JPlayah
2016-02-19, 11:27 PM
D&D Modern Character Options
The following character options are suitable for characters in a modern campaign setting.
Skills
Drive (Dex; Trained Only): Use this skill to control vehicles. Like the Craft and Profession skills, Drive encompasses a wide range of individual skills. For example, a character doesn’t use his or her ranks in Drive (Automobile) to control an airplane. A single rank in a Drive skill is necessary to perform basic actions with a relevant vehicle, including starting, stopping, and basic motion. More complex actions can be performed using this skill, as described below.
Task
Drive DC
Concentrate on driving
N/A
Match vehicle speed
5
Fast brake
15
Drift
20
Concentrate on Driving: A character who is driving a vehicle can take a standard action and focus his or her attention solely on controlling the vehicle. A character that does this gains a +2 bonus on any subsequent Drive checks he or she makes until the beginning of his or her next turn.
Match Vehicle Speed: This use of the Drive skill allows a character to adjust the vehicle’s speed to match that of another vehicle which is moving in the same direction. Doing so eliminates both vehicles’ speed modifiers to AC relative to each other. The desired speed must be within the vehicle’s current speed category. This task requires a move action.
Fast Brake: This use of the Drive skill allows a character to spend a move action decelerating as quickly as possible while driving a vehicle with a deceleration time of 1 round. If the character controlling the vehicle succeeds on a DC 15 Drive check, the vehicle’s speed category decreases by one over the course of a move action instead of over the course of 1 round. The vehicle moves forward a distance equal to twice its length while it decelerates if it started at normal speed, or three times its length if it started at high speed. At the end of the deceleration, the vehicle may continue moving until it has traveled as far as it could at its new speed. If the vehicle has traveled at least this far upon completing the deceleration, the driver’s turn ends.
Drift: This use of the Drive skill allows a character to make a sharp turn and slide sideways while braking, enabling true 90° turns. This task can only be performed in a vehicle that moves while in contact with a surface, and only while the vehicle is moving at normal or high speed. To perform this task, the character controlling the vehicle must make a DC 20 Drive check as a standard action. If the character succeeds, the vehicle turns sideways and slides while braking. The vehicle travels a distance of at least its length if it started at normal speed, or twice its length if it started at high speed. After this, the driver may accelerate at any point and continue driving forward from the vehicle’s new orientation. If the driver fails his or her Drive check, the vehicle simply turns 45° and continues moving normally.
Skill Synergy: A character gains a +2 synergy bonus on Concentration checks made while driving a vehicle which corresponds to a Drive skill that he or she has 5 or more ranks in.
A character with 5 or more ranks in Drive (Bicycle) gains a +2 synergy bonus on Balance checks made while riding on a motorcycle, bicycle, or jet ski.
Feats
Drive-By Attack
Prerequisites: Drive 1 rank, Base attack bonus +1
Benefit: You take a reduced penalty on attack rolls when using weapons you are proficient with while inside of a vehicle, provided you have at least 1 rank in the Drive skill corresponding to the vehicle in question. The penalty you take on attack rolls imposed by the vehicle’s speed modifier to AC is reduced by 2. In addition, the penalty you take on attack rolls while driving a vehicle is reduced by 2 at all speeds.
Exotic Firearm Proficiency
Prerequisites: Proficiency with all simple firearms
Benefit: Choose a type of firearm you are not proficient with. You gain proficiency with that type of firearm.
Special: You may take this feat multiple times. Each time you take it, it applies to a new type of firearm.
Improved Drive-By Attack
Prerequisites: Drive-By Attack, Drive 10 ranks, Base attack bonus +5
Benefit: You can use the full attack option while driving a vehicle, provided you have at least 10 ranks in the Drive skill corresponding to the vehicle in question. To make these attacks while maintaining control of your vehicle, you must succeed on a DC 20 Drive check as a free action. If you fail the check, you maintain control of the vehicle but you are unable to attack.
Sidestep
Prerequisites: Dex 13
Benefit: You can ready a move action to sidestep an opponent when he or she charges at you later in the round. You must designate an opponent when you ready this action. When that opponent charges at you in the same round that you readied the action, you make a Reflex save opposed by whatever relevant Strength check or attack roll that your opponent makes as part of the charge. If you have any dodge bonuses to AC, add them to this save result. If your Reflex save result beats the opponent’s Strength check or attack roll result, you may move into any unoccupied space within 5 feet which is not in the path of the charging opponent. Moving in this way does not provoke attacks of opportunity. If you do this, you avoid any effects of the charge and the charging opponent continues 5 feet beyond the space you previously occupied before stopping.
Special: You can use this feat to avoid an opponent’s overrun attempt even if that opponent has the Improved Overrun feat. A fighter may take this feat as one of his fighter bonus feats.
Simple Firearm Proficiency
Prerequisites: Proficiency with repeating crossbows
Benefit: You are proficient with all simple firearms, which consist of all pistols, all shotguns, and the musket.
Trigger Happy
Prerequisites: Dex 13, Base attack bonus +2
Benefit: You can use ranged weapons to make attacks of opportunity against targets that move within 10 feet of you provided your weapon is armed or loaded and you have line of sight to the target. You take a -5 penalty on your attack rolls when making attacks of opportunity in this way.
Special: With this feat, an enemy creature provokes an attack of opportunity from you each time it moves within 10 feet of you while your ranged weapon is armed or loaded. You can only make one attack of opportunity against a given creature in any round, whether this is a normal attack of opportunity using a melee weapon or an attack of opportunity made using this feat.
Updated Feats
The following feats have been updated to function better in a modern campaign setting.
Greater Weapon Focus
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, Base attack bonus +8
Benefit: You gain a +1 bonus on attack rolls with the selected weapon. This bonus stacks with the bonus from the Weapon Focus feat.
Special: You may take this feat multiple times. Each time you take it, it applies to a new type of weapon that you are proficient with and have the prerequisite feats for. A fighter may take this feat as one of his fighter bonus feats.
Greater Weapon Specialization
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, Greater Weapon Focus with selected weapon, Base attack bonus +12
Benefit: You gain a +2 bonus on damage rolls with the selected weapon. This bonus stacks with the bonus from the Weapon Specialization feat.
Special: You may take this feat multiple times. Each time you take it, it applies to a new type of weapon that you are proficient with and have the prerequisite feats for. A fighter may take this feat as one of his fighter bonus feats.
Rapid Reload
Prerequisites: Proficiency with selected weapon
Benefit: Choose a type of mechanical ranged weapon you are proficient with, such as a light crossbow, semiautomatic rifle, or minigun. If that weapon would normally be reloaded as a full-round action, you may instead reload it as a move action. If that weapon would normally be reloaded as a move action, you may instead reload it as a free action. If you are able to reload a weapon as a free action due to this feat, you may make as many attacks with it as you could with a weapon that did not require reloading when using the full attack option. For automatic weapons, this limit is still capped at two attacks, but this feat may allow you to reload before, after, or between those two attacks as a free action.
Special: You may take this feat multiple times. Each time you take it, it applies to a new type of mechanical ranged weapon that you are proficient with. A fighter may take this feat as one of his fighter bonus feats.
Weapon Focus
Prerequisites: Proficiency with selected weapon, Base attack bonus +1
Benefit: You gain a +1 bonus on attack rolls with the selected weapon.
Special: You may take this feat multiple times. Each time you take it, it applies to a new type of weapon that you are proficient with. A fighter may take this feat as one of his fighter bonus feats.
Weapon Specialization
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, Base attack bonus +4
Benefit: You gain a +2 bonus on damage rolls with the selected weapon.
Special: You may take this feat multiple times. Each time you take it, it applies to a new type of weapon that you are proficient with and have the prerequisite feats for. A fighter may take this feat as one of his fighter bonus feats.
Armor
Advanced protective gear is available for characters in a modern setting.
Light Armor
Armor Name
Cost
Armor/Shield Bonus (Medium)
Max Dex Bonus
Armor Check Penalty
Arcane Spell Failure Chance
Weight (Medium)
Crash Suit
250 gp
+2
+6
-1
10%
15 lbs.
Ceramic Vest
300 gp
+3
+5
-2
15%
7 lbs.
Kevlar Vest
350 gp
+4
+4
-3
20%
15 lbs.
Crash Suit: This padded suit is filled with a rubbery gel which absorbs hard impacts. All bludgeoning damage that would be dealt to the wearer from attacks is reduced by 2 points, and the bludgeoning damage dealt to the wearer from any type of full-body collision is reduced by 5 points.
Ceramic Vest: This woven fiber vest contains overlapping ceramic plates, providing good resistance against knife and sword attacks. All slashing and piercing damage that would be dealt to the wearer of a ceramic vest is reduced by 1 point.
Kevlar Vest: This vest is made from a well-tested material with good resistance to bullets. All piercing damage that would be dealt to the wearer of a Kevlar vest is reduced by 2 points.
Medium Armor
Armor Name
Cost
Armor/Shield Bonus (Medium)
Max Dex Bonus
Armor Check Penalty
Arcane Spell Failure Chance
Weight (Medium)
Kevlar Suit
600 gp
+6
+2
-5
25%
25 lbs.
Kevlar Suit: This full-body version of the Kevlar vest provides additional coverage. As with the Kevlar vest, all piercing damage that would be dealt to the wearer of a Kevlar suit is reduced by 2 points.
Heavy Armor
Armor Name
Cost
Armor/Shield Bonus (Medium)
Max Dex Bonus
Armor Check Penalty
Arcane Spell Failure Chance
Weight (Medium)
Nanotech Armor
5,000 gp
+10
+2
-5
30%
35 lbs.
Nanotech Armor: This advanced plate armor is made from a composite based on tungsten disulfide and offers unmatched bullet resistance. All piercing damage that would be dealt to the wearer of this armor is reduced by 5 points.
Weapons
A modern environment provides characters with numerous options for improving their damage output.
Firearms: Firearms are weapons which use controlled explosions to launch projectiles, usually metal bullets. Modern firearms are designed so that the bullets are packaged with small detonators as well as the gunpowder which is ignited to propel them. When the trigger on a firearm is pulled, a hammer inside the chamber strikes the detonator, producing an explosion which launches the bullet.
Many firearms use clips or magazines which contain several bullets. This allows several rounds to be fired before the weapon needs to be reloaded. Semi-automatic weapons fire one round each time the trigger is pulled. Automatic weapons continue firing while the trigger is held down.
Using an automatic weapon: Automatic weapons are fired differently than normal weapons. When a character fires an automatic weapon, that character makes an ammo roll to determine how many rounds are fired and how many are on target.
A character firing an automatic weapon chooses a die up to the highest die listed for the specified automatic weapon and makes an ammo roll before making an attack roll. The highest value on that die determines the number of rounds which are fired, and the die result determines how many of those rounds hit if the attack roll succeeds. Since aiming carefully improves accuracy, a character adds some fraction of his or her Dexterity bonus to this roll depending on the die chosen. The ammo roll result cannot exceed the number of rounds fired. Each round deals its own damage.
Table: Dexterity Bonus Added to Ammo Rolls
Ammo Die
Fraction of Dexterity Bonus Added
d2
¼
d4
d6
½
d8
d10
¾
d12
One of the advantages of an automatic weapon is that the rounds can be distributed evenly among multiple nearby targets, provided all targets are within the bounds of a cone the size of the weapon’s range increment. When an automatic weapon is fired this way, it uses the same attack roll to hit all targets. Extra rounds are assigned to targets as the weapon’s wielder chooses before an attack roll is made.
When an automatic weapon scores a critical hit, the damage dealt by each round is multiplied instead of extra dice being rolled.
Except when noted, no more than two attacks can be made during a full attack with an automatic weapon, since the weapon has a limited, set rate of fire.
Using an explosive weapon: Some weapons fire rounds that explode or burst outward on impact, dealing damage in a radius or cone. These weapons can be used to attack multiple creatures at once. When the wielder of an explosive weapon makes an attack roll, compare the attack roll result against the AC of all creatures in the area of the blast to determine which creatures are hit.
Pistols
Weapon Name
Cost
Damage (Medium)
Critical
Range Increment
Ammo
Weight
Reload Action
Magnum Pistol
300 gp
1d8 piercing
20/x2
30 feet
1 clip
4 lbs.
Move
Magnum Pistol Clip
2 gp
8 rounds
½ lb.
Automatic Pistol
250 gp
1 piercing
19-20/x2
20 feet
1 clip
3 lbs.
Move
Automatic Pistol Clip
1 gp
24 rounds (1d6 max)
½ lb.
Revolver
150 gp
1d6 piercing
20/x3
20 feet
6 rounds
2 lbs.
Full-Round
Revolver Bullet (6)
1 gp
¼ lb.
Magnum Pistol: This powerful one-handed weapon deals high damage per round.
Automatic Pistol: This one-handed weapon provides the benefits of an automatic weapon in a small package.
Revolver: This one-handed weapon takes a long time to reload, but provides decent power at a reasonable cost.
Rifles
Weapon Name
Cost
Damage (Medium)
Critical
Range Increment
Ammo
Weight
Reload Action
Automatic Rifle
500 gp
1 piercing
20/x2
50 feet
1 magazine
15 lbs.
Full-Round
Automatic Rifle Magazine
5 gp
60 rounds
(1d10 max)
3 lbs.
Semi-Automatic Rifle
400 gp
1d8 piercing
19-20/x2
40 feet
1 clip
14 lbs.
Full-Round
Semi-Automatic Rifle Clip
3 gp
10 rounds
2 lbs.
Sniper Rifle (Heavy)
700 gp
3d6 piercing
19-20/x2
150 feet
1 round
18 lbs.
Move
Sniper Rifle Round (Heavy)
1 gp
¼ lb.
Sniper Rifle (Light)
600 gp
2d6 piercing
19-20/x2
100 feet
1 clip
15 lbs.
Full-Round
Sniper Rifle Clip (Light)
5 gp
5 rounds
2 lbs.
Automatic Rifle: This heavy-duty two-handed weapon is standard issue in many standing armies. Its decent range and large magazine make it a formidable weapon.
Semi-Automatic Rifle: This two-handed weapon offers reliable, controlled damage at moderate range.
Sniper Rifle: This two-handed weapon deals extremely high damage at long range, making it the ideal weapon for many assassins.
Other Firearms
Weapon Name
Cost
Damage (Medium)
Critical
Range Increment
Ammo
Weight
Reload Action
Shotgun (Single-Barreled)
400 gp
1d10 bludgeoning
19-20/x2
20 feet
6 shells
10 lbs.
Full-Round
Shotgun (Double-Barreled)
500 gp
2d6 bludgeoning
18-20/x2
20 feet
2 shells
12 lbs.
Move
Shotgun Shell
5 sp
½ lb.
Minigun
700 gp
1 piercing
19-20/x2
50 feet
1 drum
25 lbs.
Full-Round
Minigun Drum
10 gp
120 rounds (1d12 max)
10 lbs.
Musket
150 gp
1d10 piercing
20/x3
20 feet
1 round
12 lbs.
Full-Round
Musket Round (5)
1 gp
2 lbs.
Shotgun: This two-handed weapon fires a cluster of metal spheres for high damage at close range.
Minigun: This two-handed automatic weapon features a series of rotating barrels. It has an enormous ammo capacity, but requires great strength to wield effectively.
Explosive Weapons
Weapon Name
Cost
Damage (Medium)
Critical
Range Increment
Ammo
Weight
Reload Action
Rocket Launcher
800 gp
See rocket entries
19-20/x2
40 feet
4 rockets
18 lbs.
Full-Round
Rocket (Light)
10 gp
2d6 fire (5 foot radius)
2 lbs.
Rocket (Heavy)
40 gp
3d6 fire (10 foot radius)
3 lbs.
Frag Grenade
20 gp
2d6 bludgeoning, 1d6 fire (5 foot radius)
19-20/x2
10 feet (thrown)
2 lbs.
None
Rocket Launcher: This two-handed weapon consists of a tube which rests over the shoulder. It fires explosive rockets which deal large amounts of damage.
Frag Grenade: This explosive weapon is armed by pulling out a pin and squeezing a trigger. This ignites a fuse which detonates after 1 round, spraying pieces of metal outward.
Nonlethal Weapons
Weapon Name
Cost
Damage (Medium)
Critical
Range Increment
Ammo
Weight
Reload Action
Pepper Spray
5 gp
1d6 acid (10 foot line)
18-20/x2
10 uses
½ lb.
None
Shock Glove
100 gp
1d6 electricity
20/x2
5 uses per charge
½ lb.
None
Stun Baton
80 gp
1d6 bludgeoning or 1d6 electricity
20/x2
5 uses per charge
2 lbs.
None
Stun Grenade
30 gp
3d6 sonic (10 foot radius)
20/x2
10 feet (thrown)
1 lb.
None
Taser
150 gp
2d6 electricity (30 foot ray)
20/x2
1 cartridge
1 lb.
Full-Round
Taser Cartridge
5 gp
¼ lb.
Pepper Spray: This spray can is filled with a powerful chemical distilled from peppers. Attacks made with pepper spray are touch attacks. When sprayed into the face of an opponent, the chemical reacts violently with the membranes of the eyes, nose, and mouth, dealing acid damage. The opponent must also succeed on a DC 25 Fortitude save or become blinded for 1d4 rounds. The damage dealt by pepper spray can reduce a character to 0 hit points, but not below. Pepper spray is only effective against an opponent that is facing the user. A can of pepper spray is a simple weapon.
Shock Glove: This glove modifies the wearer’s punches. Whenever the wearer hits an opponent with an unarmed strike, a thumb button can be pressed as a free action to deliver the weapon’s electricity damage along with the wearer’s normal unarmed strike damage. The opponent must also succeed on a DC 20 Fortitude save or be forced to jump 5 feet back and become dazed for 1 round. The electricity damage dealt by a shock glove can reduce a character to 0 hit points, but not below. A shock glove’s battery holds 2 kJ on a full charge, with each use consuming 0.4 kJ of energy for a total of 5 uses per charge. A shock glove is a simple weapon.
Stun Baton: This heavy baton contains a rechargeable battery. When a button on the handle is pushed as a free action, the next attack made with it in that round becomes a touch attack and deals electricity damage instead of bludgeoning damage. An opponent hit by an electrified stun baton must succeed on a DC 25 Fortitude save or become stunned for 1 round. The electricity damage dealt by a stun baton can reduce a character to 0 hit points, but not below. A stun baton’s battery holds 4 kJ on a full charge, with each use consuming 0.8 kJ of energy for a total of 5 uses per charge. A stun baton is a simple weapon.
Stun Grenade: Sometimes called a “flash-bang,” this grenade unleashes a blast of light and sound 1 round after it is armed. All characters hit by the blast must succeed on a DC 30 Fortitude save or become stunned for 1 round, then blinded and deafened for 1d4 rounds after. A character can ready a standard action to cover his or her ears and look away from a stun grenade which is about to detonate in order to receive a +15 circumstance bonus on his or her Fortitude save. The damage dealt by a stun grenade can reduce a character to 0 hit points, but not below.
Taser: This weapon resembles a pistol. Attacks made with a taser are touch attacks. When fired, a taser launches two narrow cables which stick to the target, then sends a powerful surge of electricity into whatever the cables hit, dealing a high amount of damage. An opponent hit by a taser must also succeed on a DC 30 Fortitude save or become stunned and paralyzed for 1 minute. The damage dealt by a taser can reduce a character to 0 hit points, but not below. Any character who is proficient with a pistol or crossbow is also proficient with a taser.
Other Weapons
Weapon Name
Cost
Damage (Medium)
Critical
Range Increment
Ammo
Weight
Reload Action
Blowtorch
35 gp
1d6 fire (10 foot line)
19-20/x2
1 fuel can
½ lb.
Full-Round
Fuel Can
2 gp
20 uses
Electrolaser
10,000 gp
5d6 electricity (100 foot ray)
20/x2
10 uses per charge
15 lbs.
None
FEL Rifle
8,000 gp
3d6 piercing
20/x2
40 feet
20 uses per charge
17 lbs.
None
Blowtorch: This two-handed weapon can be used in combat, but its most frequent use is in heating metals. A blowtorch puts out a very intense flame which deals full damage to metal objects. A blowtorch can be used to cut a 5 foot line in a chain link fence or melt a 3 inch wide hole in a sheet of metal in one round. Creatures and flammable objects dealt at least 3 points of damage by a blowtorch must succeed on a DC 20 Reflex save or be lit on fire. A blowtorch is a simple weapon.
Electrolaser: This two-handed weapon uses a very high energy laser to create an ionizing channel through air, then delivers a powerful electric shock to the first target in the laser’s path. Any creature hit by an electrolaser must succeed on a DC 30 Fortitude save or be stunned for 1 round. Firing an electrolaser is a standard action. An electrolaser contains a rechargeable battery which holds up to 1,000 kJ of energy and uses 100 kJ each time it is fired, for a total of 10 uses before the device must be recharged. Any character who is proficient with a crossbow, shotgun, or any type of rifle is also proficient with an electrolaser.
FEL Rifle: The free electron laser rifle uses a miniature version of a laser found in advanced research laboratories. This two-handed weapon can be fired as a standard action. An FEL rifle contains a rechargeable battery which holds up to 1,000 kJ of energy and uses 50 kJ each time it is fired, for a total of 20 uses before the device must be recharged. Any character who is proficient with a crossbow, shotgun, or any type of rifle is also proficient with an FEL rifle.
The following character options are suitable for characters in a modern campaign setting.
Skills
Drive (Dex; Trained Only): Use this skill to control vehicles. Like the Craft and Profession skills, Drive encompasses a wide range of individual skills. For example, a character doesn’t use his or her ranks in Drive (Automobile) to control an airplane. A single rank in a Drive skill is necessary to perform basic actions with a relevant vehicle, including starting, stopping, and basic motion. More complex actions can be performed using this skill, as described below.
Task
Drive DC
Concentrate on driving
N/A
Match vehicle speed
5
Fast brake
15
Drift
20
Concentrate on Driving: A character who is driving a vehicle can take a standard action and focus his or her attention solely on controlling the vehicle. A character that does this gains a +2 bonus on any subsequent Drive checks he or she makes until the beginning of his or her next turn.
Match Vehicle Speed: This use of the Drive skill allows a character to adjust the vehicle’s speed to match that of another vehicle which is moving in the same direction. Doing so eliminates both vehicles’ speed modifiers to AC relative to each other. The desired speed must be within the vehicle’s current speed category. This task requires a move action.
Fast Brake: This use of the Drive skill allows a character to spend a move action decelerating as quickly as possible while driving a vehicle with a deceleration time of 1 round. If the character controlling the vehicle succeeds on a DC 15 Drive check, the vehicle’s speed category decreases by one over the course of a move action instead of over the course of 1 round. The vehicle moves forward a distance equal to twice its length while it decelerates if it started at normal speed, or three times its length if it started at high speed. At the end of the deceleration, the vehicle may continue moving until it has traveled as far as it could at its new speed. If the vehicle has traveled at least this far upon completing the deceleration, the driver’s turn ends.
Drift: This use of the Drive skill allows a character to make a sharp turn and slide sideways while braking, enabling true 90° turns. This task can only be performed in a vehicle that moves while in contact with a surface, and only while the vehicle is moving at normal or high speed. To perform this task, the character controlling the vehicle must make a DC 20 Drive check as a standard action. If the character succeeds, the vehicle turns sideways and slides while braking. The vehicle travels a distance of at least its length if it started at normal speed, or twice its length if it started at high speed. After this, the driver may accelerate at any point and continue driving forward from the vehicle’s new orientation. If the driver fails his or her Drive check, the vehicle simply turns 45° and continues moving normally.
Skill Synergy: A character gains a +2 synergy bonus on Concentration checks made while driving a vehicle which corresponds to a Drive skill that he or she has 5 or more ranks in.
A character with 5 or more ranks in Drive (Bicycle) gains a +2 synergy bonus on Balance checks made while riding on a motorcycle, bicycle, or jet ski.
Feats
Drive-By Attack
Prerequisites: Drive 1 rank, Base attack bonus +1
Benefit: You take a reduced penalty on attack rolls when using weapons you are proficient with while inside of a vehicle, provided you have at least 1 rank in the Drive skill corresponding to the vehicle in question. The penalty you take on attack rolls imposed by the vehicle’s speed modifier to AC is reduced by 2. In addition, the penalty you take on attack rolls while driving a vehicle is reduced by 2 at all speeds.
Exotic Firearm Proficiency
Prerequisites: Proficiency with all simple firearms
Benefit: Choose a type of firearm you are not proficient with. You gain proficiency with that type of firearm.
Special: You may take this feat multiple times. Each time you take it, it applies to a new type of firearm.
Improved Drive-By Attack
Prerequisites: Drive-By Attack, Drive 10 ranks, Base attack bonus +5
Benefit: You can use the full attack option while driving a vehicle, provided you have at least 10 ranks in the Drive skill corresponding to the vehicle in question. To make these attacks while maintaining control of your vehicle, you must succeed on a DC 20 Drive check as a free action. If you fail the check, you maintain control of the vehicle but you are unable to attack.
Sidestep
Prerequisites: Dex 13
Benefit: You can ready a move action to sidestep an opponent when he or she charges at you later in the round. You must designate an opponent when you ready this action. When that opponent charges at you in the same round that you readied the action, you make a Reflex save opposed by whatever relevant Strength check or attack roll that your opponent makes as part of the charge. If you have any dodge bonuses to AC, add them to this save result. If your Reflex save result beats the opponent’s Strength check or attack roll result, you may move into any unoccupied space within 5 feet which is not in the path of the charging opponent. Moving in this way does not provoke attacks of opportunity. If you do this, you avoid any effects of the charge and the charging opponent continues 5 feet beyond the space you previously occupied before stopping.
Special: You can use this feat to avoid an opponent’s overrun attempt even if that opponent has the Improved Overrun feat. A fighter may take this feat as one of his fighter bonus feats.
Simple Firearm Proficiency
Prerequisites: Proficiency with repeating crossbows
Benefit: You are proficient with all simple firearms, which consist of all pistols, all shotguns, and the musket.
Trigger Happy
Prerequisites: Dex 13, Base attack bonus +2
Benefit: You can use ranged weapons to make attacks of opportunity against targets that move within 10 feet of you provided your weapon is armed or loaded and you have line of sight to the target. You take a -5 penalty on your attack rolls when making attacks of opportunity in this way.
Special: With this feat, an enemy creature provokes an attack of opportunity from you each time it moves within 10 feet of you while your ranged weapon is armed or loaded. You can only make one attack of opportunity against a given creature in any round, whether this is a normal attack of opportunity using a melee weapon or an attack of opportunity made using this feat.
Updated Feats
The following feats have been updated to function better in a modern campaign setting.
Greater Weapon Focus
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, Base attack bonus +8
Benefit: You gain a +1 bonus on attack rolls with the selected weapon. This bonus stacks with the bonus from the Weapon Focus feat.
Special: You may take this feat multiple times. Each time you take it, it applies to a new type of weapon that you are proficient with and have the prerequisite feats for. A fighter may take this feat as one of his fighter bonus feats.
Greater Weapon Specialization
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, Greater Weapon Focus with selected weapon, Base attack bonus +12
Benefit: You gain a +2 bonus on damage rolls with the selected weapon. This bonus stacks with the bonus from the Weapon Specialization feat.
Special: You may take this feat multiple times. Each time you take it, it applies to a new type of weapon that you are proficient with and have the prerequisite feats for. A fighter may take this feat as one of his fighter bonus feats.
Rapid Reload
Prerequisites: Proficiency with selected weapon
Benefit: Choose a type of mechanical ranged weapon you are proficient with, such as a light crossbow, semiautomatic rifle, or minigun. If that weapon would normally be reloaded as a full-round action, you may instead reload it as a move action. If that weapon would normally be reloaded as a move action, you may instead reload it as a free action. If you are able to reload a weapon as a free action due to this feat, you may make as many attacks with it as you could with a weapon that did not require reloading when using the full attack option. For automatic weapons, this limit is still capped at two attacks, but this feat may allow you to reload before, after, or between those two attacks as a free action.
Special: You may take this feat multiple times. Each time you take it, it applies to a new type of mechanical ranged weapon that you are proficient with. A fighter may take this feat as one of his fighter bonus feats.
Weapon Focus
Prerequisites: Proficiency with selected weapon, Base attack bonus +1
Benefit: You gain a +1 bonus on attack rolls with the selected weapon.
Special: You may take this feat multiple times. Each time you take it, it applies to a new type of weapon that you are proficient with. A fighter may take this feat as one of his fighter bonus feats.
Weapon Specialization
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, Base attack bonus +4
Benefit: You gain a +2 bonus on damage rolls with the selected weapon.
Special: You may take this feat multiple times. Each time you take it, it applies to a new type of weapon that you are proficient with and have the prerequisite feats for. A fighter may take this feat as one of his fighter bonus feats.
Armor
Advanced protective gear is available for characters in a modern setting.
Light Armor
Armor Name
Cost
Armor/Shield Bonus (Medium)
Max Dex Bonus
Armor Check Penalty
Arcane Spell Failure Chance
Weight (Medium)
Crash Suit
250 gp
+2
+6
-1
10%
15 lbs.
Ceramic Vest
300 gp
+3
+5
-2
15%
7 lbs.
Kevlar Vest
350 gp
+4
+4
-3
20%
15 lbs.
Crash Suit: This padded suit is filled with a rubbery gel which absorbs hard impacts. All bludgeoning damage that would be dealt to the wearer from attacks is reduced by 2 points, and the bludgeoning damage dealt to the wearer from any type of full-body collision is reduced by 5 points.
Ceramic Vest: This woven fiber vest contains overlapping ceramic plates, providing good resistance against knife and sword attacks. All slashing and piercing damage that would be dealt to the wearer of a ceramic vest is reduced by 1 point.
Kevlar Vest: This vest is made from a well-tested material with good resistance to bullets. All piercing damage that would be dealt to the wearer of a Kevlar vest is reduced by 2 points.
Medium Armor
Armor Name
Cost
Armor/Shield Bonus (Medium)
Max Dex Bonus
Armor Check Penalty
Arcane Spell Failure Chance
Weight (Medium)
Kevlar Suit
600 gp
+6
+2
-5
25%
25 lbs.
Kevlar Suit: This full-body version of the Kevlar vest provides additional coverage. As with the Kevlar vest, all piercing damage that would be dealt to the wearer of a Kevlar suit is reduced by 2 points.
Heavy Armor
Armor Name
Cost
Armor/Shield Bonus (Medium)
Max Dex Bonus
Armor Check Penalty
Arcane Spell Failure Chance
Weight (Medium)
Nanotech Armor
5,000 gp
+10
+2
-5
30%
35 lbs.
Nanotech Armor: This advanced plate armor is made from a composite based on tungsten disulfide and offers unmatched bullet resistance. All piercing damage that would be dealt to the wearer of this armor is reduced by 5 points.
Weapons
A modern environment provides characters with numerous options for improving their damage output.
Firearms: Firearms are weapons which use controlled explosions to launch projectiles, usually metal bullets. Modern firearms are designed so that the bullets are packaged with small detonators as well as the gunpowder which is ignited to propel them. When the trigger on a firearm is pulled, a hammer inside the chamber strikes the detonator, producing an explosion which launches the bullet.
Many firearms use clips or magazines which contain several bullets. This allows several rounds to be fired before the weapon needs to be reloaded. Semi-automatic weapons fire one round each time the trigger is pulled. Automatic weapons continue firing while the trigger is held down.
Using an automatic weapon: Automatic weapons are fired differently than normal weapons. When a character fires an automatic weapon, that character makes an ammo roll to determine how many rounds are fired and how many are on target.
A character firing an automatic weapon chooses a die up to the highest die listed for the specified automatic weapon and makes an ammo roll before making an attack roll. The highest value on that die determines the number of rounds which are fired, and the die result determines how many of those rounds hit if the attack roll succeeds. Since aiming carefully improves accuracy, a character adds some fraction of his or her Dexterity bonus to this roll depending on the die chosen. The ammo roll result cannot exceed the number of rounds fired. Each round deals its own damage.
Table: Dexterity Bonus Added to Ammo Rolls
Ammo Die
Fraction of Dexterity Bonus Added
d2
¼
d4
d6
½
d8
d10
¾
d12
One of the advantages of an automatic weapon is that the rounds can be distributed evenly among multiple nearby targets, provided all targets are within the bounds of a cone the size of the weapon’s range increment. When an automatic weapon is fired this way, it uses the same attack roll to hit all targets. Extra rounds are assigned to targets as the weapon’s wielder chooses before an attack roll is made.
When an automatic weapon scores a critical hit, the damage dealt by each round is multiplied instead of extra dice being rolled.
Except when noted, no more than two attacks can be made during a full attack with an automatic weapon, since the weapon has a limited, set rate of fire.
Using an explosive weapon: Some weapons fire rounds that explode or burst outward on impact, dealing damage in a radius or cone. These weapons can be used to attack multiple creatures at once. When the wielder of an explosive weapon makes an attack roll, compare the attack roll result against the AC of all creatures in the area of the blast to determine which creatures are hit.
Pistols
Weapon Name
Cost
Damage (Medium)
Critical
Range Increment
Ammo
Weight
Reload Action
Magnum Pistol
300 gp
1d8 piercing
20/x2
30 feet
1 clip
4 lbs.
Move
Magnum Pistol Clip
2 gp
8 rounds
½ lb.
Automatic Pistol
250 gp
1 piercing
19-20/x2
20 feet
1 clip
3 lbs.
Move
Automatic Pistol Clip
1 gp
24 rounds (1d6 max)
½ lb.
Revolver
150 gp
1d6 piercing
20/x3
20 feet
6 rounds
2 lbs.
Full-Round
Revolver Bullet (6)
1 gp
¼ lb.
Magnum Pistol: This powerful one-handed weapon deals high damage per round.
Automatic Pistol: This one-handed weapon provides the benefits of an automatic weapon in a small package.
Revolver: This one-handed weapon takes a long time to reload, but provides decent power at a reasonable cost.
Rifles
Weapon Name
Cost
Damage (Medium)
Critical
Range Increment
Ammo
Weight
Reload Action
Automatic Rifle
500 gp
1 piercing
20/x2
50 feet
1 magazine
15 lbs.
Full-Round
Automatic Rifle Magazine
5 gp
60 rounds
(1d10 max)
3 lbs.
Semi-Automatic Rifle
400 gp
1d8 piercing
19-20/x2
40 feet
1 clip
14 lbs.
Full-Round
Semi-Automatic Rifle Clip
3 gp
10 rounds
2 lbs.
Sniper Rifle (Heavy)
700 gp
3d6 piercing
19-20/x2
150 feet
1 round
18 lbs.
Move
Sniper Rifle Round (Heavy)
1 gp
¼ lb.
Sniper Rifle (Light)
600 gp
2d6 piercing
19-20/x2
100 feet
1 clip
15 lbs.
Full-Round
Sniper Rifle Clip (Light)
5 gp
5 rounds
2 lbs.
Automatic Rifle: This heavy-duty two-handed weapon is standard issue in many standing armies. Its decent range and large magazine make it a formidable weapon.
Semi-Automatic Rifle: This two-handed weapon offers reliable, controlled damage at moderate range.
Sniper Rifle: This two-handed weapon deals extremely high damage at long range, making it the ideal weapon for many assassins.
Other Firearms
Weapon Name
Cost
Damage (Medium)
Critical
Range Increment
Ammo
Weight
Reload Action
Shotgun (Single-Barreled)
400 gp
1d10 bludgeoning
19-20/x2
20 feet
6 shells
10 lbs.
Full-Round
Shotgun (Double-Barreled)
500 gp
2d6 bludgeoning
18-20/x2
20 feet
2 shells
12 lbs.
Move
Shotgun Shell
5 sp
½ lb.
Minigun
700 gp
1 piercing
19-20/x2
50 feet
1 drum
25 lbs.
Full-Round
Minigun Drum
10 gp
120 rounds (1d12 max)
10 lbs.
Musket
150 gp
1d10 piercing
20/x3
20 feet
1 round
12 lbs.
Full-Round
Musket Round (5)
1 gp
2 lbs.
Shotgun: This two-handed weapon fires a cluster of metal spheres for high damage at close range.
Minigun: This two-handed automatic weapon features a series of rotating barrels. It has an enormous ammo capacity, but requires great strength to wield effectively.
Explosive Weapons
Weapon Name
Cost
Damage (Medium)
Critical
Range Increment
Ammo
Weight
Reload Action
Rocket Launcher
800 gp
See rocket entries
19-20/x2
40 feet
4 rockets
18 lbs.
Full-Round
Rocket (Light)
10 gp
2d6 fire (5 foot radius)
2 lbs.
Rocket (Heavy)
40 gp
3d6 fire (10 foot radius)
3 lbs.
Frag Grenade
20 gp
2d6 bludgeoning, 1d6 fire (5 foot radius)
19-20/x2
10 feet (thrown)
2 lbs.
None
Rocket Launcher: This two-handed weapon consists of a tube which rests over the shoulder. It fires explosive rockets which deal large amounts of damage.
Frag Grenade: This explosive weapon is armed by pulling out a pin and squeezing a trigger. This ignites a fuse which detonates after 1 round, spraying pieces of metal outward.
Nonlethal Weapons
Weapon Name
Cost
Damage (Medium)
Critical
Range Increment
Ammo
Weight
Reload Action
Pepper Spray
5 gp
1d6 acid (10 foot line)
18-20/x2
10 uses
½ lb.
None
Shock Glove
100 gp
1d6 electricity
20/x2
5 uses per charge
½ lb.
None
Stun Baton
80 gp
1d6 bludgeoning or 1d6 electricity
20/x2
5 uses per charge
2 lbs.
None
Stun Grenade
30 gp
3d6 sonic (10 foot radius)
20/x2
10 feet (thrown)
1 lb.
None
Taser
150 gp
2d6 electricity (30 foot ray)
20/x2
1 cartridge
1 lb.
Full-Round
Taser Cartridge
5 gp
¼ lb.
Pepper Spray: This spray can is filled with a powerful chemical distilled from peppers. Attacks made with pepper spray are touch attacks. When sprayed into the face of an opponent, the chemical reacts violently with the membranes of the eyes, nose, and mouth, dealing acid damage. The opponent must also succeed on a DC 25 Fortitude save or become blinded for 1d4 rounds. The damage dealt by pepper spray can reduce a character to 0 hit points, but not below. Pepper spray is only effective against an opponent that is facing the user. A can of pepper spray is a simple weapon.
Shock Glove: This glove modifies the wearer’s punches. Whenever the wearer hits an opponent with an unarmed strike, a thumb button can be pressed as a free action to deliver the weapon’s electricity damage along with the wearer’s normal unarmed strike damage. The opponent must also succeed on a DC 20 Fortitude save or be forced to jump 5 feet back and become dazed for 1 round. The electricity damage dealt by a shock glove can reduce a character to 0 hit points, but not below. A shock glove’s battery holds 2 kJ on a full charge, with each use consuming 0.4 kJ of energy for a total of 5 uses per charge. A shock glove is a simple weapon.
Stun Baton: This heavy baton contains a rechargeable battery. When a button on the handle is pushed as a free action, the next attack made with it in that round becomes a touch attack and deals electricity damage instead of bludgeoning damage. An opponent hit by an electrified stun baton must succeed on a DC 25 Fortitude save or become stunned for 1 round. The electricity damage dealt by a stun baton can reduce a character to 0 hit points, but not below. A stun baton’s battery holds 4 kJ on a full charge, with each use consuming 0.8 kJ of energy for a total of 5 uses per charge. A stun baton is a simple weapon.
Stun Grenade: Sometimes called a “flash-bang,” this grenade unleashes a blast of light and sound 1 round after it is armed. All characters hit by the blast must succeed on a DC 30 Fortitude save or become stunned for 1 round, then blinded and deafened for 1d4 rounds after. A character can ready a standard action to cover his or her ears and look away from a stun grenade which is about to detonate in order to receive a +15 circumstance bonus on his or her Fortitude save. The damage dealt by a stun grenade can reduce a character to 0 hit points, but not below.
Taser: This weapon resembles a pistol. Attacks made with a taser are touch attacks. When fired, a taser launches two narrow cables which stick to the target, then sends a powerful surge of electricity into whatever the cables hit, dealing a high amount of damage. An opponent hit by a taser must also succeed on a DC 30 Fortitude save or become stunned and paralyzed for 1 minute. The damage dealt by a taser can reduce a character to 0 hit points, but not below. Any character who is proficient with a pistol or crossbow is also proficient with a taser.
Other Weapons
Weapon Name
Cost
Damage (Medium)
Critical
Range Increment
Ammo
Weight
Reload Action
Blowtorch
35 gp
1d6 fire (10 foot line)
19-20/x2
1 fuel can
½ lb.
Full-Round
Fuel Can
2 gp
20 uses
Electrolaser
10,000 gp
5d6 electricity (100 foot ray)
20/x2
10 uses per charge
15 lbs.
None
FEL Rifle
8,000 gp
3d6 piercing
20/x2
40 feet
20 uses per charge
17 lbs.
None
Blowtorch: This two-handed weapon can be used in combat, but its most frequent use is in heating metals. A blowtorch puts out a very intense flame which deals full damage to metal objects. A blowtorch can be used to cut a 5 foot line in a chain link fence or melt a 3 inch wide hole in a sheet of metal in one round. Creatures and flammable objects dealt at least 3 points of damage by a blowtorch must succeed on a DC 20 Reflex save or be lit on fire. A blowtorch is a simple weapon.
Electrolaser: This two-handed weapon uses a very high energy laser to create an ionizing channel through air, then delivers a powerful electric shock to the first target in the laser’s path. Any creature hit by an electrolaser must succeed on a DC 30 Fortitude save or be stunned for 1 round. Firing an electrolaser is a standard action. An electrolaser contains a rechargeable battery which holds up to 1,000 kJ of energy and uses 100 kJ each time it is fired, for a total of 10 uses before the device must be recharged. Any character who is proficient with a crossbow, shotgun, or any type of rifle is also proficient with an electrolaser.
FEL Rifle: The free electron laser rifle uses a miniature version of a laser found in advanced research laboratories. This two-handed weapon can be fired as a standard action. An FEL rifle contains a rechargeable battery which holds up to 1,000 kJ of energy and uses 50 kJ each time it is fired, for a total of 20 uses before the device must be recharged. Any character who is proficient with a crossbow, shotgun, or any type of rifle is also proficient with an FEL rifle.