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The following are the base classes used in the game, slightly modified from the SRD to fit the setting.

STRONG HERO

HD: d8
Action Points: 5+ ½ character level rounded down each time the character gains a level in this class.
Class skills: Climb (Str), Craft (structural) (Int), Handle Animal (Cha), Jump (Str), Knowledge (current events, popular culture, streetwise, tactics) (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Speak Language (none), and Swim (Str).
Skill points at 1st level: 2 + Int modifier x 4.
Skill points at each additional level: 2 + Int modifier.
Class Level BAB Fort Ref Will Class Features Def Rep
1st +1 +1 +0 +0 Talent +1 +0
2nd +2 +2 +0 +0 Bonus feat +2 +0
3rd +3 +2 +1 +1 Talent +2 +0
4th +4 +2 +1 +1 Bonus feat +3 +0
5th +5 +3 +1 +1 Talent +3 +1
6th +6/+1 +3 +2 +2 Bonus feat +3 +1
7th +7/+2 +4 +2 +2 Talent +4 +1
8th +8/+3 +4 +2 +2 Bonus feat +4 +1
9th +9/+4 +4 +3 +3 Talent +5 +2
10th +10/+5 +5 +3 +3 Bonus feat +5 +2

Starting feats: In addition to the feat all characters get a 1st level, a Strong Hero begins play with the Simple Weapons Proficiency feat.
Talents: At levels 1, 3, 5, 7, and 9, the Strong hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while other sprovide a list to choose from. As long as the hero qualifiies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.

Extreme Effort Talent Tree: A Strong hero can push him or herself to make an extreme effort. The effort must relate to either a strength check or a strength-based skill check. You must decide to use this ability before making the check.
  1. Extreme effort: The effort requires a full-round action and provides a +2 bonus on the check.
  2. Improved extreme effort: The effort requires a full round action and provides a +2 bonus that stacks with the bonus provided by extreme effort. Prerequisite: Extreme effort. Total bonus +4
  3. Advanced extreme effort: The effort requires a full round action and provides a +2 bonus that stakcs with teh bonus provided by improved extreme effort. Prerequisite: Improved extreme effort. Total bonus +6
Ignore Hardness Talent Tree: The Strong hero has an innate talent for finding weaknesses in objects. This allows a Strong hero to ignore some of an objects hardness when making a melee attack to break it.
  1. Ignore hardness: The Strong hero ignores 1 point of an object's hardness.
  2. Improved ignore hardness: The Strong hero ignores 1 additional point of an object's hardness (for a total of 2.) Prerequisite: Ignore hardness.
  3. Advanced ignore hardness: The Strong hero ignores 1 additional point of an object's hardness (for a total of 3.) Prerequisite: Improved ignore hardness.
Melee Smash Talent Tree: The Strong hero has an innate talent that increases melee damage.
  1. Melee smash: The Strong hero recieves a +1 bonus on melee damage.
  2. Improved melee smash: The Strong hero recieves an additional +1 damage on melee damage (+2 total.) Prerequisite: Melee smash.
  3. Advanced melee smash: The Strong hero recieves an additional +1 damage on melee damage (+3 total.) Prerequisite: Improved melee smash.

Bonus feats: At levels 2, 4, 6, 8, and 10, the Strong hero gains a bonus feat. This feat must be selected from the following list, and any prerequisites must be met: Armor Proficiency (heavy), Armor Proficiency (light), Armor Proficiency (medium), Athletic, Blind-fight, Brawl, Cleave, Combat Martial Arts, Combat Reflexes, Exotic Weapon Proficiency, Great Cleave, Improved Brawl, Improved Combat Martial Arts, Power Attack, Weapon Focus.


FAST HERO

HD: d8
Action Points: 5+ ½ character level rounded down each time the character gains a level in this class.
Class skills: Balance (Dex), Craft (mechanical) (Int), Escape Artist (Dex), Hide (Dex), Knowledge (current events, popular culture, streetwise) (Int), Move Silently (Dex), Profession (Wis), Read/Write Language (none), Ride (Dex), Sleight of Hand (Dex), Speak Language (none), and Tumble (Dex).
Skill points at 1st level: 4 + Int modifier x 4.
Skill points at each additional level: 4 + Int modifier.
Class Level BAB Fort Ref Will Class Features Def Rep
1st +0 +0 +1 +0 Talent +3 +0
2nd +1 +0 +2 +0 Bonus feat +4 +0
3rd +2 +1 +2 +1 Talent +4 +1
4th +3 +1 +2 +1 Bonus feat +5 +1
5th +3 +1 +3 +1 Talent +5 +1
6th +4 +2 +3 +2 Bonus feat +6 +2
7th +5 +2 +4 +2 Talent +6 +2
8th +6/+1 +2 +4 +2 Bonus feat +7 +2
9th +6/+1 +3 +4 +3 Talent +7 +3
10th +7/+2 +3 +5 +3 Bonus feat +8 +3

Starting feats: In addition to the feat all characters get a 1st level, a Fast Hero begins play with the Simple Weapons Proficiency feat.
Talents: At levels 1, 3, 5, 7, and 9, the Fast hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while other sprovide a list to choose from. As long as the hero qualifiies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.

Defensive Talent Tree: A Fast hero gains the ability to improve his or her innate defensive talents as the hero gains new levels.
  1. Evasion: If the Fast hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Fast hero suffers no damage if he or she makes a succesful saving throw. Evasion can only be used when wearing light armor or no armor.
  2. Uncanny Dodge 1: The Fast hero retains his or her Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker (although the hero still loses his or her Dexterity bonus to Defense if immobilized.) Prerequisite: Evasion
  3. Uncanny Dodge 2: The Fast hero can no longer be flanked; the hero can react to opponents on opposite sides of him or herself as easily as he or she can react to a single attacker. Prerequisite: Uncanny Dodge 1
  4. Defensive Roll: The Fast hero can roll with a potentially lethal attack to take less damage fro mit. When the Fast hero would be reduced to 0 hit points or less by damage in combat, the Fast hero can attempt to roll with the damage. A Fast hero spends one action point to use this talent. Once the point is spent, the hero makes a Reflex saving throw (DC=damage dealt). If the save succeeds, he or she takes only half damage. The Fast hero must be able to react to the attack to execute a defensive roll -- if the hero is immobilized, he or she can't use the talent. Since this effect would not normally allow a character to make a Reflex save for half damange, the Fast hero's evasion talent doesn't apply to the defensive roll. Prerequisite: Uncanny Dodge 1
  5. Opportunist: The Fast hero can spend one action point to use this talent. Once the point is spent, the hero can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Fast hero's attack of opportunity for that round. Even a Fast hero with Combat Reflexes feat can't use this talent more than once per round. Prerequisite: Evasion
Increased Speed Talent Tree: The Fast hero can increase his or her natural speed.
  1. Increased speed: The Fast hero's base speed increases by 5 feet.
  2. Improved increased speed: The Fast hero's base speed increases by an additional 5 feet (total 10 feet.) Prerequisite: Increased speed
  3. Advanced increased speed: The Fast hero's base speed increases by an additional 5 feet (total 15 feet). Prerequisite: Improved increased speed

Bonus feats: At levels 2, 4, 6, 8, and 10, the Fast hero gains a bonus feat. This feat must be selected from the following list, and any prerequisites must be met: Acrobatic, Combat Expertise, Combat Throw, Defensive Martial Arts, Elusive Target, Focused, Improved Disarm, Mobility, Point Blank Shot, Stealthy, Weapon Finesse.


TOUGH HERO

HD: d10
Action Points: 5+ ½ character level rounded down each time the character gains a level in this class.
Class skills: Climb (Str), Concentration (Con), Craft (mechanical, structural) (Int), Intimidate (Cha), Knowledge (current events, popular culture, streetwise) (Int), Profession (Wis), Read/Write Language (none), Ride (Dex), Speak Language (none), Spot (Wis), and Survival (Wis).
Skill points at 1st level: 2 + Int modifier x 4.
Skill points at each additional level: 2 + Int modifier.
Class Level BAB Fort Ref Will Class Features Def Rep
1st +0 +1 +0 +0 Talent +1 +0
2nd +1 +2 +0 +0 Bonus feat +2 +0
3rd +2 +2 +1 +1 Talent +2 +1
4th +3 +2 +1 +1 Bonus feat +3 +1
5th +3 +3 +1 +1 Talent +3 +1
6th +4 +3 +2 +2 Bonus feat +3 +2
7th +5 +4 +2 +2 Talent +4 +2
8th +6/+1 +4 +2 +2 Bonus feat +4 +2
9th +6/+1 +4 +3 +3 Talent +5 +3
10th +7/+2 +5 +3 +3 Bonus feat +5 +3

Starting feats: In addition to the feat all characters get a 1st level, a Tough Hero begins play with the Simple Weapons Proficiency feat.
Talents: At levels 1, 3, 5, 7, and 9, the Tough hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while other sprovide a list to choose from. As long as the hero qualifiies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.

Damage Reduction Talent Tree: A Tough hero has an innate talent to ignore a set amount of damage from most weapons, but not from energy or special attack forms. Before the hero can select a talent from this tree, the hero must have previously selected at least one talent from the Energy Resistance or Unbreakable Talent Trees.
  1. Damage Reduction 1/-: The Tough hero ignores 1 point of damage from melee and ranged weapons. Prerequisite: One other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.
  2. Damage Reduction 2/-: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 2/- total.) Prerequisite: Damage Reduction 1/-)
  3. Damage Reduction 3/-: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 3/- total.) Prerequisite: Damage Reduction 2/-)
Energy Resistance Talent Tree: The Tough hero is particularly resistant to certain kinds of deadly energy effects. These talents can be selected in any order.
  1. Acid Resistance: The Tough hero ignores an amount of acid damage equal to his or her Constitution modifer.
  2. Cold Resistance: The Tough hero ignores an amount of cold damage equal to his or her Constitution modifer.
  3. Electricity Resistance: The Tough hero ignores an amount of electricity damage equal to his or her Constitution modifer.
  4. Fire Resistance: The Tough hero ignores an amount of fire damage equal to his or her Constitution modifer.
  5. Sonic/Concussion Resistance: The Tough hero ignores an amount of sonic or concussion damage equal to his or her Constitution modifer.
Unbreakable Talent Tree: The Tough hero is particularly resilient thanks to the following talents.
  1. Remain Conscious: The Tough hero gains the ability to continue to perform actions when he or she would otherwise be considered unconscious and dying. When the Tough hero's hit points reach -1, the hero can perform as though her or she were disabled, making either an attack action or a move action every round until the hero reaches -10 hit points (and dies) or the hero's hit points return to 1 or higher. The hero can choose to succumb to unconsciousness if he or she thinkgs that doing so might prevent him or her from taking more damage.
  2. Robust: The Tough hero becomes especially robust, gaining a number of hit points equal to his or her tough level as soon as he or she selects this talent. Thereafter, the hero gains +1 hit point with each level of Tough hero he or she gains.
  3. Second Wind: The Tough hero can spend 1 action point to gain a second wind. When the hero does this, he or she recovers a number of hit points equal to his or her Constitution modifier. This talent does not increase the Tough her's hit points beyond the character's full normal total.
  4. Stamina: The Tough hero recovers twice as fast as normal. So, the hero recovers 2 hit points per character level per evening of rest, 2 points of temporary ability damage per evening of rest, and awakens in half the normal time after being knocked unconscious. Prerequisite: Robust

Bonus feats: At levels 2, 4, 6, 8, and 10, the Tough hero gains a bonus feat. This feat must be selected from the following list, and any prerequisites must be met: Alertness, Athletic, Brawl, Confident, Endurance, Great Fortitude, Improved Brawl, Improved Bull Rush, Improved Feint, Knockout Punch, Power Attack, Streetfighting, Toughness.


SMART HERO

HD: d6
Action Points: 5+ ½ character level rounded down each time the character gains a level in this class.
Class skills: Craft (alchemical, art, mechanical, medicinal, structural, writing) (Int), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Forgery (Int), Investigate (Int), Knowledge (arcane lore, art, behavioral sciences, current events, earth and life sciences, history, mechanical sciences, physical sciences, popular culture, streetwise, tactics, theology and philosophy) (Int), Navigate (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int), Search (Int), and Speak Language (None).
Skill points at 1st level: 8 + Int modifier x 4.
Skill points at each additional level: 8 + Int modifier.
Class Level BAB Fort Ref Will Class Features Def Rep
1st +0 +0 +0 +1 Talent +0 +1
2nd +1 +0 +0 +2 Bonus feat +1 +1
3rd +1 +1 +1 +2 Talent +1 +1
4th +2 +1 +1 +2 Bonus feat +1 +2
5th +2 +1 +1 +3 Talent +2 +2
6th +3 +2 +2 +3 Bonus feat +2 +2
7th +3 +2 +2 +4 Talent +2 +3
8th +4 +2 +2 +4 Bonus feat +3 +3
9th +4 +3 +3 +4 Talent +3 +3
10th +5 +3 +3 +5 Bonus feat +3 +4

Starting feats: In addition to the feat all characters get a 1st level, a Smart Hero begins play with the Simple Weapons Proficiency feat.
Talents: At levels 1, 3, 5, 7, and 9, the Smart hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while other sprovide a list to choose from. As long as the hero qualifiies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.

Research Talent Tree: The Smart hero has a natural aptitude for study and fact-finding. These talents can be selected in any order.
  1. Savant: Select one of the skills listed in the following list. The Smart hero gets to add a bonus equal to his or her Smart level when making checks with that skill. A Smart hero can take this talent multiple times; each time it applies to a different skill.
    Cract (any single skill), Decipher Script, Demolitions, Disable Device, Forgery, Investigate, Knowledge (any single skill), Navigate, Repair, Research, Search.
  2. Linguist: With this talent, the Smart hero becomes a master linguist. Whenever the hero encounters a new language, either spoken or written, he or she can make an Intelligence check to determine if he or she can understand it. The check is made with a bonus equal to the hero's Smart level + the hero's Intelligence modifier. For a written language, the bonus applies to a Decipher Script check instead. The DC for the check depends on the situation: DC 15 if the language is in the same group as a language the hero has as a Read/Write or Speak Language skill, DC 20 if the language is unrelated to any other languages the hero knows, and DC25 if the language is ancient or unique. With this special ability, a Smart hero can glean enough meaning from a conversation or document to ascertain the basic message, but this ability in no way simulates actually being able to converse or fluently read and write in a given language. Prerequisite: At least 1 rank in either Read/Write or Speak Language for each of three different languages.
Strategy Talent Tree: The Smart hero has the brainpower to see solutions in most situations. These talents can be selected in any order, but before the hero can select a talent from this tree he or she must have previously selcted at least one talent from the Research Talent Tree.
  1. Exploit Weakness: After 1 round of combat, the Smart hero can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Smart hero uses a move action and makes an Intelligence check (DC 15) with a bonus equal to his or her Smart level. If the check succeeds, for the rest of the combat the Smart hero uses his or her Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as the hero finds ways to outthink his opponent and notices weaknesses in his opponents fighting style. Prerequisite: One talent from the Research Talent Tree.
  2. Plan: Prior to a dramatic situation, either combat or skill related, the Smart hero can develop a plan of action to handle the situation. Using this talent requires preparation; a Smart hero can't use this talent when surprised or otherwise unprepared for a particular situation. The Smart hero makes an Intelligence check (DC 10) with a bonus equal to his or her Smart level. The result of the check provides the Smart hero and allies with a circumstance bonus. A Smart hero can't take 10 or 20 when making this check.
    Check Result
    Bonus
    9 or lower
    0 (check failed)
    10-14
    +1
    15-24
    +2
    25 or higher
    +3
    This bonus can be applied to all skill checks and attack rolls made by the Smart hero and his or her allies, but only lasts for the first three rounds. After that time, reduce the bonus by 1 point (to a minimum of +0) for every additional round the situation continues, as the vagares of circumstance begin to unravel even the best-laid plans. Prerequisite: One talent from the Research Talent Tree.
  3. Trick: The Smart hero has the ability to temporarily confuse a target (a GM character) through the use of ploy and deception. The target must have an Intelligence score of 3 or higher to be susceptible to a trick, must be within 30 feet of the hero, and must be able to hear and understand the hero. To play a trick on a target the hero must use a full round action and make an intelligence check (DC 15) adding his or her Smart hero levels as a bonus. If the Intelligence check succeeds, the target can try to think quickly and ignore the trick. The target resists the trick by making a Reflex saving through (DC 10 + Smart hero's class elvel + Smart hero's Intelligence bonus). If the saving throw fails, the target becomes dazed (unable to act, but can defend normally) for 1 round. A trick can only be played on a particular target once per encounter. After the first trick in an encounter, whether the attempt succeeds or not, that target becomes wary and immune to such ploys. Prerequisite: One talent from the Research Talent Tree.

Bonus feats: At levels 2, 4, 6, 8, and 10, the Smart hero gains a bonus feat. This feat must be selected from the following list, and any prerequisites must be met: Builder, Cautious, Combat Expertise, Educated, Improved Disarm, Improved Trip, Iron Will, Lightning Reflexes, Meticulous, Studious, Weapon Focus.


DEDICATED HERO

HD: d6
Action Points: 5+ ½ character level rounded down each time the character gains a level in this class.
Class skills: Craft (medicinal, art, writing) (Int), Gamble (Wis), Investigate (Int), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, theology and philosophy) (Int),
Skill points at 1st level: 4 + Int modifier x 4.
Skill points at each additional level: 4 + Int modifier.
Class Level BAB Fort Ref Will Class Features Def Rep
1st +0 +1 +0 +1 Talent +1 +1
2nd +1 +2 +0 +2 Bonus feat +2 +1
3rd +2 +2 +1 +2 Talent +2 +1
4th +3 +2 +1 +2 Bonus feat +3 +2
5th +3 +3 +1 +3 Talent +3 +2
6th +4 +3 +2 +3 Bonus feat +3 +2
7th +5 +4 +2 +4 Talent +4 +3
8th +6/+1 +4 +2 +4 Bonus feat +4 +3
9th +6/+1 +4 +3 +4 Talent +5 +3
10th +7/+2 +5 +3 +5 Bonus feat +5 +4

Starting feats: In addition to the feat all characters get a 1st level, a Dedicated Hero begins play with the Simple Weapons Proficiency feat.
Talents: At levels 1, 3, 5, 7, and 9, the Dedicated hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while other sprovide a list to choose from. As long as the hero qualifiies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.

Empathic Talent Tree: The Dedicated hero's innate talents give him or her a great capacity for empathy.
  1. Empathy: The Dedicated hero has a knack for being sensitive to the feelings and thoughts of others without having those feelings and thoughts communicated in any objectively explicit manner. This innate talent provides a bonus on checks involving interaction skills (Bluff, Diplomacy, Handle Animal, Intimidate, Perform and Sense Motive), provided the hero spends at least 1 minute observing his or her target prior to making the skill check. The bonus is equal to the hero's Dedicated level.
  2. Improved Aid Another: The Dedicated hero's bonus on attempts to aid another increases by +1 on a successful aid another check. This talent can be selected multiple times, each time increasing the bonus by +1. Prerequisite: Empathy.
  3. Intuition: The Dedicated hero has an innate ability to sense trouble in the air. The Dedicated hero can make a Will saving throw (DC 15). On a successful save, the hero gets a hunch that everything is all right, or the hero gets a bad feeling about a specific situation, based on the GM's best guess relating to the circumstances. This talent is usable a number of time sper day equal to the character's Dedicated level. Prerequisite: Empathy.
Healing Talent Tree: The Dedicated hero has a talent for healing.
  1. Healing Knack: The hero has a knack for the healing arts. The hero recieves a +2 bonus on all Treat Injury skill checks.
  2. Healing Touch 1: The Dedicated hero's ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points. Prerequisite: Healing Knack.
  3. Healing Touch 2: The Dedicated hero's ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points, which stacks with healing touch 1 for a total of +4 hit points. Prerequisite: Healing Touch 1.
Insightful Talent Tree: The Dedicated hero's innate insightfulness serves her well.
  1. Skill Emphasis: The Dedicated hero chooses a single skill and receives a +3 bonus on all checks with that skill. This bonus does not allow the hero to make checks for a trained-only skill if the hero has no ranks in that skill.
  2. Aware: The Dedicated hero is intuitively aware of his or her surroundings. The hero adds his or her base WIll saving throw bonus to Listen or SPot checks to avoid surprise. Prerequisite: Skill Emphasis.
  3. Faith: The Dedicated hero has a great deal of faith. It might be faith in self, in a higher power, or both. This unswerving belief allows the Dedicated hero to add his or her Wisdom modifier to the die roll whenever the hero spends 1 action point to improve the result of an attack roll, skill check, saving throw, or ability check. Prerequisite: Skill Emphasis.
  4. Cool Under Pressure: The Dedicated hero selects a number of skills equal to 3+ the hero's Wisdom modifier. When making a check with one of these skills, the Dedicated hero can take 10 even when distracted or under duress. Prerequisite: Either Faith or Aware.

Bonus feats: At levels 2, 4, 6, 8, and 10, the Dedicated hero gains a bonus feat. This feat must be selected from the following list, and any prerequisites must be met: Alertness, Attentive, Blind-fight, Deceptive, Educated, Far Shot, Iron Will, Martial Weapons Proficiency, Medical Expert, Meticulous, Surgery, Track, Weapon Focus.


CHARISMATIC HERO

HD: d6
Action Points: 5+ ½ character level rounded down each time the character gains a level in this class.
Class skills: Bluff (Cha), Craft (visual art, writing) (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, popular culture, streetwise, theology and philosophy) (Int), Perform (act, dance, percussion instruments, sing, stringed instruments, wind instruments) (Cha), Profession (Wis), Read/Write Language (none), and Speak Language (None).
Skill points at first level: (6 + Int modifier) x 4.
Skill points at each additional level: 6 + Int modifier.
Class Level BAB Fort Ref Will Class Features Def Rep
1st +0 +1 +1 +0 Talent +0 +2
2nd +1 +2 +2 +0 Bonus feat +1 +2
3rd +1 +2 +2 +1 Talent +1 +3
4th +2 +2 +2 +1 Bonus feat +1 +3
5th +2 +3 +3 +1 Talent +2 +3
6th +3 +3 +3 +2 Bonus feat +2 +3
7th +3 +4 +4 +2 Talent +2 +4
8th +4 +4 +4 +2 Bonus feat +3 +4
9th +4 +4 +4 +3 Talent +3 +4
10th +5 +5 +5 +3 Bonus feat +3 +5

Starting feats: In addition to the feat all characters get a 1st level, a Charismatic Hero begins play with the Simple Weapons Proficiency feat.
Talents: At levels 1, 3, 5, 7, and 9, the Charismatic hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while other sprovide a list to choose from. As long as the hero qualifiies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.

Charm Talent Tree: The Charismatic hero has an innate talent for being charming and captivating.
  1. Charm: The Charismatic hero gets a bonus on all Charisma-based skill checks made to influence members of his chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.) The bonus is equal to the character's Charismatic level. A Charismatic hero can only charm Gamemaster characters with attitudes of indifferent or better. The charm bonus can't be used against characters who are unfriendly or hostile.
  2. Favor: The Charismatic hero has the ability to acquire minor aid from anyone he or she meets. By making a favor check, a Charismatic hero can gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents, or to receive other minor assistance in the course of an adventure. A Charismatic hero spends 1 action point to activate this talent. To make a favor check, roll a d20 and add the character's favor bonus, equal to the character's Charismatic level. The GM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 30 for formidable and highly dangerous, expensive or illegal favors. A Charismatic hero can't take 10 or 20 on this check, nor can the hero retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable a character to avoid an adventure altogether should always be unavailable to the character, regardless of the result of a favor check. The GM should carefully monitor a Charismatic hero's use of favors to ensure that this ability isn't abused. The success or failure of a mission shouldn't hinge on the use of a favor, and getting a favor shouldn't replace good roleplaying or the use of other skills. The GM may disallow any favor deemed disruptive to the game. Prerequisite: Charm.
  3. Captivate: The Charismatic hero has the ability to temporarily beguile a target (A GM character) through the use of words and bearing. The target must have an Intelligence score of 3 or higher to be susceptible to a captivate attempt, must be within 30 feet of the hero, and must beable to see, hear, and understand the hero. To captivate a target, the hero must use an attack action and make a Charisma check (DC 15) adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the captivation attempt by making a Will saving throw (DC 10 + Charismatic hero's class level + Charismatic hero's Cha bonus). The the saving throw fails, the hero becomes the target's sole focus. The target pays no attention to anyone else for 1 round. This focusing of the target's attention allows other characters to take actions of which the captivated target is unaware. The effect ends immediately if the target is attacked or threatened. A Charismatic hero can concentrate to keep a target captivated for additional rounds. The Charismatic hero concentrates all his or her effort on the task, and the target gets to make a new Will save each round. The effect ends when the hero stops concentrating, or when the target succeeds on the save. Prerequisite: Favor
Fast-Talk Talent Tree: The Charismatic hero has an innate talent for bending the truth and dazzling others with a combination of words, mannerisms and charm.
  1. Fast-Talk: The Charismatic hero has a way with words when attempting to con and deceive. With this talent, he or she applies his or her Charismatic level as a bonus on any Bluff, Diplomacy, or Gamble checks the hero makes while attempting to lie, cheat, or otherwise bend the truth.
  2. Dazzle: The Charismatic hero has the ability to dazzle a target (a GM character) through sheer force of personality, a winning smile, and fast-talking. The target must have an Intelligence score of 3 or higher to be susceptible to a dazzle attempt, must be wihin 30 feet of the hero, and must be able to see, hear and understand the hero. To dazzle a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the dazzle attempt by making a Will saving throw (DC 10 + Charismatic hero's class levels + Charismatic hero's Cha bonus.) If the saving throw fails, the target receives a -1 penalty on attack rolls, ability checks, skill checks, and saving throws for a number of rounds equal to the character's Charismatic level. This talent can be selected multiple times, each time worsening the dazzled penalty by -1. Prerequisite: Fast-Talk.
  3. Taunt: The Charismatic hero has the ability to temporarily rattle a target (a GM character) through the use of insults and goading. The target must have an Intelligence score of 3 or higher to be susceptible to a taunt, must be within 30 feet of the hero, and must be able to hear and understand the hero. To taunt a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the charisma check succeeds, the target can try to resist. The target resists the taunt by making a Will saving throw (DC 10 + Charismatic hero's class level + Charismatic hero's Cha bonus). If the save fails, the target becomes dazed (unable to act, but can defend normally) for 1 round. A taunt can be played on an opponent any number of times. Prerequisite: Dazzle.
Leadership Talent Tree: The Charismatic hero has a talent for leadership and inspiration.
  1. Coordinate: The Charismatic hero has a knack for getting people to work together. When the hero can spend a full round directing his or her allies and makes a Charisma check (DC 10), the hero provides any of his allies within 30 feet a +1 bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the hero's Charisma modifier. The hero can coordinate a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally.)
  2. Inspiration: The Charismatic hero can inspire his or her allies, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero's Charisma modifier. An inspired ally gains a +2 morale bonus on saving throws, attack rolls, and damage rolls. A Charismatic hero can't inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minumum of one ally.) Prerequisite: Coordinate.
  3. Greater Inspiration: The Charismatic hero can inspire his or her allies to even greater heights, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the greater inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero's Charisma modifier. An inspired ally gains an additional +1 morale bonus on saving throws, attack rolls, and dmage rolls, which stacks with the bonus from inspiration for a total of +3 morale bonus. A charismatic hero can't inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minumum of one ally.) Prerequisite: Inspiration.

Bonus feats: At levels 2, 4, 6, 8, and 10, the Charismatic hero gains a bonus feat. This feat must be selected from the following list, and any prerequisites must be met: Agile Riposte, Creative, Deceptive, Dodge, Frightful Presence, Iron Will, Lightning Reflexes, Low Profile, Point Black Shot, Renown, Trustworthy, Windfall.

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