New Rules - Myth-Weavers

Notices


New Rules

   
New Rules

Medieval armour

If decide to start wearing medieval armour for protection, it will protect from any weapon that shoots bullets granting the standard DR from these rules:

http://www.d20srd.org/srd/variant/ad...eReduction.htm

It grants the AC bonus which does not stacks with your defence from class but still gives the DR

So your body become a bit more resistance to combat wounds, instead of making a save every time you take your con in dmg, you are granted wounds points like below:

Wound Points

Wound points measure how much true physical damage a character can withstand. Damage reduces wound points only after all hps are gone, or when a character is struck by a critical hit. A character has a number of wound points equal to her current Constitution score.

Critical Hits

A critical hit deals the same amount of damage as a normal hit, but that damage is deducted from wound points rather than from vitality points. Critical hits do not deal extra damage; for that reason, no weapon in this system has a damage multiplier for its critical hits.

Any critical hit automatically overcomes a creature’s damage reduction, regardless of whether or not the attack could normally do so.

Most weapons retain their normal critical threat range. If a weapon normally has a critical multiplier greater than ×2, the weapon’s threat range expands by 1 point per additional multiplier, as indicated on the table below.


Multiplier

New Threat Range

×3 19-20
×4 18-20
×5 17-20

Nonlethal Damage

This system doesn’t differentiate between lethal and nonlethal damage. Attacks and effects that normally deal nonlethal damage reduce hit points, except on a critical hit, in which case they reduce wound points.

0 Vitality Points

At 0 vitality points, a character can no longer avoid taking real physical damage. Any additional damage he receives reduces his wound points.

Taking Wound Damage

The first time a character takes wound damage—even a single point—he becomes fatigued. A fatigued character can’t run or charge and takes a -2 penalty to Strength and Dexterity until he has rested for 8 hours (or until the wound damage is healed, if that occurs first). Additional wound damage doesn’t make the character exhausted.

In addition, any time an attack deals wound damage to a character, he must succeed on a Fortitude saving thow (DC 5 + number of wound points lost from the attack) or be stunned for 1d4 rounds. (During that time, any other character can take a standard action to help the stunned character recover; doing so ends the stunned condition.)

0 Wound Points

Wound points cannot drop below 0; any damage that would cause a character’s wound point total to drop below 0 simply causes the character to have 0 wound points.

At 0 wound points, a character is disabled and must attempt a DC 15 Fortitude save. If he succeeds on the save, he is merely disabled. If he fails, he falls unconscious and begins dying.

Disabled

A disabled character is conscious, but can only take a single move or standard action each turn (but not both, nor can she take full-round actions). She moves at half speed. Taking move actions doesn’t risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a quickened spell) worsen the character’s condition to dying (unless it involved healing; see below).

Dying

A dying character is unconscious and near death. Each round on his turn, a dying character must make a Fortitude save (DC 10, +1 per turn after the first) to become stable.

If the character fails the save, he dies.

If the character succeeds on the save by less than 5, he does not die but does not improve. He is still dying and must continue to make Fortitude saves every round.

If the character succeeds on the save by 5 or more but by less than 10, he becomes stable but remains unconscious.

If the character succeeds on the save by 10 or more, he becomes conscious and disabled.

Another character can make a dying character stable by succeeding on a DC 15 Heal check as a standard action (which provokes attacks of opportunity).


Undead do not have wound points and any creature immune to critical items also has no wound points.

Also note if a creature is hit by a ship to ship weapon or a vehicle mounted weapon it does wound damage.

Spirit

A new stat named spirit comes into being when you enter this world. It used to track how corrupted your soul is from outside sources. Your spirit is found by adding your Con and Int stats dividing by 3. When installing cybernetics and Bioware you cannot have more than this number total at one time. Every 2 Bioware units counts as one against the spirit.

If you do install more, first you need to make an Int check DC 15 +1 every extra cybernetics or Bioware, if you pass this then the new item works. Every time you try to use this new item you have to make d20 roll under your Spirit score. If you fail you take 1d6 damage for every extra item you have over your spirit and are under the effects similar to a confusion spell for 1 min.

As your soul becomes corrupted with more metal and foreign objects in your body, the magic used to heal your body by magic becomes less effective. For every point against your spirit you have, you heal 10% less of magic healing. So if a cleric heals you for 10 damage and you have 5 points against your spirit, you would only heal 5 damage instead.

At the same time, magic's that tries to snuff out your life force is harder to succeed, meaning any necromancy spell that tries to affect you have a less chance of getting through your resistances. You gain +1 to any saves for every point you have against your spirit(round down). So if you got 5 points you get +5 vs saves of the nec school.

Those that try to learn magic with installed objects would also have problems. For every point against your spirit, your caster or manifest level is reduced by 1.

Psionic is everywhere in this world, anyone can try to gather the energy to learn psionics. First, you need summon the energy into your mind with a Wisdom check DC 15. To learn your first power you need to then make Psi check DC 20. If you pass this you choose one basic power. If you fail you get hit by feedback but regardless if you pass the save, you lose 1 HP permanently but get a +1 to your next roll to learn your first power. It takes a number of minutes equal to the DC to gather the energies to learn a new power.

Basic Power DC 25
Intermediate Power 35
Advance Power 45

You roll a 1d20 adding the energy you have collected. Each time you use successfully one of your psionic powers you gather energy you can use to learn new powers, you add a +1 each time you successfully active a power to learn new powers up to the limit of your psi score. So if you active Telepathy 5 times you gain +5 on your next new power roll. This bonus can never go over the Psi Score

Feedback
The human mind isn’t ideally designed to handle psionic, and the results of a mistake can be devastating. Somethings the users control slip and mind picks up and greatly amplifies the energy her himself is sending out- like a radio receiver that suddenly picks up a hundred transmissions at teeth shattering volume. This is known as feedback.

Psionic feedback always causes some damage, but feedback from particularly powerful effects can actually kill the user on the spot. To determine the result of the feedback, the character makes a Will save against the DC of the intended effect level. If he succeeds, he takes some damage, but manages to break the connection before he is hurt too much. If they fails. They immediately falls unconscious for 1 hour and days secondary damage. On awakening, he is fatigued for next 23 hours and cannot use any psionic for that time.

Note that all damage caused by feedback is completely unaffected by all types of damage and energy resistance- the character is basically being tearing itself apart. In addition to physical damage, feedback causes the result the character was attempting to achieve to become inverted. The powerful the effect, the more catastrophic the result. This is all up to the DM how it plays out.

Character killed by feedback die in a flashing way tired to the nature of the psionic talent they were attempting to use at the time. Feedback that does not keep produces less painful injuries that manifests themselves as splitting headaches. Nose bleeds and sensitivity to bright light are alos not uncommon, and the DM my impose penalties where needed.


Effect Level
Basic 1d6 every 4 HD DC 10 1hp dmg xHD
Intermediate 2d6 every 4 HD DC 20 3hp dmg xHD
Advance 3d6 every 4 HD DC 25 5hp dmg x HD

Powers:

Precognition: Basic
Precognition, Advanced: Advance
Precognition, Improved: Intermediate

Psychic Shield: Basic
Psychic Shield, Advanced: Advance
Psychic Shield, Improved: Intermediate

Telekinesis: Basic
Telekinesis, Advance: Advance
Telekinesis, Improved: Intermediate

Telepathy: Basic
Telepathy, Advance: Advance
Telepathy, Improved: Intermediate

Using Psionics
All psionic powers must be activated before they can be used- this is the psionic equivalewnt of a circuit being open. So you must make a power activation roll which is the following: Character level/4(round down)+ 1d20. The DC are as followed

Basic 5
Intermediate 10
advanced 15

A 20 is always a success and a 1 results in a feedback.

Certain conditions make using psionic more difficult.
Cowering -1
Dazed -4*
Disabled -1
Exhausted -2
Fatigued -1
Nauseated* -1
Panicked -1
Shaken -2
Stunned -2
Unconscious* -5
*Can only used passive talents like psychic shield

New Core Classes

GAME RULE INFORMATION
Enforcers have the following game statistics.

Abilities
Strength and Dexterity are the most important attributes for an Enforcer, to give the best bonuses to weapon use. Depending on the style of the Enforcer, any of Constitution, Charisma, or Wisdom can be the next important.

Hit Die: 1d10.

Action Points
Enforcers gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st-level and every time they attain a new level in this class.

TABLE 1G–1: ENFORCER
Class
Level Base Attack
Bonus Fort
Save Ref
Save Will
Save Class Features Defense
Bonus Reputation
Bonus
1st +1 +2 +1 +0 Talent +1 +0
2nd +2 +3 +1 +0 Bonus Feat +2 +0
3rd +3 +3 +2 +1 Talent +2 +0
4th +4 +4 +2 +1 Bonus Feat +3 +0
5th +5 +4 +3 +1 Talent +3 +1
6th +6/+1 +5 +3 +2 Bonus Feat +3 +1
7th +7/+2 +5 +3 +2 Talent +4 +1
8th +8/+3 +6 +4 +2 Bonus Feat +4 +1
9th +9/+4 +6 +4 +3 Talent +5 +2
10th +10/+5 +7 +5 +3 Bonus Feat +5 +2

Class Skills
The Enforcer's class skills, and the key ability for each skill are as follows (see Chapter Two of the d20 Modern RPG for skill descriptions).
Climb (Str), Craft (metalworking, structural) (Int), Drive (Dex), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (gossip, streetwise, tactics) (Int), Profession (Wis), Repair (Int), Ride (Dex), Speak Language (none), and Swim (Str).
Also, the starting occupation you select can provide you with additional class skills to choose from.

Skill Points at 1st-level: (3 + Int modifier) x 4.
Skill Points at Each Additional Level: 3 + Int modifier.

Starting Feats
In addition to the two feats all characters get at 1st-level (see Table 1–2 in the d20 Modern RPG), an Enforcer begins play with the Archaic Weapons Proficiency, Simple Weapons Proficiency

CLASS FEATURES
All the following are class features of the Enforcer class.
Talents: The Enforcer may select one talent at 1st-level, and another every two levels thereafter (3rd, 5th, 7th, and 9th). The talents for the Enforcer class are listed on page 236 of the Gamma World Player's Handbook.
The Enforcer may also select talents from the Strong Hero Talent Trees (pg. 21) and the Fast Hero Talent Trees (pgs. 23–24) from the d20 Modern RPG. The Enforcer may also select talents from the Strong As An Ox and Coordination Talent Trees from the Gamma World Player's Handbook.
Bonus Feats: At 2nd-level and every two levels thereafter (4th, 6th, 8th, and 10th), the Enforcer gains a bonus feat. These bonus feats must be chosen from the following list: Armor Proficiency (advanced) *, Blind-Fight, Combat Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Combat Martial Arts (Improved Combat Martial Arts, Advanced Combat Martial Arts), Combat Reflexes, Dodge (Agile Riposte, Mobility, Spring Attack), Exotic Firearms Proficiency, Exotic Melee Proficiency, Fight With Anything **, Improved Initiative, Mounted Combat **, Point Blank Shot (Double Tap, Precise Shot, Shot on the Run, Skip Shot), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Two-Weapon Fighting (Improved Two-Weapon Fighting, Advanced Two-Weapon Fighting), Weapon Finesse, Weapon Focus.
*This feat is detailed in the Gamma World Player's Handbook. **This feat is detailed in d20 Apocalypse.


ESPER

GAME RULE INFORMATION
Espers have the following game statistics.

Abilities
The prime requisite for Espers is Wisdom, for mental disciple. However, Espers must also be physically sturdy to survive the damaging feedback from their psionic powers, so Constitution is also vital to them as well.

Hit Die: 1d8.

Action Points
Espers gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st-level and every time they attain a new level in this class.

Class Skills
The Esper's class skills, and the key ability for each skill are as follows (see Chapter Two of the d20 Modern RPG for skill descriptions).
Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Psicraft (Int) (modified), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Treat Injury (Wis).
Also, the starting occupation you select can provide you with additional class skills to choose from.

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

Starting Feats
In addition to the two feats all characters get at 1st-level (see Table 1–2 in the d20 Modern RPG), an Esper begins play with the Simple Weapon Proficiency.

TABLE 1G–2: ESPER
Class
Level Base Attack
Bonus Fort
Save Ref
Save Will
Save Class Features Defense
Bonus Reputation
Bonus
1st +0 +1 +0 +2 Psionics +1 +1
2nd +1 +1 +0 +3 Perfect Memory, Talent +2 +1
3rd +2 +2 +1 +3 Psionic Advancement +2 +1
4th +3 +2 +1 +4 Talent +3 +2
5th +3 +3 +1 +4 Empathy, Psionic Advancement +3 +2
6th +4 +3 +2 +5 Talent +3 +2
7th +5 +3 +2 +5 Psionic Advancement +4 +3
8th +6/+1 +4 +2 +6 Intuition, Talent +4 +3
9th +6/+1 +4 +3 +6 Psionic Advancement +5 +3
10th +7/+2 +5 +3 +7 Talent +5 +4

CLASS FEATURES
All the following are class features of the Esper class.
Psionics: The Esper has access to a small number of psionic powers. The Esper starts with one power selected from the following list of Basic psionic powers: Precognition, Telekinesis, Telepathy.
If the Esper is a normal stock or pure-strain human then the character gains Psionic Potential as a bonus feat. If the Esper is a mutant then the character gains the major positive mutation Psychic Aptitude as a bonus mutation.
The Esper learns other psionic powers by using its psionic powers to accumulate advancement points. (See the Psionics section of Chapter Three: FX (pgs. 128–133) in the Gamma World Player's Handbook for more details.) In addition, whenever the Esper gains a new level in the Esper class, he/she gains 2d4 additional advancement points. The Esper can use these advancement points to help him/her learn new Intermediate or Advanced psionic powers.
Perfect Memory (Psi): Starting at 2nd-level, the Esper can telepathically delve into his/her own minds, retrieving information. The Esper may make a Wisdom check (DC 15) to perfectly recall something he/she perceived at any point in the past. This is a psi-like ability.
Talents: The Esper may select one talent at 2nd-level, and another every two levels thereafter (4th, 6th, 8th, and 10th). The Esper select talents from the Tough Hero Talent Trees (pgs. 24–25) and the Dedicated Hero Talent Trees (pgs. 28–29) from the d20 Modern RPG. The Esper may also select talents from the Cast Iron Stomach and Zeal Talent Trees from the Gamma World Player's Handbook.
Psionic Advancement: The Esper automatically gains an additional Basic psionic power at 3rd-level, and another every two levels thereafter (5th, 7th, 9th). The Esper doesn't need to use advancement points to learn a new Basic psionic power. The Esper has the option to forgo learning a new power in order to gain a bonus of 15 advancement points to help him/her learn new Intermediate or Advanced psionic powers.
Empathy (Psi): Starting at 5th-level, if the Esper spends one minute observing a target, he/she gains a deep insight into the target's perceptions and attitudes. This understanding gives the Esper an insight bonus equal to his/her Wisdom modifier on all Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive checks when dealing with the target. This is a psi-like ability.
Intuition (Psi): Starting at 8th-level, the Esper can sense impending threats. The GM should make a Will save (DC 15) to see if the Esper character detects the approach of enemies or other upcoming dangers. If the check is successful, the Esper has advanced warning for one round. He/she merely senses the approach of danger and has no special insight into the source of the threat. This is a psi-like ability.


EXAMINER

GAME RULE INFORMATION
Examiners have the following game statistics.

Abilities
Intelligence is the prime requisite for an Examiner. All of the other abilities can be useful, but it is the Examiner's intellect that drives him.

Hit Die: 1d6.

Action Points
Examiners gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st-level and every time they attain a new level in this class.

TABLE 1G–3: EXAMINER
Class
Level Base Attack
Bonus Fort
Save Ref
Save Will
Save Class Features Defense
Bonus Reputation
Bonus
1st +0 +0 +1 +2 Gadget, Savant +0 +1
2nd +1 +0 +1 +3 Bonus Feat +1 +1
3rd +1 +1 +2 +3 Disaster Avoidance +1 +1
4th +2 +1 +2 +4 Talent +1 +2
5th +2 +1 +3 +4 Exploit Weakness, Savant +2 +2
6th +3 +2 +3 +5 Bonus Feat +2 +2
7th +3 +2 +3 +5 Adaptation +2 +3
8th +4 +2 +4 +6 Talent +3 +3
9th +4 +3 +4 +6 Savant +3 +3
10th +5 +3 +5 +7 Bonus Feat +3 +4

Class Skills
The Examiner's class skills, and the key ability for each skill are as follows (see Chapter Two of the d20 Modern RPG for skill descriptions).
Computer Use (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Demolitions (Int), Diplomacy (Cha), Disable Device (Int), Drive (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Investigate (Int), Knowledge (all skills, taken individually) (Int), Navigate (Int), Perform (Cha), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int), Search (Int), Speak Language (none), Treat Injury (Wis).
Also, the starting occupation you select can provide you with additional class skills to choose from.

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

Starting Feats
In addition to the two feats all characters get at 1st-level (see Table 1–2 in the d20 Modern RPG), an Examiner begins play with the Simple Weapon Proficiency.

CLASS FEATURES
All the following are class features of the Examiner class.
Gadget: The Examiner begins play with an extra piece of equipment chosen by the GM. The Examiner initially has no idea what the device does and must discover its properties through analysis.
Savant (Ex): The Examiner's understanding of science improves over time. The Examiner gains a +1 insight bonus on skill checks with any one of the following skills: Computer Use, Craft, Disable Device, Knowledge, Repair, or Research. Every four levels, the Examiner may select another skill to receive a bonus, and the bonus of all other savant skills increase by one.
Bonus Feats: At 2nd-level and every four levels thereafter (6th and 10th), the Examiner gains a bonus feat. These bonus feats must be chosen from the following list: Builder, Expert Scrounger *, Gearhead, Nanotech Attunement **, Personal Firearms Proficiency, Shrewd Bargainer *, Studious, Surface Vehicle Operation, Surgery, Tech Familiarity: Advanced **, Tech Familiarity: Pre-War **, Thrifty Mechanic *.
*This feat is detailed in d20 Apocalypse. **This feat is detailed in the Gamma World Player's Handbook.
Disaster Avoidance (Ex): Through diligent practice, the Examiner has learned not to pull pins and press red buttons when they can avoid it. Starting at 3rd-level, the Examiner may accept a -6 penalty on a Knowledge or Craft check to ensure that the device he is working with will not explode or do anything else unexpected should he/she fail the check.
Talents: The Examiner may select one talent at 4th-level, and another at 8th-level. The Examiner select talents from the Smart Hero Talent Trees (pg. 26–27) from the d20 Modern RPG. The Examiner may also select talents from the Tech Savant Talent Tree from the Gamma World Player's Handbook.
Exploit Weakness (Ex): Starting at 5th-level, the Examiner is skilled at finding weakness and flaws in his/her opponent's fighting style. The Examiner may make an Intelligence check (DC 15). If the Examiner succeeds, he/she may use his/her Intelligence bonus instead of his/her Strength or Dexterity modifier on attack rolls for the duration of the fight.
Adaptation (Ex): Starting at 7th-level, the Examiner suffers only a -2 penalty when using weapon types he/she is not proficient with.


EXPLORER

GAME RULE INFORMATION
Explorers have the following game statistics.

Abilities
Explorers can make use of good scores in any abilities.

Hit Die: 1d10.

Action Points
Explorers gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st-level and every time they attain a new level in this class.

TABLE 1G–4: EXPLORER
Class
Level Base Attack
Bonus Good
Save Middle
Save Bad
Save Class Features Defense
Bonus Reputation
Bonus
1st +0 +2 +1 +0 Bonus Feat +0 +0
2nd +1 +3 +1 +0 Talent +1 +0
3rd +2 +3 +2 +1 Bonus Feat +1 +1
4th +3 +4 +2 +1 Bonus Feat +1 +1
5th +3 +4 +3 +1 Talent +2 +1
6th +4 +5 +3 +2 Talent +2 +2
7th +5 +5 +3 +2 Bonus Feat +2 +2
8th +6/+1 +6 +4 +2 Bonus Feat +3 +2
9th +6/+1 +6 +4 +3 Talent +3 +3
10th +7/+2 +7 +5 +3 Bonus Feat +3 +3

Class Skills
The Explorer's class skills, and the key ability for each skill are as follows (see Chapter Two of the d20 Modern RPG for skill descriptions) includes the following skills plus 8 additional skills of the player's choice.
Handle Animal (Cha), Listen (Wis), Spot (Wis), Survival (Wis).
Also, the starting occupation you select can provide you with additional class skills to choose from.

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

Starting Feats
In addition to the two feats all characters get at 1st-level (see Table 1–2 in the d20 Modern RPG), an Explorer begins play with the Simple Weapons Proficiency, and Armor Proficiency (light) feats.

CLASS FEATURES
All the following are class features of the Explorer class.
Bonus Feats: At 1st, 3rd, 4th, 7th, 8th, and 10th-level, the Explorer gains a bonus feat. These bonus feats can be selected from the d20 Modern RPG hardcover, the d20 Apocalypse sourcebook, and the Gamma World Player's Handbook.
For any feat that duplicates another feat's function consider a feat in the Gamma World Player's Handbook to be primary, a feat in the d20 Modern RPG hardcover to be secondary, and a feat in the d20 Apocalypse sourcebook to be tertiary.
The GM has final say regarding which feats are available for his/her campaign.
Saving Throws: The Explorer has one good saving throw, one middle saving throw, and one bad saving throw, which are assigned to the character's three types of saving throws by the player.
Talents: The Explorer may select one talent at 2nd-level, and one additional talent at 5th, 6th, and 9th-level). The Explorer's talents are selected from any two of the d20 Modern RPG's Hero classes Talent Trees, which must be decided upon at 2nd-level.
For example, Diana decides that she wants her Explorer to be quick of mind and quick of body. Therefore, her Explorer can choose talents from any of the Talent Trees for the Fast Hero and Smart Hero from the d20 Modern RPG as well as the Coordination Talent Tree and Tech Savant Talent Tree from the Gamma World Player's Handbook.


SCOUT

GAME RULE INFORMATION
Scouts have the following game statistics.

Abilities
Scouts need a good Dexterity score. A high Wisdom, Intelligence, and Constitution are all useful in the wild.

Hit Die: 1d8.

Action Points
Scouts gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st-level and every time they attain a new level in this class.

TABLE 1G–5: SCOUT
Class
Level Base Attack
Bonus Fort
Save Ref
Save Will
Save Class Features Defense
Bonus Reputation
Bonus
1st +0 +1 +2 +0 Track, Aware +3 +0
2nd +1 +1 +3 +0 Evasion Talent +4 +0
3rd +2 +2 +3 +1 Bonus Feat, Sniper +2 +4 +1
4th +3 +2 +4 +1 Survival Expert +2, Talent +5 +1
5th +3 +3 +4 +1 Bonus Feat +5 +1
6th +4 +3 +5 +2 Increased Speed, Talent +6 +2
7th +5 +3 +5 +2 Bonus Feat, Sniper +4 +6 +2
8th +6/+1 +4 +6 +2 Survival Expert +4, Talent +7 +2
9th +6/+1 +4 +6 +3 Bonus Feat +7 +3
10th +7/+2 +5 +7 +3 Increased Speed, Talent +8 +3

Class Skills
The Scout's class skills, and the key ability for each skill are as follows (see Chapter Two of the d20 Modern RPG for skill descriptions).
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (earth and life sciences, streetwise, tactics, technology: archaic) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Pilot (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Treat Injury (Wis), Tumble (Dex).
Also, the starting occupation you select can provide you with additional class skills to choose from.

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

Starting Feats
In addition to the two feats all characters get at 1st-level (see Table 1–2 in the d20 Modern RPG), an Explorer begins play with the Simple Weapons Proficiency, Armor Proficiency (light)

CLASS FEATURES
All the following are class features of the Scout class.
Track: The Scout gains Track as a bonus feat at 1st-level.
Aware (Ex): The Scout may add his/her base Will saving throw bonus on Listen and Spot checks to avoid surprise.
Evasion: The Scout gains Evasion as a bonus talent at 2nd-level.
Sniper: Starting at 3rd-level, the Scout gains a +2 circumstance bonus on both attack and damage rolls with ranged weapons. This bonus increases to +4 at 7th-level.
Survival Expert (Ex): Starting at 4th-level, the Scout gains a +2 bonus on skill checks and Fortitude saving throws used to find shelter, to hunt for food, and to avoid damage due to exposure or disease. This bonus increases to +4 at 8th-level.
Bonus Feats: At 3rd-level and every two levels thereafter (5th, 7th, and 9th), the Scout gains a bonus feat. These bonus feats must be chosen from the following list: Acrobatic, Agile Riposte, Combat Reflexes, Defensive Martial Arts, Dodge, Double Tap, Elusive Target, Far Shot, Improved Initiative, Lightning Reflexes, Mobility, Nimble, Point Blank Shot, Precise Shot, Quick Draw, Quick Reload, Shot on the Run, Skip Shot, Snap Shot *, Spring Attack, Survivalist *, Two-Weapon Fighting, Weapon Finesse, Whirlwind Attack.
*These feats are detailed in the Gamma World Player's Handbook.
Increased Speed (Ex): The Scout's base land speed increases by 5 feet at 6th-level and then increases again by an additional 5 feet at 10th-level. This ability stacks with the talents from the Increased Speed Talent Tree.
Talents: The Scout may select one talent at 4th-level, and another every two levels thereafter (6th, 8th, and 10th). The Scout select talents from the Fast Hero Talent Trees (pg. 22–23) and the Dedicated Hero Talent Trees (pg. 28–29) from the d20 Modern RPG. The Scout may also select talents from the Coordination Talent Tree and the Zeal Talent Tree from the Gamma


am using this variant rules as well:

http://www.d20srd.org/srd/variant/ca...requisites.htm

The Background Skills optional system splits skills into two categories: adventuring skills and background skills. Characters get a few extra ranks in the latter, allowing them to acquire skills that rarely come up during adventures.

Adventuring-oriented skills such as spot are usually more important for your character’s survival than background skills such as Profession, but these background skills are invaluable for fleshing out characters. This system separates skills into adventuring and background skills, so you don’t have to sacrifice your character’s life expectancy for her to have a rich background or engage in downtime activities.

The standard skill system has a lot of versatility. It allows characters to overcome various challenges related to their diverse talents, with simple rules for dealing with beneficial or adverse conditions. Though many players simply spend their skill ranks on the same skills at every level, it is also possible for a character to diversify his investment in order to gain access to more skills overall or to remedy a shortcoming.

However, not all skills provide the same benefit to characters. It’s difficult to argue that a high bonus in a Profession skill has the same value as a high bonus in a more general skill such as spot. Yet Profession is an important skill for nonplayer characters, as well as for players who wish to show that adventuring isn’t the only thing their characters care about.

This system recognizes that skills such as Craft, Knowledge, and Profession serve an important role in the game. Though these skills don’t directly affect the careers of typical adventurers the same way that Bluff, Perception, and Stealth do, they are useful means for characters to interact with and explore the world outside of combat. You shouldn’t have to choose between having the knowledge to understand the world and the ability to survive in it!

These skills are called background skills because they reflect the non-adventuring interests and passions of a player character, or the skills more important to NPCs. All other skills are called adventuring skills.

In a campaign that uses the background skills system, each character gains an additional 2 skill ranks per level, which must be spent on background skills. More details appear in the Gaining Background Skills section. These new rules make characters and their skills more versatile, but because they boost non-adventuring skills, they’re unlikely to unbalance a campaign.

Gaining Background Skills
In addition to their normal allotment of regular skill ranks, all characters gain 2 background skill ranks each time they gain a level in a PC class. The character’s Intelligence modifier doesn’t adjust this value. Background skill ranks can be used to gain ranks only in background skills, not adventuring skills. Characters can expend their regular skill ranks on background skills if they desire.

Even the most dedicated adventurers have other things they enjoy doing in their spare time. Some pursue business interests during their downtime between adventures, and though these can be modeled with the downtime rules, players who aren’t interested in such a robust system still might wish to include elements of those interests on their character sheets.

Background Skills

Handle Animal
Craft (Visual Art)
Craft (Writing)
Knowledge (Politics, History, Gossip, Bussiness, Art)
Perform
Profession
Sleight of Hand
Read Language
Speak Language

Using Pathfinder's rules for CMB and CMD








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