats:** Alertness, Simple Weapons Proficiency.

**Possessions:** Knife, Colt Python (.357 revolver), 25 rounds of .357 ammunition, hip holster, basic walkie-talkie

**Challenge Rating:** 1/4

**Advancement:** By character class

Goblins have the following traits:

**Skill Bonus:** Goblins gain a +4 species bonus on Move Silently checks. Bonus Feat: Goblins are keenly aware of their surroundings and receive the bonus feat Alertness.

**Automatic Language:** Goblins read, write, and speak Goblin.
Creatures/Elemental

An elemental is a being composed of one of the four classical elements: air, earth, fire, or water. Elementals share the following traits.

Weapon and Armor Proficiency
An elemental is proficient only with its natural weapons. It is not proficient with armor.
Darkvision (Ex)
Unless otherwise noted, an elemental has darkvision with a range of 60 feet.
Immunities (Ex)
Elementals are immune to poison, sleep, paralysis, and stunning. They are not subject to critical hits, flanking, or the effects of massive damage.
Special
Elementals cannot be raised from the dead.