Ops and Tactics 4e Edition 1.13

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1 Core Rulebook Version 1.13

description

A D20 based ruleset for games set in the modern world.

Transcript of Ops and Tactics 4e Edition 1.13

  • 1Core RulebookVersion 1.13

  • 2Dedications:

    To Mom : Thanks for giving me encouragement in whatever I wanted to do.

    To Awesome Josh and Ashley, Jay, Sam-The Dragon Lover: Thanks for all the months of fun and lessons about the world of Tabletop Games.

    To /tg/: Couldn't have done it without the criticisms, advice, suggestions and help.

    To /k/: Thanks for all the firearm knowledge. Couldn't have created the firearms list without you all.

    To Alex, for giving me the title, bouncing ideas off of you, and giving me a ton of great ideas. Couldn't have done it without you.

    To Moose, for his sharp eyes to point out all of the errors that I ve made.

    To Hospes, for his knowledge on bows, and bow accessories, and the rest of the sup/tg/ crew, for those ideas!

    And finally to all those that read and enjoy this, and may your games be fun, adventurous, and enjoyable.

    Written and designed by Alex A. Mazyck, Sweet Soul Bro !!H5XdMKmBv5G

  • 3Table of ContentsThe Basics......................................................................4

    Core Mechanics..................................................4Character Archetypes.......................................................9

    The Strong.............................................................11The Fast..................................................................12The Tough..............................................................13The Smart..............................................................15The Wise..................................................................16The Charismatic..............................................17Multi-archetype Characters.................19

    Starting Occupations...................................................22Academic..............................................................23Adventurer.......................................................24Athlete.................................................................24Blue Collar........................................................24Celebrity............................................................24Creative................................................................25Criminal................................................................25Dilettante..........................................................25Doctor.....................................................................25Emergency Services....................................26Entrepreneur..................................................26Investigative.................................................26Law Enforcement..........................................27Military..............................................................27Religious............................................................28Rural.....................................................................28Student................................................................28Technician.........................................................28Unemployed......................................................29White Collar...................................................29

    Skills...........................................................................30Acrobatics.......................................................31Animal Handling.......................................32Athletics..........................................................34Craft................................................................35

    Chemical.................................36Electronic.............................39Mechanical............................40Pharmaceutical.................44Structural.............................46Visual Art...............................50Writing......................................51

    Demolitions.....................................................51Disable Device..............................................52Drive.....................................................................53Gamble.................................................................54Knowledge.........................................................55Linguistics.......................................................56Perception.........................................................57Perform................................................................58Pilot.......................................................................59Presence...............................................................60Ride..........................................................................61Stealth..................................................................62Speechcraft......................................................63Technology Use...............................................64Treat Injury.....................................................67

    Feats...............................................................................................69

    Equipment....................................................................100Carrying Capacity.........................103General Equipment........................104

    Clothing............................105MOLLE..................................108Kits.......................................109Electronics....................113Weapon Accessories..115Survival Gear...............119Reloading Supplies..124Food and Drink.............125Drugs and Poisons......127

    Weapons............................................................................131Melee Weapons.......................................131

    Simple....................................131Archaic.................................133Exotic....................................135

    Melee Weapon Upgrades................137Ranged Weapons...................................140

    Firearms...............................144Non-ballistic...................190Thrown...................................194

    Ammunition..............................................196Paintball...........................196Crossbow and Bow.........197Lead ball............................197Cased Round.....................197Shell Round......................198Grenade................................208

    Ranged Weapon Upgrades............210Explosive and Splash Weapons..222Armor............................................................227Vehicles and Services..................231

    Combat..............................................................................246Injury and Death.............................249Saving Throws......................................252Actions in Combat..............................253

    Attack Actions................257Move Actions......................269Speak Actions....................271

    Combat Modifiers..................................273Special Initiative Actions.........275Facing............................................................278Vehicle Movement and Combat...281

    Game Mastering.............................................................290Character Occupation Notes........290Setting Prices..........................................294Encounter Goals and Battle Value......294Environments.............................................296Conditions Summary..............................300Enemies, NPC's and Monsters...........304

    Creature Types.....................305Special Abilities................307Creatures...................................309Ordinaries..................................333Heroic GM characters........335

    Alternate Rules................................................................336Homebrew Rules.................................................................339Character Sheet.................................................................342

  • 4THE BASICSDICE NOTATIONThese rules use the following die notations:d2 = two sided die or coind3 = three sided died4 = four sided died6 = six sided died8 = eight sided died10 = ten sided died12 = twelve sided died20 = twenty sided died% = percentile dice (a number between 1 and 100 is generated by rolling two different ten-sided dice. One (designated before rolling) is the tens digit. The other is the ones digit. Two 0s represent 100.)

    Die rolls are expressed in the format:[#] die type [+/- modifiers]Example: 3d6+2 means: "Roll 3 six sided dice. Add the result of the three dice together. Add 2."

    ROUNDING FRACTIONSIn general, if you wind up with a fraction, round down, even if the fraction is one-half or larger.Exception: Certain rolls, such as damage and hit points, have a minimum of 1.

    MULTIPLYINGSometimes a special rule makes you multiply a number or a die roll. As long as you re applying a single multiplier, multiply the number normally. When two or more multipliers apply, however, combine them into a single multiple, with each extra multiple adding to the value of the original multiplier. Thus, a double (x2) and a double (x2) applied to the same number results in a quadruple (x4, because 2 + 2 = 4).

    BASIC TASK RESOLUTION SYSTEMThese rules assume a standardized system for determining the success or failure of any given task. That system is:d20 + Modifiers vs. Target NumberThe Modifiers and Target Number are determined by the type of task.If the result of the d20 roll + the Modifiers equals or exceeds the Target Number, the test is successful. Any other result is a failure.A "natural 20" on the die roll is not an automatic success, unless the rules state otherwise. A "natural 1" on the die roll is not an automatic failure, unless the rules state otherwise.

    Ability ScoresThe ability scores are the six scores that are the core of your character. They affect everything else about your character. It is possible for a creature to have a score of "none". A score of "none" is not the same as a score of "0". A score of "none" means that the creature does not possess the ability at all. The modifier for a score of "none" is +0.

    Ability ModifiersEach ability will have a modifier. The modifier can be calculated using this formula: (ability/2) - 5, rounded down.The modifier is the number you add to or subtract from the die roll when your character tries to do something related to that ability. A positive modifier is called a bonus, and a negative modifier is called a penalty. Strength and Dexterity are special skills, in that they have focuses.

  • 5Ability FocusWhen a character assigns their score and determines their ability modifiers for their Strength and Dexterity ability score, they then assign the separate ability modifier scores for Focus and Power, and Marksmanship and Agility, equal to their total Ability Score(A character with a Strength ability score of 16 could assign a +2 modifier in Focus, and a +1 modifier in Power.)

    StrengthStrength measures your character s muscle and physical power. Strength also limits the amount of equipment your character can carry. Strength is split into two groups: Focus and Power.

    You apply your Character's Strength modifier to:

    Athletics checks. This skill has Strength as its key ability.

    Strength checks (for breaking down doors and the like).

    Focus: Focus encompasses a character's hand-eye coordination with a melee weapon.

    You apply your Characters Focus modifier to:

    Melee attack rolls

    Power: Power is the actual strength of the character.

    You apply your character's Power modifier to:

    Damage rolls when using a melee weapon or a thrown weapon. (Exceptions: Off-hand attacks receive only one-half the character s Power bonus, while two-handed attacks receive one and a half times the Power bonus.)

    A creature with no Strength score can't exert force, usually because it has no physical body or because it doesn't move. The creature automatically fails Strength checks. If the creature can attack, it applies its Dexterity modifier to its base attack instead of a Strength modifier.

    DexterityDexterity measures hand-eye coordination, agility, reflexes, and balance. Dexterity is split into groups: Marksmanship and Agility.

    You apply your Character's Dexterity modifier:

    Acrobatics, Drive, Pilot and Ride checks. These are the skills that have Dexterity as their key ability

    Marksmanship: Marksmanship encompasses a character's hand-eye coordination with a ranged weapon.

    You apply your character s Marksmanship modifier to:

    Ranged attack rolls, including those for attacks made with firearms and thrown weapons

  • 6Agility: Agility encompasses the character's overall movement.

    You apply your character s A gility modifier to:

    Defense Score

    Reflex saving throws

    Initiative Score

    A creature with no Dexterity score can't move. If it can act, it applies its Intelligence modifier to initiative checks instead of a Dexterity modifier. The creature fails all Reflex saves and Dexterity checks.

    ConstitutionConstitution represents your character s health and stamina. A Constitution bonus increases a character s Extended hit points, while a constitution penalty decreases the character's Extended hit points. A character's Core Hit Points is determined by their Constitution score

    You apply your character s Constitution modifier to:

    Determining the Extended hit points score

    Fortitude saving throws

    If a character s Constitution score changes , the character s Core Hit points change as well. If the Character's constitution score changes enough to alter his or her Constitution modifier, the character s Core Hit points Extended hit points also increase or decrease accordingly, as well.

    A creature with no Constitution has no body or no metabolism. It is immune to any effect that requires a Fortitude save unless the effect works on objects. The creature is also immune to ability damage, ability drain, and energy drain damage, and always fails Constitution checks.

    IntelligenceIntelligence determines how well your character learns and reasons. Intelligence is important for any character who wants to have a wide assortment of skills.

    You apply your character s Intelligence modifier to:

    The number of skill points a character gets at first level, and the number of skill points gained each level. (Every character always gets at least 1 skill point per level.)

    Craft, Demolitions, Disable Device, Knowledge, and Technology Use checks. These are the skills that have Intelligence as their key ability.

    Any creature that can think, learn, or remember has at least 1 point of Intelligence. A creature with no Intelligence score is an automaton, operating on simple instincts or programmed instructions. It is immune to all mind-influencing effects and automatically fails Intelligence checks

  • 7WisdomWisdom describes a character s willpower, common sense, perception, and intuition. While Intelligence represents one s ability to analyze information, Wisdom represents being in tune with and aware of one s surroundings. If you want your character to have acute senses, put a high score in Wisdom. Every creature has a Wisdom score.

    You apply your character s Wisdom modifier to:

    Will saving throws

    Gamble, Perception, and Treat Injury checks. These are the skills that have Wisdom as their key ability.

    Any creature that can perceive its environment in any fashion has at least 1 point of Wisdom. Anything with no Wisdom score is an object, not a creature. Anything without a Wisdom score also has no Charisma score, and vice versa.

    CharismaCharisma measures a character s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting. Every creature has a Charisma score.

    You apply your character s Charisma modifier to:

    Animal Handling, Perform, Presence and Speechcraft checks. These are the skills that have Charisma as their key ability.

    Any creature capable of telling the difference between itself and things that are not itself has at least 1 point of Charisma.

    Improving Ability ScoresA character's stats can change in a multitude of ways, from poisons and diseases, to leveling up. A character may also improve their ability score by practicing the ability.

    In order for a character to improve an ability, they must practice it for one week per ability point improvement. After they have practiced the number of weeks they wish to study or practice for, they roll an ability check without modifiers(DC 12 + Number of points they wish to improve + Ability modifier ). If they succeed in the check, their ability score goes up the number of points selected. If they fail, they must restart the process. A character must maintain these upgrades with regular practice, by taking at least two hours out of each week to practice.

    Common Ways to practice to improve ability scores

    Strength

    Weight training Anaerobic gym exercise Melee Weapon Practice

    Dexterity

    Yoga, and stretching Gymnastics Marksmanship Practice

  • 8Constitution

    Cardiovascular training Aerobic gym exercise

    Intelligence

    Studying of academic subjects Studying of debates, logic, and reasoning

    Wisdom

    Situational Awareness training Meditation

    Charisma

    Practicing debating, arguing, and talking Practicing persuading, intimidating and beguiling

    Acquiring Ability ScoresAbility scores can be achieved in a number of ways.

    3d6 Method: Simply Roll 3d6, and take the score rolled.

    4d6 Drop lowest dice Method: Roll 4d6, drop the lowest number rolled, and then take the score rolled.

    Point Buy Method: The GM assigns a set number of points that the characters may use to purchase each separate ability score. (The average being 30 points). Each ability score starts at 8 for free, and then you must spend a number of points equal to the ability score's current ability modifier (minimum of 1) to advance one ability score point. No ability score may be increased above 18 using this method.

    Table: Point Buy Values

    Score Point Cost

    9 1

    10 2

    11 3

    12 4

    13 5

    14 6

    15 8

    16 10

    17 13

    18 16

    Grid Method: Draw a 3x3 grid. Label the columns as STR, DEX, and CON, then the rows as INT, WIS, and CHA. Roll 4d6, drop the lowest, re rolling all 1's. Do this nine times, until the grid is filled. Then for each ability, choose one score from the corresponding row or column. Once you've used a score, you can't use it again, so if you get one 18 it only counts towards one ability.

  • 9Array Method: The GM assigns a set array of 6 numbers, and the players input them in various ability scores, as wanted.

    Experience and Leveling

    XP: This column shows the experience point total needed to achieve a given character level.

    Archetype Skill Max Ranks: The maximum number of skill ranks a character can have in a archetype skill.

    Cross-Archetype Max Ranks: The maximum number of skill ranks a character can have in a cross archetype skill.

    Table: Experience

    Character Level

    XP Archetype Skill Max Ranks

    Cross-Archetype Skill Max Ranks

    1st 0 5 2 1/2

    2nd 1,000 6 3

    3rd 3,000 7 3 1/2

    4th 6,000 8 4

    5th 10,000 9 4 1/2

    6th 15,000 10 5

    7th 22,000 11 5 1/2

    8th 30,000 12 6

    9th 42,000 13 6 1/2

    10th 55,000 14 7

    CHARACTER ARCHETYPES

    Archetype Descriptions

    AbilityThis entry tells which ability is typically associated with that archetype.

    Core Hit Points and Extended Hit PointsCore Hit points measure how much true physical damage a character can withstand. Damage reduces Core HP only after all Extended Hit points are gone, or when a character is struck by a critical hit. Core Hit points are calculated using this Formula: Constitution Score + 2.

    Extended Hit points are a measure of a character s ability to turn a direct hit into a graze or a glancing blow with no serious consequences. Extended Hit points go up with level, giving high-level characters more ability to shrug off attacks. Most types of damage reduce Extended Hit points.

    A player receives a set amount of Extended hit points as the character gains a new level. The character s Constitution modifier is applied to this score.

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    Combat PointsCombat points are a measurement of how much a character can do in a single round. Each character has 15 Combat Points per round.

    Archetype SkillsThis section of an archetype description provides a list of archetype skills and also gives the number of skill points the character starts with at 1st level and the number of skill points gained each level thereafter. A character s Intelligence modifier is applied to determine the total skill points gained each level (but always at least 1 point per level, even for a character with an Intelligence penalty).

    A 1st-level character starts with 5 times the number of skill points they receive upon attaining each level beyond 1st. The maximum ranks a character can have in an archetype skill is the character s level + 4.

    A character can also buy skills from other archetypes skill lists. Each skill point buys a half rank in these cross-archetype skills, and a character can only buy up to half the maximum ranks of an archetype skill.

    Starting FeatsThe feats gained at 1st level in the archetype.

    Archetype TableThis table details how a character improves as they attain higher levels in the archetype. It includes the following information.Level: The character s level in the archetype.Base Attack Bonus: The character s base attack bonus and number of attacks.Fort Save: The base save bonus for Fortitude saving throws. The character s Constitution modifier also applies.Ref Save: The base save bonus for Reflex saving throws. The character s Dexterity modifier also applies.Will Save: The base save bonus for Will saving throws. The character s Wisdom modifier also applies.Archetype Features: Level-dependent archetype features, each explained in the section that follows.

    Archetype FeaturesThis entry details special characteristics of the archetype, including feats and unique talents, that are gained as a character attains higher levels in the archetype.

    Special AbilityEvery archetype receives a special ability, that is focused based on their archetype. This ability is unique in their own to their archetype.

    TalentsEvery archetype offers a selection of talents to choose from. A character gains a talent upon attaining each odd-numbered level in an archetype (including 1st level). Talents are considered to be extraordinary abilities. Some talents have prerequisites that must be met before a character can select them.

    FeatsEvery archetype can select any feat to take. A character gains a feat upon attaining each level in an archetype. Some feats have prerequisites that must be met before a character can select them.

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    THE STRONGAbility: StrengthStarting Extended Hit points: 10 + Con modifier.Extended Hit Points per level: 5 + Con modifier.Starting Combat Points: 15 Combat PointsArchetype Skills: The Strong s archetype skills (and the key ability for each skill) are:Animal handling (Cha), Athletics (Str), Craft (structural) (Int), Knowledge ( popular culture, streetwise, tactics) (Int), and, Linguistics (none)Also, the starting occupation selected can provide additional archetype skills to choose from.Skill Points at 1st Level: (3 + Int modifier) x5.Skill Points at Each Additional Level: 3 + Int modifier.Starting FeatsThe Strong starts with three feats all characters get at 1st level.

    Table: The Strong

    Archetype Level

    Base Attack Bonus

    Fort Save

    Ref Save

    Will Save Archetype Features

    1st +1 +1 +0 +0 Talent, Special Ability

    2nd +2 +1 +0 +0 Feat3rd +3 +2 +1 +0 Talent, Feat4th +4 +2 +1 +1 Feat5th +5 +3 +2 +1 Talent, Feat6th +6 +3 +3 +2 Feat7th +7 +4 +3 +2 Talent, Feat8th +8 +4 +4 +3 Feat9th +9 +5 +4 +3 Talent, Feat10th +10 +6 +5 +4 Feat

    Archetype FeaturesThe following are archetype features of The Strong .

    Special AbilityForceful strikeWhen The Strong calculates their melee damage, they add 1.5 times their Power modifier to their damage, instead of their Power modifier. When The Strong wields a two-handed weapon, they add 2 times their Power modifier, instead of the 1.5 times the Power modifier. When wielding a small or smaller weapon two-handed, you add 1.5 times the Power modifier.

    TalentsAt 1st, 3rd, 5th, 7th and 9th level, The Strong selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the character qualifies, They can select freely from any and all talent trees available to their archetype. No talent can be selected more than once unless expressly indicated.

    Melee Smash Talent Tree

    Melee Smash: The Strong receives a +1 bonus on melee attack rolls

    Improved Melee Smash: The Strong receives an additional +1 on melee attack rolls, for a total of +2Prerequisites: Melee Smash

    Advanced Melee Smash: The Strong receives an additional +1 on melee attack rolls, for a total of +3Prerequisites: Improved Melee Smash

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    Close Quarters Combat Talent Tree

    Grappling Hold: When attempting to break free from a grapple, or initiate a grapple, The Strong can add his Strong Archetype level to his Grapple checks.

    Strong Arm Disarm: When attempting to Disarm, or avoid being disarmed, The Strong can add his Strong Archetype level to his Disarm checks.

    Sweeping Trip: When attempting to Trip, or avoid being tripped, The Strong can add his Strong Archetype level to his Trip checks.

    Bonus FeatsEvery level, The Strong gains a bonus feat.

    THE FASTAbility: DexterityStarting Extended Hit points: 8 + Con modifier.Extended Hit Points per level: 4 + Con modifier.Starting Combat Points: 15 Combat PointsArchetype Skills: The Fast s archetype skills (and the key ability for each skill) are: Acrobatics (Dex), Drive (Dex), Knowledge ( popular culture, streetwise) (Int), Linguistics (none), Pilot (Dex), Ride (Dex),and Stealth (Dex) Also, the starting occupation the character selects can provide additional archetype skills to choose from.Skill Points at 1st Level: (3 + Int modifier) x5.Skill Points at Each Additional Level: 3 + Int modifier.Starting FeatsThe Fast starts with three feats all characters get at 1st level.

    Table: The Fast

    Archetype Level

    Base Attack Bonus

    Fort Save

    Ref Save

    Will Save

    Archetype Features

    1st +0 +0 +1 +0 Talent, Special Ability

    2nd +1 +0 +2 +0 Feat3rd +2 +0 +3 +0 Talent, Feat4th +3 +1 +4 +1 Feat5th +4 +1 +5 +1 Talent, Feat6th +5 +2 +6 +2 Feat7th +6 +3 +7 +2 Talent, Feat8th +7 +3 +8 +2 Feat9th +8 +3 +9 +3 Talent, Feat10th +9 +3 +10 +3 Feat

    Archetype FeaturesThe following are archetype features of The Fast.Special AbilityFleet of FootThe Fast is quick on his toes whenever a fight breaks out. They gain a +1 to all initiative checks.

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    TalentsAt 1st, 3rd, 5th, 7th and 9th level, The Fast selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the character qualifies, They can select freely from any and all talent trees available to their archetype. No talent can be selected more than once unless expressly indicated.

    Defensive Talent Tree

    Evasion: When making a reflex save, The Fast takes no damage for a successful Save. This talent can only be used when wearing light armor or no armor.

    Quick Reflexes: The Fast can no longer be flanked. Prerequisites: Evasion

    Speed of Thought: The Fast gains a permanent +2 to their reflex save.Prerequisites: Quick Reflexes

    Quickened Movement Talent Tree

    Quick Movement: The Fast can move 5 feet without using their Combat Points.

    Improved Quick Movement: The Fast can move 10 feet without using their Combat Points.Prerequisites: Quick Movement

    Advanced Quick Movement: The Fast can move 15 feet without using their Combat Points.Prerequisites: Improved Quick Movement

    Bonus FeatsEvery level, The Fast gains a bonus feat.

    THE TOUGHAbility: ConstitutionStarting Extended Hit points: 12 + Con modifier.Extended Hit Points per level: 6 + Con modifier.Starting Combat Points: 15 Combat PointsArchetype Skills: The Tough s archetype skills (and the key ability for each skill) are: Athletics (Str), Craft (Mechanical, Structural) , Knowledge (popular culture, streetwise) (Int), Linguistics (none), Perception(Wis),and Presence(Cha)Also, the starting occupation the character selects can provide additional archetype skills to choose from.Skill Points at 1st Level: (2 + Int modifier) x5.Skill Points at Each Additional Level: 2 + Int modifier.Starting FeatsThe Tough starts with three feats all characters get at 1st level.

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    Table: The Tough

    Archetype Level

    Base Attack Bonus

    Fort Save

    Ref Save

    Will Save

    Archetype Features

    1st +0 +1 +0 +0 Talent, Special Ability

    2nd +1 +2 +0 +0 Feat3rd +2 +3 +0 +1 Talent, Feat4th +3 +4 +0 +1 Feat5th +4 +5 +0 +2 Talent, Feat6th +5 +6 +0 +3 Feat7th +6 +7 +0 +3 Talent, Feat8th +7 +8 +1 +4 Feat9th +8 +9 +1 +5 Talent, Feat10th +9 +10 +1 +5 Feat

    Archetype FeaturesThe following are archetype features of The Tough.Special AbilityPrizefighterWhen calculating Core HP, a tough hero's Core Hit point score is calculated as Constitution Score + 5.

    TalentsAt 1st, 3rd, 5th, 7th and 9th level, The Tough selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the character qualifies, They can select freely from any and all talent trees available to their archetype. No talent can be selected more than once unless expressly indicated.

    Damage Reduction Talent tree

    Damage Reduction: The Tough gains DR 1/All, which allows him to ignore 1 point of damage from all melee and ranged weapons.

    Improved Damage Reduction: The Tough gains DR 2/All, which allows him to ignore 2 points of damage from all melee and ranged weapons. This replaces Damage Reduction.Prerequisites: Damage Reduction

    Advanced Damage Reduction: The Tough gains DR 3/All, which allows him to ignore 3 point of damage from all melee and ranged weapons. This replaces Improved Damage Reduction.Prerequisites: Improved Damage Reduction

    Unbreakable Constitution Talent tree

    Robust: The Tough is particularly robust, gaining a number of Extended hit points equal to their tough level as soon as they selects this talent. Every time the character levels up, they gain +1 extra Extended hit point.

    Second wind: Once a day, a tough hero can gain a second wind, restoring Extended hit points equal to his constitution modifier.Prerequisites: Robust

    Adrenaline Rush: This effort provides extra Core hit points equal to The Tough's constitution modifier for 4 rounds. When the effect ends, and The Tough would be dying if the hit points were remove, The Tough instead drops to 0 hp, in stabilized condition. This talent can be used once per combat.Prerequisites: Second Wind

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    Bonus FeatsEvery level, The Tough gains a bonus feat.

    THE SMARTAbility: IntelligenceStarting Extended Hit points: 6 + Con modifier.Extended Hit Points per level: 3 + Con modifier.Starting Combat Points: 15 Combat PointsArchetype Skills: The Smart s archetype skills (and the key ability for each skill) are:Craft (chemical, electronic, mechanical, pharmaceutical, structural, visual art, writing) (Int), Demolitions (Int), Disable Device (Int), Knowledge (arcane lore, art, behavioral sciences, business, civics, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) (Int) , Linguistics (none), and Technology Use(Int)Also, the starting occupation the character selects can provide additional archetype skills to choose from.Skill Points at 1st Level: (6 + Int modifier) x5.Skill Points at Each Additional Level: 6 + Int modifier.Starting FeatsThe Smart starts with three feats all characters get at 1st level.

    Table: The Smart

    Archetype Level

    Base Attack Bonus

    Fort Save

    Ref Save

    Will Save

    Archetype Features

    1st +0 +0 +0 +1 Talent, Special Ability

    2nd +0 +0 +1 +2 Feat3rd +1 +1 +2 +2 Talent, Feat4th +2 +2 +2 +2 Feat5th +3 +3 +3 +3 Talent, Feat6th +4 +3 +3 +4 Feat7th +5 +4 +3 +4 Talent, Feat8th +6 +5 +4 +5 Feat9th +7 +5 +4 +5 Talent, Feat10th +8 +6 +4 +6 Feat

    Archetype FeaturesThe following are archetype features of The Smart.

    Special AbilitiesInstructorThe Smart may instruct any other hero when they attempt to use a skill, as long as The Smart possesses at least one rank in the skill they are instructing in. When they do instruct, the instructed character gets a The Smart's Intelligence modifier to the skill.

    TalentsAt 1st, 3rd, 5th, 7th and 9th level, The Smart selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the character qualifies, They can select freely from any and all talent trees available to their archetype. No talent can be selected more than once unless expressly indicated.

    Savant Talent Tree

    Savant: The Smart hero can apply their Smart character level to a single skill they have at least 1 rank in. This talent can be taken multiple times for each skill

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    Strategy Talent tree

    Exploit Weakness: After 1 round of combat, The Smart can designate one opponent and try to find ways to gain an advantage using brains over brawn. The Smart uses 12 Combat Points to make an Intelligence check (DC15), with a bonus equal to his smart archetype level. If the check succeeds, The Smart can use his intelligence modifier instead of his strength or dexterity modifiers on attack rolls on the opponent selected. The Smart cannot take 10 or 20 on this check.

    Stressful Thinking: In combat, The Smart can quickly think up a plan of action. The Smart uses 12 Combat Points and makes an intelligence check(DC15) with a bonus equal to his Smart archetype level. If they succeed, they grant a +1 attack bonus to themselves and all of their party members for 2 rounds + Intelligence archetype level. The Smart cannot take 10 or 20 on this check.Prerequisites: Exploit Weakness

    Bonus FeatsEvery level, The Smart gains a bonus feat.

    THE WISEAbility: WisdomStarting Extended Hit points: 6 + Con modifier.Extended Hit Points per level: 3 + Con modifier.Starting Combat Points: 15 Combat PointsArchetype Skills: The Wise s archetype skills (and the key ability for each skill) are: Craft (pharmaceutical, visual art, writing) (Int),Gamble(Wis), Knowledge (arcane lore, art, behavioral sciences, business, civics, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) (Int), Linguistics(none), Perception(Wis), and Treat Injury(Wis)Also, the starting occupation the character selects can provide additional archetype skills to choose from.Skill Points at 1st Level: (4 + Int modifier) x5.Skill Points at Each Additional Level: 4 + Int modifier.Starting FeatsThe Wise starts with three feats all characters get at 1st level.

    Table: The Wise

    Archetype Level

    Base Attack Bonus

    Fort Save

    Ref Save

    Will Save

    Archetype Features

    1st +0 +0 +0 +1 Talent, Special Ability

    2nd +0 +0 +0 +2 Feat3rd +1 +1 +1 +3 Talent, Feat4th +2 +1 +2 +4 Feat5th +3 +2 +2 +5 Talent, Feat6th +4 +2 +2 +6 Feat7th +5 +2 +2 +7 Talent, Feat8th +6 +3 +3 +8 Feat9th +7 +3 +3 +9 Talent, Feat10th +8 +3 +3 +10 Feat

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    Archetype FeaturesThe following are archetype features of The Wise.Special AbilitiesIntuitive ThoughtThe Wise is skilled with analyzing the behavior of a certain gender. Choose a gender. The Wise Hero gets to add their Wise Archetype Level to all Wisdom based skill checks against and for the selected gender.

    TalentsAt 1st, 3rd, 5th, 7th and 9th level, The Wise selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the character qualifies, They can select freely from any and all talent trees available to their archetype. No talent can be selected more than once unless expressly indicated.

    Healing Talent tree

    Healing Knack: The Wise receives a +2 bonus on all Treat Injury skill checks

    Healing Touch: The Wise's ability to restore damage with a first-aid kit increases by +2 hit points.Prerequisites: Healing Knack

    Healing Focus: The Wise's ability to restore damage with a first-aid kit increases by +2 hit points, for a total of +4 hit points.Prerequisites: Healing Touch

    Insightful Talent Tree

    Aware: The Wise is intuitively aware of their surroundings. They add their will saving throw to perception skill.

    Intuition: The Wise has an innate ability to sense trouble in the air. Once per day, The Wise can make a will saving throw(DC15) to sense if everything is alright, or if they get a bad feeling about a specific situation, based on the GM's best guess to the circumstances. The Wise cannot take 10 or 20 on this check.Prerequisites: Aware

    Body Language: The Wise has the ability to read body language and actions. After 1 round of combat The Wise can use 9 Combat Points, select a single target, and roll a will saving throw(DC15). If successful, the target suffers a -1 penalty to their attack for a number of rounds equal to their wise archetype level. The Wise cannot take 10 or 20 on this check.Prerequisites: Intuition

    Bonus FeatsEvery level, The Wise gains a bonus feat.

    THE CHARISMATICAbility: CharismaStarting Extended Hit points: 6 + Con modifier.Extended Hit Points per level: 3 + Con modifier.Starting Combat Points: 15 Combat PointsArchetype Skills: The Charismatic s archetype skills (and the key ability for each skill) are: Animal Handling(Cha), Craft (visual art, writing) (Int), Knowledge (arcane lore, art, behavioral sciences, business, civics, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) (Int),Linguistics (none), Perform (act, dance, keyboards, percussion instruments, sing, stand-up, stringed instruments, wind instruments) (Cha),Presence(Cha) and Speechcraft(Cha) Also, the starting occupation the character selects can provide additional archetype skills to choose from.Skill Points at 1st Level: (4 + Int modifier) x5.

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    Skill Points at Each Additional Level: 4 + Int modifier.Starting FeatsThe Charismatic starts with three feats all characters get at 1st level.

    Table: The Charismatic

    Archetype Level

    Base Attack Bonus

    Fort Save

    Ref Save

    Will Save

    Archetype Features

    1st +0 +0 +0 +1 Talent, Special Ability

    2nd +0 +0 +1 +1 Feat3rd +1 +0 +2 +2 Talent, Feat4th +2 +1 +3 +3 Feat5th +3 +1 +4 +4 Talent, Feat6th +4 +1 +5 +4 Feat7th +5 +2 +6 +5 Talent, Feat8th +6 +2 +6 +5 Feat9th +7 +3 +7 +6 Talent, Feat10th +8 +3 +7 +6 Feat

    Archetype FeaturesThe following are archetype features of The Charismatic.

    Special AbilitiesSmooth TalkerThe Charismatic is skilled at talking to a select group of people. Choose four occupations. The Charismatic can add his charisma modifier to all Charismatic based skills, talents, and feats toward the chosen and professions.

    TalentsAt 1st, 3rd, 5th, 7th and 9th level, The Charismatic selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the character qualifies, They can select freely from any and all talent trees available to their archetype. No talent can be selected more than once unless expressly indicated.

    Charm Talent Tree

    Charm: The Charismatic gets a bonus on all charisma based skill checks made to influence members of their chosen gender(Selected by the player). The bonus is equivalent to their charismatic archetype level. The Charismatic can only charm NPCs with attitudes of indifferent or better. The charm bonus can't be used against targets who are unfriendly or hostile.

    Captivate: The Charismatic has the ability to beguile a target(A NPC), through the use of words and bearings. The target must have an intelligence of 3 or higher, must be within 40 feet of the hero, and must be able to see, hear, and understand the hero. To captivate, the hero must use 8 Combat Points, and make a charisma check(DC15) adding their Charismatic character level as a bonus. If they succeed, the target can try to resist. The target resist the captivation by making a will saving throw(DC 10 + charismatic archetype level + character's charisma bonus). If the target fails, the hero becomes the target's sole focus for 1 round. The affect ends immediately if the target is attacked. A charismatic hero can continue to keep a target captivated for additional rounds by focusing and continuing to make charisma checks, while the target continues to make will saves. The effect ends when the character stops concentrating his focus on the target, or when the target succeeds the save. The Charismatic cannot take 10 or 20 on this check.Prerequisites: Charm

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    Dazzle: The Charismatic has the ability to dazzle a target(A NPC), through sheer force of personality, a winning smile, and fast talking. The target must have an intelligence of 3 or higher, must be within 30 feet of the hero, and must be able to see, hear, and understand the hero. To dazzle, the hero must use 8 Combat Points, and make a charisma check(DC15) adding his Charismatic hero level as a bonus. If they succeed, the target can try to resist. The target resist the captivation by making a will saving throw(DC 10 + charismatic archetype level + character's charisma bonus). If the target fails, the target receives a -1 penalty on attack rolls, skill checks, and saving throws for a number of rounds equal to their charismatic archetype level. The Charismatic cannot take 10 or 20 on this check.Prerequisites: Captivate

    Leadership Talent Tree

    Coordinate: The Charismatic has a knack for getting people to work together. When the hero spends 12 Combat Points directing his allies and making a charisma check(DC15),they provides any of their allies within 30 feet of him a +1 bonus on their attack rolls. This bonus last for a number of rounds equal to the hero's charisma modifier. The Charismatic cannot take 10 or 20 on this check.

    Inspiration: The Charismatic can inspire his allies, bolstering them and improving their chances of success. An ally must be able to hear The Charismatic, for the inspiration to take hold. The effect last for a number of rounds equal to the hero's charisma modifier. An inspired ally gains a +2 on their attack rolls,and saving throws. The Charismatic can't inspire himself.Prerequisites: Coordinate

    Greater Inspiration: The Charismatic can inspire his allies to a even greater heights, bolstering them and improving their chances of success. An ally must be able to hear The Charismatic, for the inspiration to take hold. The effect last for a number of rounds equal to The Charismatic s charisma modifier. An inspired ally gains a +3 on their attack rolls,and saving throws. The Charismatic can't inspire himself.Prerequisites: Inspiration

    Bonus FeatsEvery level, The Strong gains a bonus feat.

    Multi-Archetype CharactersA character may add new archetypes as they progress in levels, thereby becoming a multi-archetype character. The archetype abilities from all of a character s archetypes combine to determine a multi-archetype character s overall abilities.

    Archetype and Level FeaturesAs a general rule, the abilities of a multi-archetype character are the sum of the abilities provided by each of the character s archetypes.

    LevelCharacter level is a character s total number of levels. It is used to determine when feats and ability

    score increases are gainedArchetype level is the character s level in a particular archetype. For a character whose levels are all in

    the same archetype, character level and archetype level are the same.

    Hit PointsA character gains Extended hit points from the archetype they selected adding the new hit points to the previous total. A character receives the Extended hit points per level, not the first level Extended hit points..

    Combat PointsA character gains Combat Points from the archetype that they selected. A character receives the Combat Points per level, not the first level Combat Points

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    Base Attack BonusAdd the base attack bonuses for each archetype to get the character s base attack bonus.

    Saving ThrowsAdd the base save bonuses for each archetype together.

    SkillsA multi-archetype character uses their character level to determine the maximum ranks the character can have in a skill. If a skill is an archetype skill for any of a multi-archetype character s archetypes, then use character level to determine a skill s maximum rank. (The maximum rank for an archetype skill is 4 + character level.)When a multi-archetype character gains a level in an archetype, they spend that level s skill points as a member of that archetype. Only that archetype s archetype skills may be purchased as archetype skills. All other skills, including skills for another archetype the character has levels in, are considered cross-archetype skills when ranks in those skills are purchased at this level.

    Archetype FeaturesThe character gets most of the archetype features (talents, bonus feats, special abilities) for the levels they possess.

    Special AbilityA character does not gain the Special Ability for the archetype they choose.

    FeatsA multi-archetype character receives a new feat every character levels, regardless of individual archetype level. Taking one level in a new archetype does not entitle a character to receive the three feats that a beginning 1st-level character gets.

    Ability IncreasesA multi-archetype character increases one ability score by +1 every four character levels, regardless of individual archetype level.

    Adding a Second ArchetypeWhen a character with one archetype gains a level, they may choose to increase the level of their current archetype or pick up a new archetype at 1st level.The character gains the 1st-level base attack bonus, base save bonuses, archetype skills, other archetype features of the new archetype, hit points of the appropriate number, and the new archetype s number of skill points gained at each additional level (not that number x5, as is the case for a 1st-level character).

    Advancing a LevelEach time a multi-archetype character attains a new level, the character either increases one of their current archetype levels by one or picks up a new archetype at 1st level.When a multi-archetype character increases one of their archetype levels by one, the character gets all the standard benefits that characters receive for attaining the new level in that archetype: more hit points, possible bonuses on attack rolls, and saving throws (depending on the archetype and the new level), a new archetype feature (as defined by the archetype), and new skill points.Skill points are spent according to the archetype that the multi-archetype character just advanced in. Skills are purchased at the cost appropriate for that archetype.

    In general, a character can have levels in as many different archetypes as there are archetypes.

    NameA name helps you define your character's background and ethnic origin. The name may fit your characters' abilities, or it may be dramatically different. A character's name also proves clues to his age and heritage

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    GenderThe character can be either male, or female.

    AgeAs the character ages, their physical ability scores decrease and their mental ability scores increase, as detailed on Table: Aging Effects. The effects of each aging step are cumulative.

    Table: Aging EffectsAge Category Ability AdjustmentsChild (1-11) -3 to Str and Con; -1 to Dex, Int, Wis, and ChaYoung adult (12-15)

    Original scores

    Adult (16-39) Original scoresMiddle age (40-59) -2 to Str, Dex, and Con; +2 to Int, Wis, and

    ChaOld (60-79) -3 to Str, Dex, and Con; +3 to Int, Wis, and

    ChaVenerable (80+) -4 to Str, Dex, and Con; +4 to Int, Wis, and

    Cha

    Height and WeightYou can define how tall and how heavy your character is. When doing this, try and keep his ability scores in mind, and what they say on the overall appearance of your character.

    Eye, Hair, and Skin colorThe physical appearance of the character. You can also denote any specific or unique markings on the character, such as tattoos, scars, moles, and freckles.

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    STARTING OCCUPATIONSA character may hold other jobs as their career unfolds, but the benefits of a starting occupation are only applied once, at the time of character creation. Many starting occupations have initial requirements that the character must meet to qualify for the occupation. If a character is selecting their first occupation, they only need to meet the initial requirements, not the hiring requirements. Each occupation provides a number of additional permanent archetype skills that the character can select from a list of choices. Once selected, a permanent archetype skill is always considered to be an archetype skill for the character. If the skill selected is already an archetype skill for the character, they also gain a bonus for that skill.

    Every level, a character also receives an additional +1 in the selected skill they choose with their occupation.

    The Wealth Points that received biweekly, and starting are considered surplus for whatever a character may need. Their housing, basic food, and clothing needs are taken care of.

    Some starting occupations provide a bonus feat (in addition to the three feats a 1st-level character already receives). A character still must meet any prerequisites for these bonus feats. Finally, a starting occupation determines how many wealth points a character receives at starting, and what their bi-weekly salary is.Choose one occupation from the available selections and apply the benefits to the character as noted in the occupation s description.

    Changing OccupationsA character will rarely keep one job their entire life, and it's often that they will change jobs. When changing jobs, the character first loses their current job, and becomes unemployed for at least two weeks, relinquishing their old salary. Then, if a character meets the requirements to enter their new job, they enter it, and pick one of the skills listed, and receive the new job's biweekly salary from now on. They do not select any of the bonus feats for the job, when entering it. They must meet both the starting requirements, and the Hiring requirements, in order to qualify for the job. Dilettante is special, as it is the only occupation that can not be entered.

    Academic Hiring Requirements: A Knowledge(Any), Craft (Writing), Or Technology Use Skill Modifier of 15 or greater, or at least two points in two Linguistics languages.

    Adventurer Hiring Requirements: An Athletics, Acrobatics, Drive, Pilot, or Ride Skill Modifier of +15 or greater.

    Athlete Hiring Requirements: An Athletics, Acrobatics, or Drive Skill Modifier of +15 or greater.

    Blue Collar Hiring Requirements: An Animal Handling, Drive or Ride Skill Modifier of +15 or greater, or a Craft(Mechanical, Structural, Chemical, or Electrical) Skill Modifier of +10 or greater.

    Celebrity Hiring Requirements: A Craft(Visual art or Writing), or Perform(Any) Skill Modifier of +10 or greater, and 300 WP, which must be paid out for expenses.

    Creative Hiring Requirements: A Craft(Visual art or Writing), or Perform(Any) Skill Modifier of +18 or greater, or a Technology Use or Knowledge (Arcane Lore or Art) of +15 or greater.

    Criminal Hiring Requirements: None

    Doctor Hiring Requirements: A Craft(Pharmaceutical), Knowledge(Behavioral Sciences or Earth And Life Sciences), or Treat Injury Skill Modifier of +18 or greater.

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    Emergency Services Hiring Requirements: An Acrobatics or Athletics Skill Modifier of +10 or greater, a Treat Injury Skill Modifier of +10 or greater, and a Drive, Knowledge(Earth and Life science or Technology),or Ride Skill Modifier of +10 or greater.

    Entrepreneur Hiring Requirements: A Knowledge(Business, Civics or Technology) Skill Modifier of +15 or greater, and 200 WP, which must be paid out for various start up cost

    Investigative Hiring Requirements: A Craft(Visual Art or Writing) or a Knowledge(Streetwise) Skill Modifier of +15 or greater, and A Perception Skill Modifier of +15 or greater.

    Law Enforcement Hiring Requirements: An Athletics or Acrobatics Skill Modifier of +10 or greater, a Knowledge(Civics) Skill Modifier of +10 or greater, A Drive Skill Modifier of +10 or greater, and a Knowledge(Streetwise),or Perception Skill Modifier of +10 or greater.

    Military Hiring Requirements: An Athletics or Acrobatics Skill Modifier of +10 or greater.

    Religious Hiring Requirements: None

    Rural Hiring Requirements: An Athletics or Acrobatics Skill Modifier of +10 or greater, and an Animal Handling or Ride Skill Modifier of +12 or greater

    Student Hiring Requirements: None

    Security Hiring Requirements: An Athletics or Acrobatics Skill Modifier of +10 or greater, and a Knowledge(Streetwise),or Perception Skill Modifier of +10 or greater.

    Technician Hiring Requirements: A Craft(Chemical, Electronic Mechanical, or Structural), Knowledge(Behavioral Sciences, Technology, Physical Sciences, or Earth and Life Sciences), or Technology Use Skill Modifier of +16 or greater.

    Unemployed Hiring Requirements: None

    White Collar Hiring Requirements: A Knowledge(art, business, civics, history, or technology) or Technology Use Skill Modifier of +15 or greater.

    Academic

    Academics include librarians, archaeologist, scholars, professors, teachers, and other educated professionals.

    Starting Requirements:Age +23

    Skills(2): Craft(Writing), Knowledge(Any), Linguistics or Technology Use.

    Starting Wealth Points:4d4 10 (Average 100) *Biweekly Wealth Points:2d4 10 every two weeks (Average 50)*

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    Adventurer

    Adventurers include professional daredevils, big game hunters, relic hunters, explorers, extreme sports enthusiast, field scientist, thrill-seekers and others called to face danger for a variety of reasons.

    Starting Requirements: Age +15

    Skills(1):Athletics, Acrobatics, Demolitions, Disable Device, Drive, Knowledge(Arcane Lore, Streetwise, or Technology), Pilot,Ride, Stealth, or Treat Injury

    Bonus Feats(1):Archaic Weapon Proficiency, Brawl, Personal Firearms Proficiency, or Exotic Weapon Proficiency.

    Starting Wealth Points:8d4 (Average 20) Biweekly Wealth Points:4d4 every two weeks (Average 10)

    Athlete

    Athletes include armature athlete of Olympic quality and processional athletes of all types., including gymnast, weight trainers, wrestlers, boxers, martial artist, swimmers, skaters and those who engage in any type of competitive sports.

    Starting Requirements:Dexterity 13 or Strength 13, Age +14

    Skills(1):Athletics, Acrobatics, or Drive

    Bonus Feats(1):Combat Martial Arts, Evasive Martial Arts,Defensive Martial Arts, Brawl, Dodge, Athletic,or Acrobatic

    Starting Wealth Points:2d4+3 10 (Average 80) *Biweekly Wealth Points:1d4+3 10 every two weeks (Average 55) *

    Blue Collar

    Blue collar occupations include factory workers, food service jobs, construction, service industry jobs, taxi drivers, postal workers and any other jobs that are usually not considered to be desk jobs.

    Starting Requirements:Age +18

    Skills(1):Animal Handling, Craft(Mechanical, Structural, Chemical or Electronic), Drive, or Ride.

    Starting Wealth Points:1d4+3 10 (Average 55) *Biweekly Wealth Points:11d4 every two weeks (Average 28)

    Celebrity

    A Celebrity is anyone who has be thrust into the spotlight of the public eye. Actors, entertainers of all types, newscasters, radio and television personalities and more fall under celebrity.

    Starting Requirements:Age +15

    Skills(1):Craft(Visual art or Writing) or Perform(Any)

    Starting Wealth Points:12d4 10 (Average 300)*Biweekly Wealth Points:6d4 10 every two weeks (Average 150)*

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    Creative

    The creative occupation covers artist of all types of people who turn their creative spark into a career. Illustrators, copywriters, cartoonist, graphic artist, novelist, columnist, actors, sculptors, game designers, musicians, screenwriters, photographers and web designers all fall under this occupation.

    Starting Requirements:Age +15

    Skills(2): Craft(Visual art or Writing), Knowledge(Arcane Lore or Art), Perform(any) or Technology Use

    Bonus Feats(1):Creative or Educated

    Starting Wealth Points:1d4 10 (Average 25) *Biweekly Wealth Points:5d4 every two weeks (Average 13)

    Criminal

    Criminals include con artist, burglars, thieves, crime family soldiers, pirates, gang members, bank robbers, hit men, drug dealers and other types of career criminals.

    Starting Requirements: Age +15

    Skills(2):Craft(Pharmaceutical or Chemical), Disable Device, Gamble, Knowledge(Streetwise), Presence, or Stealth.

    Bonus Feats(1):Personal Firearms Proficiency or Brawl

    Starting Wealth Points:1d4+1 10 (Average 35)*Biweekly Wealth Points:7d4 every two weeks (Average 17)

    Dilettante

    Dilettantes usually get their wealth from family holdings and trust funds, usually holding no job, little responsibility, and one driving passion that occupies their day.

    Starting Requirements:Age +18

    Skills(1):Ride or Linguistics.

    Starting Wealth Points:14d4 10 (Average 350)*Biweekly Wealth Points:7d4 10 every two weeks (Average 175)*

    Occupational Notes: Because of their lightweight, light responsibility lifestyle, Dilettantes receive one less archetypal feat at first level.

    Wealth and Game BalanceBecause of the large sums of money Dilettantes receive in both biweekly and starting wealth, a GM should be careful that the Dilettante does not use these funds to completely unbalance the game with the various licensing, and equipment they are able to purchase from the start of the game. This can make the game unfair and unfun for the other players.

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    Doctor

    A doctor can be a Physician(General Practitioner or Specialist), a Surgeon, a Psychiatrist or Psychologist, or a Pharmacist

    Starting Requirements: Age +25

    Skills(1):Craft(Pharmaceutical), Knowledge(Behavioral Sciences or Earth and Life Sciences) or Treat Injury

    Bonus Feats(1):Educated, or Medicinal Expert

    Starting Wealth Points:8d4 10 (Average 200)*Biweekly Wealth Points:4d4 10 every two weeks (Average 100)*

    Emergency Services

    Rescue workers, Firefighters, Paramedics, Hazardous Material Handlers and Emergency Medical Technicians all fall under this category.

    Starting Requirements:Age +18

    Skills(1):Acrobatics, Athletics, Drive, Knowledge(Earth and Life science or Technology), Ride, or Treat Injury

    Feats(1):First Aid Expert or Technosavant

    Equipment Notes: Firefighters and Rescue Workers are issued a Turnout coat, and Paramedics/EMS and EMTs are issued a Standard First Aid Kit.

    Starting Wealth Points:1d4+1 10 (Average 30)*Biweekly Wealth Points:6d4 every two weeks (Average 15)

    Entrepreneur

    Entrepreneurs are business owners, obsessed about being their own boss. They believe in themselves, have confidence, and the ability to acquire funds to fuel their money-making ventures.

    Starting Requirements: Age +18

    Skills(1):Gamble, Knowledge(Business, Civics or Technology), or Speechcraft.

    Starting Wealth Points:10d4 10 (Average 250) *Biweekly Wealth Points:5d4 10 every two weeks(Average 125) *

    Security

    Security includes private, armed security, private military contractors, bodyguards, and armored car drivers, or anyone who is paid money to protect an object, person, or location.

    Starting Requirements: Age +21

    Skills(2): Drive, Knowledge(Streetwise or Tactics), Perception or Presence

    Feats(1): Brawl, Combat Martial Arts, or Simple Weapon Specialist

    Starting Wealth Points:2d4 10 (Average 50)*Biweekly Wealth Points:1d4 10 every two weeks(Average 25)*

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    Investigative

    There are a number of jobs that fit within this occupation, including investigative reporters, photojournalist, private investigators, police detectives, criminologist, federal agents, criminal profilers, espionage agents, and any others who use their skills to gather information and analyze clues.

    Starting Requirements: Age +23

    Skills(1): Craft(Visual art or writing), Knowledge(Streetwise), Perception, Presence, Speechcraft or Technology Use

    Bonus Feats(1):Alert, Confident, or Light Armor Proficiency

    Equipment Notes: Federal agents and police detectives are issued the badge of their respective departments, a backup or full sized semi-automatic handgun in either 9x19mm, .38 Special, .357 Magnum, .40 S&W, or .45 ACP that cost 25 Wealth Points or less, a pair of steel handcuffs and a tactical holster. They may take the wealth points given to them, and add their own money, and purchase a more expensive firearm, as long as it meets the caliber requirements. The wealth points allocated for the issued firearm is for the firearm only, and does not cover any upgrades. JHP/JSP ammunition is provided for this firearm by the department. Federal agents or police detectives will only be issued a handgun if they take the Personal Firearm Proficiency feat.

    Starting Wealth Points:2d4+2 10 (Average 60)*Biweekly Wealth Points:1d4+2 10 every two weeks(Average 30)*

    Law Enforcement

    Law enforcement personnel include uniformed state police, deputy sheriffs, state troopers, S.W.A.T. Members,and military police.

    Starting Requirements: Age +20

    Skills(1): Demolitions, Drive, Knowledge(Civics, Earth and Life science, or streetwise), Perception, or Presence.

    Bonus Feats(1): Brawl, Evasive Martial Arts, or Light Armor Proficiency

    Equipment Notes: Police officers, state troopers, deputy sheriffs, and S.W.A.T. members are issued the badge and uniform of their respective departments,a backup or full sized semi-automatic handgun in either 9x19mm, .38 Special, .357 Magnum, .40 S&W, or .45 ACP that cost 25 Wealth Points or less, a pair of steel handcuffs and a tactical holster. They may take the wealth points given to them,and add their own money, and purchase a more expensive firearm, as long as it meets the caliber requirements. The wealth points allocated for the issued firearm is for the firearm and extra magazines or speedloaders only, and does not cover any upgrades. JHP/JSP ammunition is provided for this firearm by the department . Police officers, state troopers, deputy sheriffs, or S.W.A.T. members will only be issued a handgun if they take the Personal Firearm Proficiency feat.

    Starting Wealth Points:1d4+3 10 (Average 55)*Biweekly Wealth Points:11d4 every two weeks(Average 28)

    Standard Issue Vs Player's ChoiceChoosing a sidearm can be an arduous choice. There are many things to be considered, such as Caliber, Capacity, and upgrade points, as well as cost. A good alternative to this to have the GM select a Firearm as a standard issue sidearm for the police force. This guarantees uniformity in magazines, spare parts, and ammunition, as well as familiarity. Popular firearms include the Glock 17, Glock 19, Glock 22, and Glock 23, the Beretta 92FS, The Smith and Wesson M&P, and the Springfield Armory GI 1911A1.

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    Military

    Military Covers any of the branches of the armed forces, including the Army, Navy, Air Force, Marines, National guard and the Coast Guard, as well as the various elite training units.

    Starting Requirements: Age +18

    Skills(2):Acrobatics, Athletics, Drive, Demolitions, Pilot, Perception, or Stealth

    Bonus Feats(1): Brawl, Combat Martial Arts, Evasive Martial Arts, Light Armor Proficiency, Personal Fire Arms Proficiency or Weapon Focus.

    Equipment Notes: Military personnel are issued Fatigues of their branch, as well as a dress uniform.

    If a character is on active duty in a combat area or on assignment, the equipment for a character in the military profession is based on what branch, type of classification, and country they belong to.

    Starting Wealth Points:1d4+1 10 (Average 35)*Biweekly Wealth Points:6d4 every two weeks (Average 15)

    Religious

    Ordained clergy of all persuasions, as well as theological scholars and experts on religious studies fall within the scope of this occupation.

    Starting Requirements: Age +23

    Skills(2):Knowledge(Arcane Lore, Behavioral Sciences, History, or Theology and Philosophy), or Perception.

    Bonus Feats(1): Iron Will or Educated

    Starting Wealth Points:2d4 10 (Average 50)*Biweekly Wealth Points:1d4 10 every two weeks (Average 25)*

    Rural

    Farm workers, hunters, and others who make a living in rural communities fall under this category.

    Starting Requirements: Age +15

    Skills(2): Athletics, Acrobatics, Animal Handling, or Ride.

    Bonus Feats(1): Personal Firearms Proficiency, Archaic Weapon Proficiency or Brawl.

    Starting Wealth Points:8d4 (Average 20)Biweekly Wealth Points:4d4 every two weeks (Average 10)

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    Student

    A student can be in high school, college, or graduate school. If you select this starting occupation, you must also pick an area of study and the skills that go along with it.

    Starting Requirements: Age +15

    Skills(3): Craft (Visual Arts, Writing, Chemical, Electronic, Mechanical, or Structural), Knowledge(Art, Arcane lore, Behavioral Sciences, Business, Civics, History, Technology, Physical Sciences, or Earth and Life Sciences), or Perform(Any)

    Starting Wealth Points:6d4 (Average 15)Biweekly Wealth Points:3d4 every two weeks (Average 8)

    Technician

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

    Starting Requirements: Age +23

    Skills(1):Craft(Chemical, Electronic Mechanical, or Structural), Knowledge(Behavioral Sciences, Technology, Physical Sciences, or Earth and Life Sciences), or Technology Use.

    Starting Wealth Points:3d4+1 10 (Average 85)*Biweekly Wealth Points:16d4 every two weeks (Average 40)

    Unemployed

    This occupation is a placeholder, for when someone is between jobs, those not old enough to have a job, or those that do not have a fully steady job. People working with temp services, vagabonds and panhandlers, children, and those that scrape by doing odd jobs all fall into this category.

    Starting Requirements: None

    Starting Wealth Points:2d4 (Average 5)Biweekly Wealth Points: 1d4 (Average 3)

    White collar

    Office workers, and desk jockeys, lawyers, accountants, insurance agents, bank personnel, financial advisers, tax prepares, clerks, sales personnel, real estate agents and the variety of mid level managers all fall within the scope of this occupation.

    Starting Requirements: Age +23

    Skills(1): Knowledge(art, business, civics, history, or technology) Presence, Speechcraft or Technology Use.

    Starting Wealth Points:6d4 10 (Average 150)*Biweekly Wealth Points:3d4 10 every two weeks (Average 75)*

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    SKILLSSkills represent a wide variety of abilities, and a character gets better at them as their ability score increases, or as they gain levels.

    Skill list

    Acrobatics - DexAnimal Handling - ChaAthletics - StrCraft(Chemical) - IntCraft(Electronic) - IntCraft(Mechanical) - IntCraft(Pharmaceutical) - IntCraft(Structural) - IntCraft(Visual Art) - IntCraft(Writing) - IntDemolitions - IntDisable Device - IntDrive - DexGamble - WisKnowledge(Arcane Lore) - IntKnowledge(Art) - IntKnowledge(Behavioral Sciences) - IntKnowledge(Business) - IntKnowledge(Civics) - IntKnowledge(Earth and Life Sciences) - IntKnowledge(History) - IntKnowledge(Physical Sciences) - IntKnowledge(Popular Culture) - IntKnowledge(Streetwise) - IntKnowledge(Technology) - IntKnowledge(Theology and Philosophy) -IntLinguistics - N/APerception - WisPerform(Act) - ChaPerform(Dance) - ChaPerform(Keyboards) - ChaPerform(Percussion Instruments) - ChaPerform(Sing) - ChaPerform(Stand-Up) - ChaPerform(Stringed Instruments) - ChaPerform(Wind Instruments) - ChaPilot - DexPresence - ChaRide - DexStealth -DexSpeechcraft- ChaTechnology Use - IntTreat Injury - Wis

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    Acquiring SkillsAt each level, a character gets skill points that are used to buy skills. The character's archetype and Intelligence modifier determine the number of points received.If the character buys a archetype skill, they get 1 rank in the skill for each skill point spent. If the character buys a cross-archetype skill, they get 1/2 rank per skill point. The maximum rank in a archetype skill is equal to character level + 4. The maximum rank in a cross-archetype skill is one-half of this number.

    Using SkillsTo make a skill check, roll:

    1d20 + skill modifier(Skill modifier = skill ranks + ability modifier + miscellaneous modifiers)

    Skill Ranks: A characters ranks in a skill is based on the number of skill points the character has invested in the skill. Some skills can be used even if the character has no ranks in the skill; doing this is known as making an untrained skill check.Ability Modifier: The ability modifier used in the skill check is the modifier for the skill's key ability (the ability associated with the skill's use). The key ability of a skill is noted in its description.Miscellaneous Modifiers: Miscellaneous modifiers include bonuses provided by feats and archetype features, and penalties such as the ones associated with the non-proficient use of armor, among others.

    Acquiring Skill RanksRanks indicate how much training or experience a character has with a given skill. Each skill has a number of ranks, from 0 (for a skill in which a character has no training at all) to 14 (for a 10th-level character who has increased a archetype skill to its maximum rank). When making a skill check, a character adds their skill ranks to the roll as part of the skill modifier. The rules assume that a character can always find a way to learn any skill. However, the GM can impose limits depending on circumstances and a given situation.

    Acrobatics (Dexterity):This skill allows a character to keep their balance while traversing narrow or treacherous surfaces. The character can also dive, flip, jump, and roll to overcome obstacles, and twist their body to escape.

    If you take damage while using Acrobatics, you must immediately make another Acrobatics check at the same DC to avoid falling or being knocked prone

    Surface Width DC Checks

    Greater than 3 feet wide: 0*1-3 feet wide: 5*7-11 inches wide: 102-6 inches wide: 20Less than 2 inches wide: 25 No Acrobatics check is needed to move across these surfaces unless the modifiers to the surface (below) *

    increase the DC to 10 or higher.

    In addition, you can move through a threatened square without provoking an attack of opportunity from an enemy by using Acrobatics. When moving in this way, you move at 1 Combat Point per 5 feet. You cannot use Acrobatics to move past foes if your Combat Point cost is increased due to carrying a medium or heavy load or wearing medium or heavy armor. The DCs listed are used to avoid an attack of opportunity due to movement. This DC increases by 2 for each additional opponent avoided in 1 round.

    Move through a threatened area: 10 + Opponent's Base Attack BonusMove through an enemy's space: 15 + Opponent's Base Attack Bonus

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    You can also use the Acrobatics skill to make jumps or to soften a fall. The base DC to make a jump is equal to the distance to be crossed (if horizontal) or four times the height to be reached (if vertical). These DCs double if you do not have at least 10 feet of space to get a running start. The only Acrobatics modifiers that apply are those concerning the surface you are jumping from. If you fail this check by 4 or less, you can attempt a DC 15 Reflex save to grab hold of the other side after having missed the jump. If you fail the reflex save, you fail to make the jump completely and fall (or land prone, in the case of a vertical jump). No jump can allow you to exceed your maximum movement for the round. For a running jump, the result of your Acrobatics check indicates the distance traveled in the jump (and if the check fails, the distance at which you actually land and fall prone). Halve this result for a standing long jump to determine where you land.

    Acrobatics DC ModifiersSlightly obstructed (gravel, sand): +5Severely obstructed (cavern, rubble): +10Slightly slippery (wet): +5Severely slippery (icy): +10Slightly sloped (less than 45 ): +5Severely sloped (45 or more): +10Slightly unsteady (boat in rough water): +5Moderately unsteady (boat in a storm): +10Severely unsteady (earthquake): +15Move at normal Combat Point cost on narrow or uneven surfaces: +5* This does not apply to checks made to jump.*

    You can use your acrobatics skills to to slip out of bonds and escape from grapples.

    Rope/bindings: Binder's Base Attack bonus + 10Grapple: Grappler's Base Attack Bonus + Focus modifier + 10

    Try Again?: Varies. If the situation permits, you can make additional checks, or even take 20, as long as you're not being actively opposed. If the DC to escape from rope or bindings is higher than 20 + your Acrobatics skill bonus, you cannot escape from the bonds using Acrobatics.

    Time: Making an acrobatics check to escape from bindings requires 1 minute of work. Escaping from a grapple or pin cost 6 Combat Points. All other Acrobatics check are made as part of another action or as a reaction to a situation.

    Animal Handling(Charisma):The character is trained at working with animals, and can teach them tricks, get them to follow your simple commands, or even domesticate them.

    Handle an Animal: This task involves commanding an animal to perform a task or trick that it knows. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.

    Push an Animal: To push an animal means to get it to perform a task or trick that it doesn't know but is physically capable of performing. This category also covers making an animal perform a forced march or forcing it to hustle for more than 1 hour between sleep cycles. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.

    Teach an Animal a Trick: You can teach an animal a specific trick with 1 week of work and a successful Animal Handling check against the indicated DC. An animal with an Intelligence score of 1 can learn a maximum of three tricks, while an animal with an Intelligence score of 2 can learn a maximum of six tricks. Possible tricks (and their associated DCs) include, but are not necessarily limited to, the following.

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    Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you *wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. Come (DC 15): The animal comes to you, even if it normally would not do so.* Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without *any command being given. Alternatively, you can command the animal to defend another specific character. Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn't know this* trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated. Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal *fetches a random object. Guard (DC 20): The animal stays in place and prevents others from approaching.* Heel (DC 15): The animal follows you closely, even to places where it normally wouldn't go.* Perform (DC 15): The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring *or barking, and so on. Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or *animate. Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures *that come by, though it still defends itself if it needs to. Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to have the scent *ability.) Work (DC 15): The animal pulls or pushes a medium or heavy load.*

    Train an Animal for a General Purpose: Rather than teaching an animal individual tricks, you can simply train it for a general purpose. Essentially, an animal's purpose represents a preselected set of known tricks that fit into a common scheme, such as guarding or heavy labor. The animal must meet all the normal prerequisites for all tricks included in the training package. If the package includes more than three tricks, the animal must have an Intelligence score of 2 or higher.

    An animal can be trained for only one general purpose, though if the creature is capable of learning additional tricks (above and beyond those included in its general purpose), it may do so. Training an animal for a purpose requires fewer checks than teaching individual tricks does, but no less time.

    Combat Training (DC 20): An animal trained to bear a rider into combat knows the tricks attack, come, *defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also upgrade an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Animal Handling check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way. Fighting (DC 20): An animal trained to engage in combat knows the tricks attack, down, and stay. Training *an animal for fighting takes 3 weeks. Guarding (DC 20): An animal trained to guard knows the tricks attack, defend, down, and guard. Training *an animal for guarding takes 4 weeks. Heavy Labor (DC 15): An animal trained for heavy labor knows the tricks come and work. Training an *animal for heavy labor takes 2 weeks. Hunting (DC 20): An animal trained for hunting knows the tricks attack, down, fetch, heel, seek, and track. *Training an animal for hunting takes 6 weeks. Performance (DC 15): An animal trained for performance knows the tricks come, fetch, heel, perform, and *stay. Training an animal for performance takes 5 weeks. Riding (DC 15): An animal trained to bear a rider knows the tricks come, heel, and stay. Training an animal *for riding takes 3 weeks.

    Rear a Wild Animal: To rear an animal means to raise a wild creature from infancy so that it becomes domesticated. A handler can rear as many as three creatures of the same kind at once.

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    A successfully domesticated animal can be taught tricks at the same time it's being raised, or it can be taught as a domesticated animal later.

    Try Again?: Yes, except for rearing an animal.

    Time: Varies. Handling an animal cost 6 Combat Points, while pushing an animal is 12 Combat Points. For tasks with specific time frames noted above, you must spend half this time (at the rate of 3 hours per day per animal being handled) working toward completion of the task before you attempt the Animal Handling check. If the check fails, your attempt to teach, rear, or train the animal fails and you need not complete the teaching, rearing, or training time. If the check succeeds, you must invest the remainder of the time to complete the teaching, rearing, or training. If the time is interrupted or the task is not followed through to completion, the attempt to teach, rear, or train the animal automatically fails.

    Athletics(Strength):The character is skilled at scaling vertical surfaces, and know how to swim and can do so even in stormy water.

    Make an acrobatics check once per round while you are in the water. Success means you may swim at 5 feet per 3 Combat Points. If you fail by 4 or less, you make no progress. If you fail by 5 or more, you go underwater.

    If you are underwater, either because you failed an athletics check or because you are swimming underwater intentionally, you must hold your breath. You can hold your breath for a number of rounds equal to twice your Constitution score, but only if you spend less than 4 Combat Points. If you spend more than 4 Combat Points, the remainder of the duration for which you can hold your breath is reduced by 1 round. After that period of time, you must make a DC 10 Constitution check every round to continue holding your breath. Each round, the DC for that check increases by 1. If you fail the Constitution check, you begin to drown. The DC for the check depends on the water, as given on the table below.

    Swim DCCalm water: 10Rough water: 15Stormy water: 20* You can't take 10 on a Swim check in stormy water, even if you aren't otherwise being threatened or *

    distracted.

    Each hour that you swim, you must make a DC 20 athletics check or take 1d6 points of nonlethal damage from fatigue.

    With a successful athletics check, you can advance up, down, or across a slope, wall, or other steep incline (or even across a ceiling, provided it has handholds) at 4 Combat Points per 5 feet.. A slope is considered to be any incline at an angle measuring less than 60 degrees; a wall is any incline at an angle measuring 60 degrees or more.

    An athletics check that fails by 4 or less means that you make no progress, and one that fails by 5 or more means that you fall from whatever height you have already attained.

    The DC of the check depends on the conditions of the climb. Compare the task with those on the following table to determine an appropriate DC.

    Climb DCA slope too steep to walk up, or a knotted rope with a wall to brace against: 0A rope with a wall to brace against, or a knotted rope: 5Surface with ledges to hold on to and stand on, such as a very rough wall or a ship's rigging: 10Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree, or an unknotted rope, or pulling yourself up when dangling by your hands: 15

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    An uneven surface with narrow handholds and footholds, such as a typical wall in a cavern: 20A rough surface, such as a natural rock wall or a brick wall: 25An overhang or ceiling with handholds only: 30A perfectly smooth, flat vertical (or inverted) surface cannot be climbed: -Climb DC Modifier * Example Surface or ActivityClimbing a chimney (artificial or natural) or other location where you can brace against two opposite walls: -10Climbing a corner where you can brace against perpendicular walls: -5Surface is slippery: +5

    These modifiers are cumulative; use all that apply.*

    You need both hands free to climb, but you may cling to a wall with one hand while you fire a gun or take some other action that requires only one hand. While climbing, you can't move to avoid a blow, so you lose your Dexterity bonus to AC (if any). Anytime you take damage while climbing, make an athletics check against the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate falling damage.

    Make Your Own Handholds and Footholds: You can make your own handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per 5 feet of distance. As with any surface that offers handholds and footholds, a wall with pitons in it has a DC of 15. In the same way, a climber with a handaxe or similar implement can cut handholds in an ice wall.

    Catch Yourself When Falling: It's practically impossible to catch yourself on a wall while falling, yet if you wish to attempt such a difficult task, you can make a Climb check (DC = wall's DC + 20) to do so. It's much easier to catch yourself on a slope (DC = slope's DC + 10).

    Catch a Falling Character While Climbing: If someone climbing above you or adjacent to you falls, you can attempt to catch the falling character if they are within your reach. Doing so requires a successful melee touch attack against the falling character (though they can voluntarily forgo any Dexterity bonus to AC if desired). If you hit, you must immediately attempt an athletics check (DC = wall's DC + 10). Success indicates that you catch the falling character, but his total weight, including equipment, cannot exceed your heavy load limit or you automatically fall. If you fail your Climb check by 4 or less, you fail to stop the character's fall but don't lose your grip on the wall. If you fail by 5 or more, you fail to stop the character's fall and begin falling as well.

    Special: A creature that can swim can move through water without making Athletics checks. It gains a +8 racial bonus on any Athletics check to perform a special action or avoid a hazard. The creature can always choose to take 10 on an Athletics check, even if distracted or endangered when swimming. You can use a rope to haul a character upward (or lower a character) through sheer strength. You can lift double your maximum load in this manner.

    Try Again?: Yes, if the situation permits.

    Time: A successful athletics check allows you to swim at 3 Combat Points per 5 feet. Climbing is part of movement and has normal movement rate. Each movement that includes any climbing requires a separate athletics check. Catching yourself or another falling character doesn't take any Combat Points.

    Craft(Intelligence):You are skilled at making various objects and substances.

    This skill encompasses several categories, each of them treated as a separate skill: Craft (chemical), Craft (electronic), Craft (mechanical), Craft (pharmaceutical), Craft (structural), Craft (visual arts), and Craft (writing).

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    Craft skills are specifically focused on creating objects. To use a Craft skill effectively, a character must have a kit or some other set of basic tools. The wealth point cost of this equipment varies according to the particular Craft skill.

    To use Craft, first decide what the character is trying to make and consult the category descriptions below. If the character has enough wealth points to purchase the raw materials, make the Craft check against the given DC for the object in question. If the character fails the check, they do not make the object, and the raw materials are wasted (unless otherwise noted).

    Generally, a character can take 10 when using a Craft skill to construct an object, but can't take 20 (since doing so represents multiple attempts, and the character uses up the raw materials after the first attempt). The exception is Craft (writing); a character can take 20 because the character does not use up any raw materials (and thus no Wealth Points are required to use the skill). A character can take 10 or take 20 on a repairing check. When making a repair check to accomplish a jury-rig repair, a character can t take 20.

    The character can try as many times as they'd like, as long as they can afford the raw materials cost for each attempt.

    Craft (Chemical) Trained Only:This skill allows a character to mix chemicals to create acids, bases, explosives, and poisonous substances.

    Acids and Bases: Acids are corrosives substances that react with metals and carbonates. Bases can be thought of as the chemical opposites of acids, that neutralize