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d20 - Pathfinder + Modern.

Posted by ArkrimFor group 0
Arkrim
GM, 94 posts
Tue 8 Apr 2014
at 04:40
  • msg #1

d20 - Pathfinder + Modern

So I love Pathfinder's updates to the 3.5 rules. However, I want to implement it into something modern. I also think Pathfinder does have a few flaws, one of them being their firearm rules which are complete crap. Not only are the unbalanced, they are completely unrealistic. A modern handgun can barely pierce plate armor let alone a musket which would barely dent it (already done research on this). So I want to explore some ideas for converting Pathfinder into a modern or future game taking tips from d20 Past/Modern/Future. I'll start with the obvious...firearms and classes.

Classes: Just like the normal d20 Modern classes (one for each ability score). Multiclassing is still easy and uses the same method as Pathfinder now. However, instead of Talent/Bonus Feat I'd rather have the classes just gain 1 talent at every level and each class has a talent called "Bonus Feat" where they can select a bonus feat in place of a talent. The reason being is that talents are not designed to be stronger than feats but can stack up the same way. The only thing is that talents are conceptualized to suit class concepts whereas feats are abilities which can be expected across different character concepts. Thus, at every class level a character receives 1 class talent and at every odd character level a character receives 1 feat.

Also, skills will be synchronized more closely just like what was done with HD. Instead of 2, 4, 6, 8 it will be 4, 5, 6. This is to more closely line up with HD which there are now only 3 tiers of: d6, d8, d10.

Strong: d10 HD, good bab, good fort, poor skills
Fast: d8 HD, average bab, good reflex, average skills
Tough: d10 HD, good bab, good fort, poor skills
Smart: d6 HD, poor bab, good will, good skills
Dedicated: d8 HD, average bab, good will, average skills
Charismatic: d6 HD, poor bab, good will, good skills

Firearms: Firearms are normal ranged attacks (not touch attacks). However, ballistic damage counts as both bludgeoning and piercing and it ignores the first 5 points of damage reduction (not hardness) and deals normal damage to objects (instead of half damage). This is because of the concussion effect of bullets. Firearms are also cheaper.

Well I also wanted make Armor provide damage reduction.

ARMOR AS DR (balanced version): Divide your armor's armor bonus by 2. Round up and that is your remaining armor bonus to AC. Round down and that is the Damage Reduction/- your armor provides (armor DR stacks with other DR and is the only type that does). Do the same for your natural armor bonus. A creature's DR from natural armor cannot exceed it's racial HD. Do not include enhancements from magical items or equipment upgrades or boosts to armor or natural armor from feats as enhancements remain functioning the way they are.

BULLET-PROOFING: An upgrade that can be added to any armor (same cost as mithral in a magical setting, half that cost in a non-magical one). This allows you to retain your full DR against firearms.

So, firearms actually do help bypass some difficulties with armor, but aren't targeting TOUCH AC like total cheapness.

Falling, explosions, impacts, etc. ignore your armor's DR since it's just as likely to hurt you in a fall, crash, etc. Essentially the armor DR only protects against targeted effects, not area effects. Well...unless...

BLAST SUIT: An upgrade that can be added to any medium or heavy armor (modern or future only). This allows you to retain your full DR against explosions and shrapnel. http://en.wikipedia.org/wiki/Bombsuit

I also intend to tweak the armor bonuses to scale as follows:
+1 to +4 (light)
+5 to +8 (medium)
+9 to +12 (heavy)

This will allow the inclusion of more sophisticated armor like SWAT armor, bullet-proof vests, exosuits, bombsuits, etc. The +12 would essentially be the exosuit which is the next best thing to a true mecha (or "gundam" for you anime fans) and the best armor possible before enhancements. At DR6/+6 AC, it is very expensive and difficult to don but incredibly useful in a fight. I also want to edit armor costs to grow at a steady pace.

AUTO DON: Your suit is equipped with special buckles and automatic straps and devices which allow you to don it in one-fifth the normal time at no penalty (minimum 1 move action). You can can rush donning your armor at the normal penalty which accumulates with the time reduction accordingly (to the normal minimum of one move action). 1 round = Full Round action, 0.5-.9 rounds = Standard action, <0.5 rounds = Move action.





STRONG HERO PATHFINDER UPDATE


THE STRONG HERO
Ability: Strength
Hit Die: 1d8 1d10 (and good BAB)
Action Points: N/a, classes no longer have an effect on your action points. No one class makes you more or less heroic than another.
Class Skills: The Strong hero’s class skills (and the key ability for each skill) are: Climb (Str), Craft (structural) (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (current events, popular culture, streetwise, tactics) (Int), Profession (Wis), and Swim (Str).
Skill Points at each Level: 3 4 + Int modifier

Starting Feats
In addition to the feats all characters get, a Strong hero begins play with the Simple Weapons Proficiency feat.

Class Features
The following are class features of the Strong hero.

Talents
At every odd class level (1st, 3rd, 5th, 7th, and 9th level), the Strong hero 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 hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.

Extreme Effort Talent Tree
A Strong hero can push him or herself to make an extreme effort. The effort must relate either to a Strength check or a Strength-based skill check. You must decide to use this ability before making the check.
Extreme Effort: The effort requires a full-round action and provides a +2 +3 bonus on the check. They gain only a +1 bonus when they perform the action normally.
Improved Extreme Effort: The effort requires a full-round action and provides a +2+3 bonus that stacks with the bonus provided by extreme effort (+4+6 total). They gain only a +2 bonus total when they perform the action normally.
Prerequisite: Extreme effort.
Advanced Extreme Effort: The effort requires a full-round action and provides a +2 +3 bonus that stacks with the bonuses provided by extreme effort and improved extreme effort (+4+9 total). They gain only a +3 bonus total when they perform the action normally.
Prerequisites: Extreme effort, improved extreme effort.

Melee Smash
This whole tree was removed in favor of more flavorful and balanced trees.


Ignore Hardness Talent Tree
The Strong hero has an innate talent for finding weaknesses in objects. This allows a Strong hero to ignore some of an object’s hardness when making a melee attack to break it.
Ignore Hardness: The Strong hero ignores 4 points of an object’s hardness.
Improved Ignore Hardness: The Strong hero ignores 4 additional points of an object’s hardness (for a total of 8). If this reduces the target's hardness to effectively 0, then they deal normal damage to the object instead of half damage (see Damaging Objects).
Prerequisite: Ignore hardness.
Advanced Ignore Hardness: The Strong hero ignores 4 additional points of an object’s hardness (for a total of 12).If this reduces the target's hardness to effectively 0, then they deal normal damage to the object instead of half damage (see Damaging Objects).
Prerequisites: Ignore hardness, improved ignore hardness.

Maneuver Master Talent Tree
The Strong hero has an innate talent for wrestling and pinning foes.
Grappling Strike: Once per round when the strong hero hits with an unarmed strike or grappling weapon, they may make a free grapple attempt against their target.
Expert Grappler: Whenever the strong hero makes a grapple check to sustain a grapple, they may choose any two of the optional actions made as part of sustaining the grapple: moving the target with you, damaging the target, pinning the target, tying up the target. You may even choose to damage the target twice.
Prerequisite: Grappling strike.
Master Grappler: For the purposes of grappling maneuvers, you treat yourself as one size category larger.
Prerequisites: Expert grappler, grappling strike.

Unarmed Strike Talent Tree
The Strong hero has an innate talent for fighting with their bare fists.
Greater Unarmed Strike: The Strong hero increases their unarmed strike damage to 1d6 and may treat their unarmed strike as a manufactured weapon or natural weapon at will, whichever is more beneficial to them.
Prerequisite: Improved unarmed strike.
Unarmed Strike Expert: The Strong hero increases their unarmed strike damage to 1d8 and can use their unarmed strike as a one-handed weapon in both hands if they have both hands free so that they can deal x1.5 their strength modifier with damage. If they have more than two hands or arms, they may do this with only one pair at a time.
Prerequisite: Greater Unarmed Strike.
Unarmed Strike Master: The Strong hero increases their unarmed strike damage to 1d10 and treats their unarmed strike as magical for the purposes of overcoming damage reduction.
Prerequisites: Melee smash, improved melee smash.

Weightlifting Talent Tree
The Strong hero has an innate talent for lifting heavy weights.
Pack Hauler: The Strong hero treats themselves as one size category larger for the purposes of calculating their carrying capacity. They may also choose to wield weapons that are one size larger than normal for their size at no penalty.
Brutal Thrower: The Strong hero gains the Throw Anything feat as a bonus feat and can use their Strength modifier instead of Dexterity modifier for attack rolls with thrown weapons so long as their target is within one range increment.
Prerequisite: Pack hauler.
Hulking Hurler: The Strong hero treats themselves as one size larger for the purposes of objects they can lift and throw as throwing weapons. They can also pick up objects and throw them with both hands dealing x1.5 their strength modifier in damage as a normal two-handed weapon
Prerequisites: Pack hauler, Brutal Thrower.


Bonus Feats
At every even class level (2nd, 4th, 6th, 8th, and 10th level), the Strong hero gains a bonus feat. This feat must be selected from the following list, and the Strong hero must meet any prerequisites.
Animal Affinity, Archaic Weapons Proficiency, Athletic, Blind-Fight, Brawl, Cleave, Combat Martial Arts, Combat Reflexes, Great Cleave, Improved Brawl, Improved Combat Martial Arts, Power Attack, Weapon Focus.




THE FAST HERO PATHFINDER UPDATE
Ability: Dexterity
Hit Die: 1d8 (average BAB)
Class Skills: The Fast hero’s class skills (and the key ability for each skill) are: Acrobatics (Dex), Craft (mechanical) (Int), Drive (Dex), Escape Artist (Dex), Knowledge (current events, popular culture, streetwise) (Int), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Stealth (Dex).
Skill Points: (5 + Int modifier)

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

Class Features
All of the following are class features of the Fast hero.

Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Fast hero 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 hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.

DefenseEvasion Talent Tree
The Fast hero gains the ability to improve his or her innate defensive talents as the hero attains new levels.
Evasion: If the Fast hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Fast hero suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor.
Defensive Roll: The Fast hero can roll with a potentially lethal attack to take less damage from it. When the Fast hero would be reduced to 0 hit points or less by damage in combat (from a ranged or melee attack), the Fast hero can attempt to roll with the damage.
A Fast hero spends 1 action point to use this talent. Once the point is spent, the hero makes a Reflex saving throw (DC = damage dealt). If the save succeeds, he or she takes only half damage. The Fast hero must be able to react to the attack to execute a defensive roll—if the hero is immobilized, he or she can’t use this talent.
Since this effect would not normally allow a character to make a Reflex save for half damage, the Fast hero’s evasion talent doesn’t apply to the defensive roll. Once per day a fast hero may use this talent without spending an action point.
Prerequisites: Evasion.
Evasion, Improved: The Fast hero takes half damage from any effect that normally allows a character to attempt a Reflex saving throw for half damage, even upon a failed saving throw. Improved evasion can only be used when wearing light armor or no armor.
Prerequisites: Evasion, defensive roll.


Flurry Talent Tree
Quick Fighter: The Fast hero gains Quickdraw as a bonus feat and can spend an action point to make one additional attack during a full-attack at their highest base attack bonus at a -5 penalty.
Flurry: The Fast hero gains Two-Weapon Fighting as a bonus feat and no longer take a -5 penalty to their extra attack they can make at the cost of an action point.
Prerequisites: Quick fighter.
Defensive Flurry: The Fast hero gains Two-Weapon Defense as a bonus feat and may sacrifice an action point for two extra attacks at their full BAB during a full attack at a -5 penalty to both.
Prerequisites: Flurry, Quick fighter.


Increased Speed Talent Tree
The Fast hero can increase his or her natural base speed.
Increased Speed: The Fast hero’s base speed increases by 5 feet. They also gain Run as a bonus feat.
Improved Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed (10 feet total). They also gain Fleet of Foot as a bonus feat.
Prerequisite: Increased speed.
Advanced Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed and improved increased speed (15 feet total). Also, whenever they charge or withdraw, they can move normally over difficult terrain.
Prerequisites: Increased speed, improved increased speed.

Opportunist Talent Tree
Fast Feint: The Fast hero gains Improved Feint as a bonus feat, even if they do not meet the prerequisites. In addition, they may make an opposed Initiative checks against targets to use feint against them instead of a Bluff vs. Sense Motive.
Combat Mobility: The Fast hero gains Mobility as bonus feat, even if they do not meet the prerequisites. In addition, they may spend an action point to move normally over difficult terrain for up to a distance equal to half their base speed (round down) or for 1 round (whichever comes first).
Prerequisite: Fast Feint.

Opportunist: The Fast hero can spend 1 action point to use this talent. Once the point is spent, the hero can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Fast hero’s attack of opportunity for that round. Even a Fast hero with the Combat Reflexes feat can’t use this talent more than once per round. Once per day a fast hero may use this talent without spending an action point.
Prerequisite: Fast Feint, Mobility.

Uncanny Dodge Talent Tree
Uncanny Dodge: The Fast hero retains his or her Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (The hero still loses his or her Dexterity bonus to Defense if the hero is immobilized.)
Prerequisite: Evasion.
Uncanny Dodge, Improved: The Fast hero can no longer be flanked; the hero can react to opponents on opposite sides of him or herself as easily as he or she can react to a single attacker.
Prerequisites: Uncanny dodge.
Always Ready: The Fast hero can act in initiative even during surprise rounds when they are surprised. They automatically go last if they are surprised though. Other characters with this talent roll normally among themselves even though they are last compared to those that are not surprised. Also, during rounds that they are not surprised they roll Initiative twice and take the better of the two rolls.
Prerequisites: Improved uncanny dodge, Uncanny dodge.


Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Fast hero gains a bonus feat. This feat must be selected from the following list, and the Fast hero must meet any prerequisites.
Acrobatic, Combat Expertise, Combat Throw, Defensive Martial Arts, Double Tap, Elusive Target, Focused, Improved Disarm, Mobility, Personal Firearms Proficiency, Point Blank Shot, Stealthy, Weapon Finesse.




THE TOUGH HERO
Ability: Constitution
Hit Die: 1d10
Class Skills
The Tough hero’s class skills (and the key ability for each skill) are: Climb (Str), Concentration (Con), Craft (mechanical, structural) (Int), Drive (Dex), Intimidate (Cha), Knowledge (current events, popular culture, streetwise) (Int), Profession (Wis), Ride (Dex), Perception (Wis), and Survival (Wis).
Skill Points: 4 + Int modifier

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

Class Features
All of the following are class features of the Tough hero.

Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Tough hero 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 hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.

Armor Affinity Talent Tree
The Tough hero has an innate talent for utilizing armor and shields to defend themselves.
Armor Affinity: The Tough hero reduces the armor check penalty and increases the maximum Dexterity bonus of all armor they wear and shields they use which they are proficient with. In addition, they gain a +1 bonus to Damage Reduction/- when they wear light armor.
Prerequisite: Light Armor Proficiency.
Advanced Armor Affinity: The Tough hero reduces the armor check penalty and increases the maximum Dexterity bonus of all armor they wear and shields they use which they are proficient with. In addition, they gain a +1 bonus to Damage Reduction/- when they wear medium armor. This stacks with Armor Affinity.
Prerequisite: Armor Affinity, Medium Armor Proficiency, Light Armor Proficiency.
Greater Armor Affinity: The Tough hero reduces the armor check penalty and increases the maximum Dexterity bonus of all armor they wear and shields they use which they are proficient with. In addition, they gain a +1 bonus to Damage Reduction/- when they wear heavy armor. This stacks with Armor Affinity and Advanced Armor Affinity.
Prerequisite: Armor Affinity, Heavy Armor Proficiency, Light Armor Proficiency.


Damage Reduction Talent Tree
The Tough hero has an innate talent to ignore a set amount of damage from most weapons, but not from energy or special attack forms (which may or may not exist, depending on the campaign).
Damage Reduction 1/—: The Tough hero ignores 1 point of damage from melee and ranged weapons.
Damage Reduction 2/—: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 2/— total).
Prerequisites: Damage reduction 1/—.
Damage Reduction 3/—: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 3/— total).
Prerequisites: Damage reduction 1/—, damage reduction 2/—.

Energy Resistance Talent Tree
The Tough hero is particularly resistant to certain kinds of deadly energy effects. These talents can be selected in any order but in order to select any of them the tough hero must first have the Endurance feat.
Acid Resistance: The Tough hero ignores an amount of acid damage equal to his or her Constitution modifier.
Cold Resistance: The Tough hero ignores an amount of cold damage equal to his or her Constitution modifier.
Electricity Resistance: The Tough hero ignores an amount of electricity damage equal to his or her Constitution modifier.
Fire Resistance: The Tough hero ignores an amount of fire damage equal to his or her Constitution modifier.
Sonic Resistance: The Tough hero ignores an amount of sonic or concussion damage equal to his or her Constitution modifier.

Unbreakable Talent Tree
The Tough hero is particularly resilient thanks to the following talents.
Diehard: The Tough hero gains Diehard as a bonus feat. In addition, they do not die until their hit points reach the negative value of their Constitution score + their character level, rather than just their Constitution score.
Robust: The Tough hero becomes especially robust, gaining a number of hit points equal to his or her Tough level as soon as he or she selects this talent. Thereafter, the hero gains +1 hit point with each level of Tough he or she gains. This stacks with the Toughness feat.
Second Wind: The Tough hero can spend 1 action point to gain a second wind. When the hero does this, he or she recovers a number of hit points equal to his or her tough hero level. This talent does not increase the Tough hero’s hit points beyond the character’s full normal total. Once per day the tough hero may use this talent without expending an action point.
Stamina: The Tough hero recovers twice as fast as normal. So, the hero recovers 2 hit points per character level per evening of rest, 2 points of temporary ability damage per evening of rest, and awakens in half the normal time after being knocked unconscious.
Grit: The Tough hero can spend 1 action point to reduce the damage taken from a single attack or effect by 2 points per tough hero level (to a minimum of 0 damage). Once per day a tough hero may do this without spending an action point.

Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Tough hero gains a bonus feat. This feat must be selected from the following list, and the Tough hero must meet any prerequisites.
Alertness, Athletic, Brawl, Confident, Endurance, Great Fortitude, Improved Brawl, Improved Bull Rush, Improved Feint, Knockout Punch, Power Attack, Streetfighting, Toughness, Vehicle Expert.


IN PROGRESS

THE SMART HERO
Ability: Intelligence
Hit Die: 1d6
Class Skills: The Smart hero’s class skills (and the key ability for each skill) are: Computer Use (Int), Craft (any, skills taken individually) (Int), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Investigate (Int), Knowledge (any, skills taken individually) (Int), Linguistics (Int), Navigate (Int), Profession (Wis).
Skill Points: 6 + Int modifier.

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

Class Features
All of the following are class features of the Smart hero.

Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Smart hero 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 hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.

Genius Talent Tree
The Smart hero has a natural aptitude for study and fact-finding. These talents can be selected in any order.
Linguist: Whenever the hero encounters a new language, either spoken or written, that he or she does not know the Smart hero can make an Intelligence check to determine if he or she can understand it. The check is made with a bonus equal to the hero’s Smart level. For a written language, the bonus applies to a Decipher Script check instead.
The DC for the check depends on the situation: DC 15 if the language is in the same group as a language the hero has as a Read/Write Language or Speak Language skill; DC 20 if the language is unrelated to any other languages the hero knows; and DC 25 if the language is ancient or unique.  With this special ability, a Smart hero can glean enough meaning from a conversation or document to ascertain the basic message, but this ability in no way simulates actually being able to converse or fluently read and write in a given language.
A single check covers roughly one minute of a spoken language or one page of a written language.
Prerequisite: Linguistics 1 rank.
Investigative Genius: You can use the Investigate skill to analyze clues as a standard action at no check penalty instead of taking the normal time. You can also use any knowledge skill to perform research on a topic and the Diplomacy skill to ask around in half the normal time at no penalty.
Keen Intellect: You can use your Intelligence modifier instead of Wisdom modifier for Perception, Sense Motive and Treat Injury checks. You also gain these skills as class skills for your Smart Hero levels.

Savant: Select one Intelligence or Wisdom-based class skill from the Smart hero class. You gain a competence bonus to this skill equal to your Smart Hero level. This talent can be taken multiple times. It does not stack. Each time it is selected, it applies to a new skill.

Skill Talent Tree
Avid Learner: The smart hero chooses two additional skills to be treated as class skills for them. This talent can be acquired multiple times, each time adding two new class skills. A smart hero cannot choose skills that are already class skills.
Jack of All Trades: The smart hero can use any skill as if they were trained, even if they have no ranks in the skill. They also gain their +3 class bonus to all their class skills, even if they do not actually have ranks in these skills.
Skilled: The smart hero gains an additional number of skill points equal to his smart hero level. This is retroactive.


Strategy Talent Tree
The Smart hero has the brainpower to see solutions in most situations. These talents can be selected in any order, but before the hero can select a talent from this tree he or she must have previously selected at least one talent from the Research Talent Tree.
Canny Defense:While not wearing armor and not using a shield, a smart hero may add his Intelligence modifier as an insight bonus to his defense.
Prerequisite: Combat Expertise.

Exploit Weakness: After 1 round of combat, the Smart hero can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Smart hero uses a move action and makes an Intelligence check (DC 10 + target's level) with a bonus equal to his or her Smart level. If the check succeeds, for the rest of the combat the Smart hero uses his or her Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls against the target as the hero finds ways to outthink his opponent and notices weaknesses in his opponent’s fighting style. He can only do this with weapons which he is proficient with.
Prerequisite: Combat Expertise.
Plan: Prior to an encounter the Smart hero can develop a plan of action to handle the situation. Using this talent requires preparation; a Smart hero can’t use this talent when surprised or otherwise unprepared for a particular situation. Creating a plan requires 1 minute.
After creating the plan the Smart hero makes an Intelligence check (DC 10) with a bonus equal to his or her Smart level. The result of the check provides the Smart hero and allies with a circumstance bonus. A Smart hero can’t take 10 or 20 when making this check.
Check Result Bonus
9 or lower +0 (check failed)
10–14 +1
15–24 +2
25 or higher +3
This bonus can be applied to all skill checks and attack rolls made by the Smart hero and his or her allies, but the bonus only lasts for the first 3 rounds after making the plan. After that time, reduce the bonus by 1 point (to a minimum of +0) for every additional round the situation continues, as the vagaries of circumstance begin to unravel even the best-laid plans.
Prerequisite: One talent from the Research Talent Tree.

By analyzing a scenario during combat as a full-round action, the smart hero can formulate a plan. They make an Intelligence check with a bonus equal to their smart hero level. The DC is 15 + double the spell level they wish to create (max spell level is equal to 1/2 your ranks in Knowledge: Tactics). If they succeed, they can successfully create the effects of a spell that allows a Reflex or Fortitude saving throw. It can be any one spell of their choosing and this is a non-magical effect but the current situation must allow circumstances for this to occur. For example, a smart hero could not use Acid Wave if there was not a lot of acid readily available in the area and something to splash it with. The smart hero's effective spell selection is extremely limited based on their surroundings, but there is almost always at least one useful ploy in any given circumstances. Gamemasters should be careful what they allow and ensure the effect functions within the given circumstances. A failed check merely causes the spell to fizzle. Initiating a plan provokes attacks of opportunity.
Prerequisite: Knowledge (tactics) 1 rank.

Quick Thinking: The smart hero may add his Intelligence modifier to his Initiative rolls in addition to his Dexterity modifier.
Trick: The Smart hero has the ability to temporarily confuse a target through the use of ploy and deception. The target must have an Intelligence score of 3 or higher to be susceptible to a trick, must be within 30 feet of the hero, and must be able to hear and understand the hero.
To play a trick on a target, the hero must use a full-round action and make an Intelligence check (DC 10 + target's level + target's Wisdom modifier), adding his or her Smart level as a bonus. If the Intelligence check succeeds, the target becomes dazed (unable to act, but can defend normally) for 1 round.
A trick can only be played on a particular target once per encounter. After the first trick in an encounter, whether the attempt succeeds or not, that target becomes wary and immune to such ploys. This is a mind-affecting ability.

Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Smart hero gains a bonus feat. This feat must be selected from the following list, and the Smart hero must meet any prerequisites.
Builder, Cautious, Combat Expertise, Educated, Gearhead, Improved Disarm, Improved Trip, Iron Will, Lightning Reflexes, Meticulous, Studious, Vehicle Expert, Weapon Focus.
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