PDA

View Full Version : d20 Modern Varients



Jane_Smith
2010-02-17, 07:00 PM
Effectively, I have never liked the original d20 modern classes. Somewhat despised them, really. To bland, to plain. That, and in a fantasy modern game where magic, or some other semi-supernatural power reigns supreme, you have to wait until level 4 or higher just to multiclass into it? Seemed rather silly to me for several character concepts I had in mind.

So, here we go.

1: Replaced the base classes and prestige classes with the below listed Adept, Expert, and Warrior. Their is no more prestige classes, etc. You may multiclass between these 3 classes without penalty. Multiclassing is -encouraged- to get that 'right feel' for your character.

2: I left the skills up to the choice of the player. Once you take your 1st level in 1 of the 3 classes, you pick your class skills. These skills cannot be changed, they are permanent once you select them. Multiclassing allows you to select new class skills, so its possible for a character that is a 1 adept/1 expert/1 warrior to know all, or nearly all, skills as class skills. Following the d20 modern tradition, craft and knowledge skills are -all- seperate skills, so they must be selected individually.

3: I made the base classes of d20 modern instead into Talent trees. Warriors gain access to Strong, Fast, and Tough talents, while Adepts get Smart, Dedicated, and Charismatic trees to begin with. Experts may select in combination of 3. I was considering a level 4+ feat you can take that allows you to select a new talent tree to take abilities from, im which case you get more hybrid themes. A warrior with the bonus-talent feat could, for example, get the Dedicated talent tree and become more of a knight/paladin themed character.

4: Talents may -never be changed- or gained except threw the bonus talent feat. If you begin the game as a level 1 warrior, you will always have the Strong, Fast, and Tough talent trees. If you multiclass into a adept, you will -not- gain access to Smart, Dedicated, or Charismatic talent trees!!! This plays a big role in how your character was trained and their general personality/roots.

5: Note that spellcasting/powers are not nessicarly spells, or supernatural in nature, subject to GM approval. I left the spells/powers vague for just that point - an adept can be martially skilled, a mutant, a sorcerer, wizard, priest, psion, or whatever the player deems. Power Points could be flavored as mana, energy or even something like Ki. I did not list the spells/powers available to the adept because i would prefere the players and gm's to customize their own on a character/character basis - HOWEVER, for all intents and purposes, use the Psion power list/feats as a GUIDE. Adepts cannot psionically charge/focus, please keep that in mind. Anyway, yes, 'powers' from adept levels can infact be Extraordinary powers themed with martial abilities, such as tome of battle, with the power points being a 'exhuastion' meter or something - thus the reason multiclassing is encouraged.

6: Please note that you do not unlock new levels of Adept powers from gaining levels in adept. Please read Power Advancement feat below for more details. A level 20 adept could still only have access to 1st-level powers if he did not take power advancement. You can take power advancement up to 8 times, for a maximum of 9th level powers. You must still be able to normally learn and use that level of powers on your own, however - the feat simply unlocks them for you.

7: This homebrew does -not- use d20 moderns base save progression. Use dnd 3.5's base save progression to determine good/bad saving throws.

8: Saving throws are Static. To determine your save defense, determine your saving throw bonus and add 10. Enemy spellcasters roll 1d20 + their spells level + their spellcasting ability modifiers to bypass your saving throws. Other abilities that force a saving throw, such as poison, use 1d20 + their modifying ability score, or any other effects that would normally be added to their originaly DC - such as 1/2 their hit dice, in the case of Frightful Pressence, etc.

9: Armor provides Damage Reduction of the same amount of AC it would have normally given. Shields still provide a shield bonus to AC.

10: Defense Progression is as follows - Good (+1 every 2 levels), Moderate (+1 every 3 levels), Poor (+1 every 4 levels). Bonuses are rounded down.

11: Lastly, standard feat progression for d20 modern is now a feat gained at level 3, 5, 7, 9, 11, 13, 15, 17, 19 - only odd's. Characters gain 4 feats at 1st level, not including racial bonus feats, etc (+1 for being human, for example). This replaces the standard 1st, 3rd, and every 3 levels thereafter feat progression.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


~~~~~~~~~~Classes


~~~~~The Adept


~~~Examples of Adept Characters

Sorcerers, Technomages, Wizards, Psions, Clerics and their ilk make up the bulk of Adepts. Anyone who commands supernatural forces by either faith, knowledge or inner willpower is considered an adept.


~~~Game Rule Information

Base Attack Bonus: Poor.

Save Bonus: Poor Fortitude, Poor Reflex, Good Will.

Defense Bonus: Poor.

Hit Dice: Adepts gain 1d6 hit points per level. The character's Constitution modifier applies. A 1st-level Adept receives hit points equal to 6 + his or her Constitution bonus.

Class Skills: The adept may select 14 skills to be class skills at 1st level. This choice cannot be changed.

Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.


~~~Class Features

Starting Feats: In addition to the four feats all characters get at 1st level, an Adept begins play with the Simple Weapons Proficiency feat.

Talents: At 1st level, and every two levels thereafter a Adept may select a single talent from the Smart, Dedicated, or Charismatic trees.

Bonus Feats: At 2nd level, and every two levels thereafter a Adept may select a bonus feat from the Smart, Dedicated, or Charismatic lists.

Power Points Per Day: At 1st level, an adept must select Intelligence, Wisdom, or Charisma to be keyed to his powers. An adept’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given below. In addition, he receives bonus power points per day from a high ability score he has keyed to his powers.

Powers Known: An adept begins play knowing four powers. Each time he achieves a new level, he unlocks the knowledge of new powers. An adept begins play with the ability to learn 1st-level powers only. As he attains higher levels, an adept may gain the ability to master more complex powers with the Power Advancement feat. To learn or manifest a power, a psion must have a selected power ability score of at least 10 + the power’s level.
Choose the powers known from the adept power list. An adept can manifest any power that has a power point cost equal to or lower than his manifester level. The number of times an adept can manifest powers in a day is limited only by his daily power points.
An adept simply knows his powers; they are ingrained in his mind by memory, programming, inborn talents or controlled by raw emotion. He does not need to prepare them. He may rest for an hour to gain a number of power points equal to his manifster level plus his key power ability bonus, and a full 8 hours of rest regains all his spent power points. The Difficulty Class for saving throws against adept powers is 10 + the power’s level + the adepts selected power ability modifier.


Adept Power Information
{table]Level | Points Per Day | Powers Known | Maximum Power Level
1st | 4 | 4 | 1
2nd | 8 | 6 | 1
3rd | 12 | 8 | 2
4th | 16 | 10 | 2
5th | 24 | 13 | 3
6th | 32 | 15 | 3
7th | 40 | 17 | 4
8th | 48 | 19 | 4
9th | 56 | 21 | 5
10th | 72 | 24 | 5
11th | 88 | 26 | 6
12th | 104 | 28 | 6
13th | 120 | 30 | 7
14th | 136 | 32 | 7
15th | 168 | 35 | 8
16th | 200 | 37 | 8
17th | 232 | 39 | 9
18th | 264 | 41 | 9
19th | 296 | 43 | 9
20th | 360 | 46 | 9
[/table]




~~~~~The Expert


~~~Examples of Expert Characters

Experts can be merchants, smugglers, thieves, assassins, docters, or craftsmen. The expert field is a large one. Anyone who trains their skills and uses them more often then a weapon or supernatural power is considered an expert.


~~~Game Rule Information

Base Attack Bonus: Average.

Save Bonus: Upon taking the 1st level of expert, the player may select any one saving throw (fort, ref, or will). This saving throws progression is good, while the others are poor. This choice cannot be changed.

Defense Bonus: Average.

Hit Dice: Experts gain 1d8 hit points per level. The character's Constitution modifier applies. A 1st-level Expert receives hit points equal to 8 + his or her Constitution bonus.

Class Skills: The expert may select 18 skills to be class skills at 1st level. This choice cannot be changed.

Skill Points at 1st Level: (8 + Int modifier) x 4.
Skill Points at Each Additional Level: 8 + Int modifier.


~~~Class Features

Starting Feats: In addition to the four feats all characters get at 1st level, an expert begins play with the Simple Weapons Proficiency feat.

Talents: Select any three talent lists at 1st level. At 1st level, and every two levels thereafter a expert may select a single talent from any of the selected lists.

Bonus Feats: At 2nd level, and every two levels thereafter a expert may select a bonus feat from one of her selected talent lists.




~~~~~The Warrior


~~~Examples of Warrior Characters

Soldiers, mercenarys, body builders, or any athletic inclinded individual is considered a warrior. To be a warrior is to be someone who trains or depends on their bodies in any capacity for their line of work beyond anything else, such as body guards, thugs, or even construction workers.


~~~Game Rule Information

Base Attack Bonus: Good.

Save Bonus: Good Fortitude, Poor Reflex, Poor Will.

Defense Bonus: Good.

Hit Dice: Warriors gain 1d10 hit points per level. The character's Constitution modifier applies. A 1st-level Warrior receives hit points equal to 10 + his or her Constitution bonus.

Class Skills: The warrior may select 10 skills to be class skills at 1st level. This choice cannot be changed.

Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.


~~~Class Features

Starting Feats: In addition to the four feats all characters get at 1st level, a warrior begins play with the Simple Weapons Proficiency feat.

Talents: At 1st level, and every two levels thereafter a warrior may select a single talent from the Strong, Fast, or Tough list.

Bonus Feats: At 2nd level, and every two levels thereafter a warrior may select a bonus feat from the Strong, Fast, or Tough list.







~~~~~~~~~~Talent Trees

Every class offers a selection of talents to choose from. A character gains a talent upon attaining each odd numbered level in a class. Talents are considered to be extraordinary abilities. Some talents have prerequisites that must be met before a character can select them. As long as the character qualifies, you can select any talent from any available tree. No talent can be selected more than once unless expressly indicated.

At 1st level, your talents are selected based on your selected class. This choice can never be changed. You do not gain access to any new talent trees when you multiclass into a new class. If you begin as a warrior with the Strong, Fast, and Tough talent trees, even if you later become a Adept, you do not gain access to the Smart, Dedicated, or Charismatic talent trees when you take levels in the Adept.


~~~Strong Talents

Extreme Effort (Ex): The hero can push himself to make an extreme effort. The effort must relate to either a strength check, strength-based skill check, or melee damage rolls. For each talent point spent for this ability, the hero gains a +2 bonus on those actions. This talent may be taken a total of three times, its effects stack.

Juggernaut (Ex): The hero has an innate talent for breaking objects. This allows the hero to ignore some of an object's hardness when making a melee attack to break it, or on a strength check made to break it. For each talent point spent for this ability, the hero ignores 1 point of an object's hardness when making a melee attack against it, and a +2 bonus on strength checks made to break an object. This talent may be taken a total of three times, its effects stack.

Powerful Hold (Ex): The hero may provoke a grapple attempt after a successful unarmed strike. The hero gains Offensive Martial Arts and Improved Grapple as bonus feats upon selecting this talent, allowing him to make unarmed strikes and grapple attempts without provoking attacks of opportunity.

Powerful Grip (Ex): The hero may provoke and maintain a grapple with only a single hand by gripping a targets throat. If the target is a living creature that breathes threw its nose or mouth, they are considered silenced and suffucated so long as the hero maintains a pin. This allows the hero to provoke a grapple and maintain a pin for a seperate target within his threatened area for each hand he possesses, or make attacks with his free hands while keeping a target pinned. In addition, the character can weild two-handed melee weapons as one handed weapons without penalty.
Prerequisite: Powerful Hold.

Body Slam (Ex): The hero gains a slam attack as a natural attack. It deals 1d6 points of damage (1d4 if the hero is small, 1d8 if large) + the hero's strength bonus.

Furious Charge (Ex): The hero gains an additional +2 bonus on damage rolls made after a charge, and a +2 bonus on bullrush or overrun attempts made against a target. This talent may be selected a total of three times, its effects stack.
Prerequisite: Body Slam.

Bonus Feat List: Animal Affinity, Archaic Weapons Proficiency, Athletic, Blind-Fight, Brawl, Cleave, Combat Martial Arts, Combat Reflexes, Defensive Material Arts, Great Cleave, Improved Brawl, Improved Combat Martial Arts, Improved Defensive Martial Arts, Improved Weapon Focus, Power Attack, Weapon Focus.


~~~Fast Talents

Evasion (Ex): If the hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as getting caught in a gernade blast, or a fireballs area of effect), the hero suffers no damage if she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor.

Uncanny Dodge (Ex): The hero retains her Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (She still loses her Dexterity bonus to Defense if she's immobilized.)
Prerequisite: Evasion

Improved Uncanny Dodge (Ex): The hero can no longer be flanked, she can react to opponents on opposite sides of herself as easily as she can react to a single attacker.
Prerequisite: Evasion, Uncanny Dodge.

Increased Speed (Ex): The hero's base speed increases by 10 feet. This talent may be taken a total of three times, its effects stack.

Defensive Roll (Ex): The hero can roll with a potentially lethal attack to take less damage from it. When the hero would be reduced to 0 hit points or less by damage in combat, the hero can attempt to roll with the damage. The hero spends 1 action point to use this talent. Once the point is spent, she makes a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage (rounded down). The hero must be able to react to the attack to execute her defensive roll - if she is immobilized, she can't use this talent.
Prerequisite: Evasion, Uncanny Dodge.

Opportunist (Ex): The hero can spend 1 action point to use this talent. Once the point is spent, she 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 hero's attack of opportunity for that round. Even if a hero with the combat reflexes feat can't use this talent more than once per round.
Prerequisite: Evasion.

Bonus Feat List: Acrobatic, Combat Expertise, Combat Material Arts, Combat Throw, Defensive Martial Arts, Double Tap, Elusive Target, Focused, Improved Combat Martial Arts, Improved Defensive Martial Arts, Improved Disarm, Mobility, Personal Firearms Proficiency, Point Blank Shot, Spring Attack, Stealthy, Weapon Finesse.


~~~Tough Talents

Unbreakable (Ex): The hero gains Damage Reduction 1/- and +2 hit points. This talent may be selected a total of three times, its effects stack.
Prerequisite: Robust.

Ironblooded (Ex): The hero may ignore 5 points of energy damage from any source (acid, cold, electricity, fire, and sonic). This talent may be selected a total of three times, its effects stack.
Prerequisite: Robust.

Deathless (Ex): The hero gains the ability to perform actions when he would otherwise be considered unconcious and dying. When the hero's hit points reach -1, he can perform as though he were disabled, making either an attack action or move action every round until he reaches an amount of negative hit points that would normally kill him. The hero can choose to succumb to unconsciousness if he thinks that doing so might prevent him from taking more damage.
Prerequisite: Robust.

Robust (Ex): The hero becomes especially robust, gaining a number of hit points equal to his character level as soon as he selects this talent. Thereafter, the hero gains +1 hit point with each level he gains thereafter.

Second Wind (Ex): The hero can spend 1 action point to recover a number of hit points equal to 3 + his constitution modifier. This talent does not increase the hero's hit points beyond the character's max health.
Prerequisite: Stamina.

Stamina (Ex): The hero recovers twice as fast as normal. So, he recovers 2 hit points per character level per evening of rest, 2 points of ability damage per evening of rest, and awakens in half the normal time after being knocked unconcious.

Bonus Feat List: Alertness, Athletic, Brawl, Confident, Diehard, Endurance, Great fortitude, Improved Brawl, Improved Bull Rush, Improved Damage Reduction, Improved Feint, Improved Toughness, Knockout Punch, Power Attack, Streetfighting, Toughness, Vehicle Expert.


~~~Smart Talents

Savant (Ex): The hero may select one skill of his choice. The hero gains a +2 bonus to that skill and it becomes a class skill, if it was not before taking this talent. This talent may be taken multiple times, its effects do not stack. Each time this talent is selected, it applies to a new skill.

Linguist (Ex): The hero automatically gains a rank in the Read/Write Language and Speak Language skills for a single language, allowing him to fully comprehend that language. The hero may exceed his maximum skill ranks for these skills with this talent.

Exploit Weakness (Ex): After 1 round of combat, the hero can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The hero uses a move action and makes an Intelligence check (Dc is equal to the targets Defense score). The hero gains a bonus on this check equal to 1/2 his character level, rounded down. If the check succeeds, for the rest of the combat the hero adds his Intelligence bonus on attack rolls against that target.

Plan (Ex): Prior to a dramatic situation, either combat or skill-related, the hero can develop a plan of action to handle the situation. Using this talent requires preparation' a hero cannot use this talent when suprised or otherwise unprepared for a particular situation. The hero makes an Intelligence check (DC 10), adding a bonus equal to 1/2 his character level, rounded down. If successful, the hero successfully gets his plan accross to all allies involved with the planning process and provides them with a insight bonus. A hero can't take 10 or 20 when making this check. This action requires a minimum of one hour to perform. The hero may spend additional hours in the planning process equal to a total number of hours equal to his Intelligence bonus, each additional hour granting a +2 bonus on the intelligence check result.

Check Result / Insight Bonus
9 or Lower / +0 (Failed)
10-14 / +1
15-24 / +2
25-30 / +3
30 or higher / +4

This bonus can be applied to all skill checks and attack rolls made by the hero and his allies, and last for the duration of the combat scenario planned for.

Trick: The hero has the ability to temporarily confuse a target 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 against the targets sense Motive check, adding 1/2 his character level, rounded down, as a bonus to his intelligence check. If successful, the target becomes dazed for 1 round. A trick can only be played on a single 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: Exploit Weakness.

Bonus Feat List: Builder, Cautious, Confident, Combat Expertise, Educated, Gearhead, Improved Disarm, Improved Feint, Improved Trip, Improved Weapon Focus, Iron Will, Lightning Reflexes, Meticulous, Skill Focus, Studious, Vehicle Expert, Weapon Focus.


~~~Dedicated Talents

Empathy (Ex): The hero has a knack for being senistive 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 you spend at least 1 minute observing your target prior to making the skill check. The bonus is equal to the hero's character level.
Prerequisite: Intuition, Dedicated Skill (Sense Motive).

Improved Aid Another (Ex): The hero's bonus on attempts to aid another increases by +2 on a successful aid another check. This talent may be selected a total of three times, its effects stack.

Intuition (Ex): The hero has an innate ability to sense trouble in the air. The hero can make a wisdom check (DC 15), adding 1/2 his character level, rounded down, to the wisdom check result. On a successful save, the hero gets a hunch that everything is all right, or she gets a bad feeling about a specific situation, based on the GM's best guess relating to the circumstances. This talent is usable once per hour.

Healing Knack (Ex): The hero has a knack for the healing arts. She receives a +2 bonus on all Treat Injury skill checks. This talent may be selected a total of three times, its effects stack.

Dedicated Skill (Ex): The hero chooses a 3 skills in which she has at least 1 rank in. She may take 10 with those skills, even if distracted or in danger. This talent may be selected multiple times, its effects do not stack. Each time this talent is selected, it applies to new skills.

Aware (Ex): The hero is intuitively aware of her surroundings. She gains a bonus on Listen and Spot checks equal to her character level to avoid surprise, and adds her wisdom bonus in addition to her dexterity bonus to Initiative checks.
Prerequisites: Dedicated Skill (Listen and Spot), Intuition.

Faith (Ex): The hero has a great deal of faith. It might be in herself, a higher power, or an ideal such as friendship or luck. This unswerving belief allows the hero to add her wisdom modifier (if positive) to the die roll whenever she spends 1 action point to improve the result of an attack roll, skill check, saving throw, or ability check.

Bonus Feat List: Advanced Firearms Proficiency, Alertness, Archaic Weapons Proficiency, Attentive, Blind-Fight, Deceptive, Educated, Far Shot, Iron Will, Medical Expert, Meticulous, Skill Focus, Surgery, Track, Weapon Focus.


~~~Charismatic Talents

Charm (Ex): The hero gets a bonus on all Charisma checks and Charisma-based skill checks made to influence someone. The bonus is equal to 1/2 the hero's character level, rounded down (minimum 1). A hero can only apply his charm bonus targets with an intelligence score of 3 or higher, who are within 30 feet of the hero, and able to hear and understand him. This bonus does not apply against characters who are unfriendly or hostile.

Captivate (Ex): The hero has the ability to temporarily beguile a target 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 be able to hear and understand the hero. To captivate a target, the hero must use an attack action and make a Charisma check, adding 1/2 his character level, rounded down, to the charisma check result. The target must make a will saving throw against a DC equal to the hero's charisma check result. If the saving throw fails, the hero becomes the target's sole focus. The target pays no attention to anyone else for the encounter. 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.
Prerequisite: Charm.

Fast-Talk (Ex): The hero has a way with words when attempting to con and deceive. With this talent, he receives no more than a -5 penalty on Bluff and Diplomacy checks, no matter how rushed or strange they sound.

Dazzle (Ex): The hero has the ability to dazzle a target with sheer force of personality, a winning smile, fast-talk, or sheer shock. The target must have an Intelligence score of 3 or higher to be susceptible to a dazzle attempt, must be within 30 feet of the hero, and must be able to see or hear and undeadstand the hero. To dazzle a target, the hero must use an attack action and make a Charisma check, adding 1/2 his character level (rounded down) as a bonus to the charisma check result. The target must make a will saving throw against a Dc equal to the hero's charisma check result. If the save fails, the target receives a -1 penalty on attack rolls, ability checks, skill checks, and saving throwd for a number of rounds equal to the character's level. This talent can be selected multiple times, each time worsening the dazzled penalty by -1.
Prerequisite: Fast-Talk.

Inner Willpower (Ex): The hero adds his Charisma bonus in addition to his Wisdom bonus on will saving throws.

Taunt (Ex): The hero has the ability to temporarily rattle a target 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, adding 1/2 his character level, rounded down, to the charisma check result. The target must make a will saving throw against a DC equal to the hero's charisma check result. If the save fails, the target becomes dazed for 1 round. A taunt may only be used on a single target once per combat.
Prerequisites: Fast-Talk, Dazzle.

Bonus Feat List: Agile Riposte, Creative, Deceptive, Dodge, Frightful Pressence, Iron Will, Lightning Reflexes, Low Profile, Point Blank Shot, Renown, Trutworthy, Windfall.




~~~~~~~~~~New Feats

Animal Companion [General]
Prerequisite: Handle Animal 4 ranks.
Benefit: As the Animal Companion ability. Use character level to determine companion's abilities.

Extra Talent [General]
Prerequisite: Character level 4th+.
Benefit: The character may select a 4th talent list that he does not already possess. He may now select new talents from that list.

Unearthly Grace [General]
Prerequiste: Cha 13.
Benefit: The character may add his Charisma bonus as bonus to all saving throws. These bonuses cannot exceed the characters level.

Evasion [General]
Prerequisite: Dex 13.
Benefit: If the character is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as getting caught in a gernade blast, or a fireballs area of effect), the character suffers no damage if she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor. If the character later gains Evasion from another source, such as the Fast Talent tree, the character gains the benefits of Improved Evasion. See below.

Power Advancement [General]
Prerequisite: Ability to manifest 1st level powers.
Benefit: You gain the ability to to learn and manifest the next level of powers available to you upon taking this feat. You still must possess a high enough keyed ability score and a effective manifester level high enough to learn and manifest the new level of spells to make use of them. This feat simply unlocks higher levels of powers for you, not the ability to use them.
Special: This feat may be selected multiple times. Each time you take this feat, you gain the ability to learn and manifest the next level of powers available to you.

Obtain Familiar [General]
Prerequisite: Ability to use powers.
Benefit: As the sorcerer Familiar ability. Use character level to determine familiar's abilities.

Favored Enemy [General]
Prerequisite: Knowledge (Nature) 4 ranks.
Benefit: As the ranger ability of the same name. May be selected more than once; each additional selection improves all previous selected favored enemy bonuess by 2.

Flurry of Blows [General]
Prerequisite: Dex 13.
Benefit: During a full attack, the character gains an additional attack with each weapon they possess at their full base attack bonus. However, all attacks (including the bonus attacks) receive a -2 penalty to attack rolls until the beginning of the characters next turn.
Special: This feat may be selected a second time, its effects do not stack. Instead, the penalty to attack rolls is negated.

Sneak Attack [General]
Prerequisite: Hide 4 ranks, Move Silently 4 ranks.
Benefit: As the rogue ability, +1d6 on damage rolls.
Special: You may select this feat multiple times, its effects stack.

Improved Evasion [General]
Prerequisites: Dex 15, Evasion.
Benefit: If the character is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as getting caught in a gernade blast, or a fireballs area of effect), the character suffers no damage if she makes a successful saving throw, and only half damage from a failed save. Improved Evasion can only be used when wearing light armor or no armor.

Smite [General]
Prerequisites: Cha 15.
Benefit: Once per combat, plus one additional use per five character levels the character possesses, the character may make a single attack a smite attack. They add their charisma bonus to the attack roll, and deal an additional amount of damage equal to their character level. Even if the attack fails, the smite attempt is stilled used up for the encounter.
Special: This feat may be taken multiple times, its effects do not stack. Each time this feat is taken, the uses of the smite power is increased by two per encounter.

Channel Energy [General]
Prerequisite: Ability to use powers.
Benefit: As a attack action three times per day, plus one additional use per five character levels the character possesses, the character may channel either positive or negative energy. This is a 30 foot area of effect supernatural ability that is centered on the user. If the character channels positive energy, they heal all living creatures within range of 1d6 hit points, and damage all undead by the same amount unless they succeed on a will save (Dc 10 + 1/2 character level + keyed power ability bonus). Success means they only take half damage, rounded down, from the channel attempt. Negative energy instead damages all living creatures within range and heals the undead in a simular manner. The user may opt to not effect himself in the effect.
Special: This feat may be taken multiple times, its effects do not stack. Each time this feat is taken, the uses per day of channel energy increases by 1, and the healing and damage dice increases by +1d6.

Trap Sense [General]
Prerequisites: Search 4 ranks, Spot 4 ranks.
Benefit: The character gains the Trapfinding ability, and a +1 bonus on reflex saves and as a dodge bonus to armor class against traps.
Special: This feat may be taken multiple times, its effects do not stack. Each time this feat is taken, the bonus to reflex saves and the dodge bonus against traps increases by +1 each.

Wild Empathy [General]
Prerequisite: Handle Animal 4 ranks.
Benefit: As the druid ability of the same name.

DueceEsMachine
2010-02-17, 08:26 PM
I don't think you mentioned anything about starting occupations or the Wealth Bonus, will you be leaving those the same, or did I miss that somehow?

I don't think the couple extra skill/ skill points or starting feat are anything that would overbalance a character, but I like this a lot - I'll have to see if I can talk my gaming group (of 1 person) into giving it a try, if that is acceptable to you.

Amazing amount of work - well done.
Edit: This might help if you change it out for the table you have too.

Adept Power Information

{table]Level | Points Per Day | Powers Known | Maximum Power Level
1st | 4 | 4 | 1
2nd | 8 | 6 | 1
3rd | 12 | 8 | 2
4th | 16 | 10 | 2
5th | 24 | 13 | 3
6th | 32 | 15 | 3
7th | 40 | 17 | 4
8th | 48 | 19 | 4
9th | 56 | 21 | 5
10th | 72 | 24 | 5
11th | 88 | 26 | 6
12th | 104 | 28 | 6
13th | 120 | 30 | 7
14th | 136 | 32 | 7
15th | 168 | 35 | 8
16th | 200 | 37 | 8
17th | 232 | 39 | 9
18th | 264 | 41 | 9
19th | 296 | 43 | 9
20th | 360 | 46 | 9
[/table]

Jane_Smith
2010-02-18, 04:57 AM
I don't think you mentioned anything about starting occupations or the Wealth Bonus, will you be leaving those the same, or did I miss that somehow?

They are unchanged, as skills, wealth bonus, purchase dc's, etc are unchanged. I felt no need to add them into my work.


I don't think the couple extra skill/ skill points or starting feat are anything that would overbalance a character, but I like this a lot - I'll have to see if I can talk my gaming group (of 1 person) into giving it a try, if that is acceptable to you.

By all means, id love some actually playtesting done with these. :3


Amazing amount of work - well done.
Edit: This might help if you change it out for the table you have too.

Thank you, twice over. <3

Jane_Smith
2010-02-18, 05:16 AM
Also forgot some power-based stuff;

Bonus Power Points for a High Keyed Power Ability Score follow the exact same rules as follows;

http://www.d20srd.org/srd/psionic/classes/index.htm#abilitiesAndManifesters

Use these powers and their power levels when determining your powers known/learned. Remember, this varient encourages you to reflavor -everything- to a specific theme, so do not be afraid to mix things up with your dm's approval. If you want to play a cleric-like adept, then make a augmentable set of powers simular to cleric spells, and so forth. If you want to play a martial adept style character with some warrior levels splashed in, then copy ideas from the ToB booklet for inspiration.

Just remember - these variants were not originally made out to -copy- psionic powers, and will not fit if you do so exactly. If you make up some of your own, variant powers, then please post your ideas up here for others to draw inspiration from, or possibly rate.

http://www.d20srd.org/srd/psionic/powerList.htm#firstLevelPsionWilderPowers

Lastly; this variant for classes replaces base/prestige classes of d20 modern, future, and past, etc. Your encouraged to make class features from such classes you wished to play into feats with your DM's supervision. It would be, quite impossible, to list -every- class feature in exsistance in feat-form for you, especially balanced, so its up to your own judgement.

Now - while the wealth system and skills for d20 modern, no doubt, fit perfectly for modern and sci-fi games, these variants also open up very, very big openings for traditional, dnd-like fantasy based games! And only -2- things need to be done to allow it; toss wealth system in favor of 3.5's gold/market value system, which works for any setting really, and have your players record their platinium, gold, silver, and/or copper, and second, ban/allow skills that deal with past/modern/future objects, such as replace Use Computer and Drive with Ride, and the d20 modern knowledge and craft skills with the traditional 3.5 ones. Just some tidbits - this allows you to use the same d20 modern system with my classes above in any genre or campaign. Quite nifty, hu?