d20 Modern

Classes / Basic

The six Basic Classes are unchanged, except for having access to more talent trees.

Strong Hero<>

Brute Talent Tree

Heroes with these talents are remarkably forceful and powerful when grappling.

Rough: The Strong hero receives a +1 bonus to all Grapple and Trip checks.

Rowdy: The Strong hero receives an additional +1 bonus to all Grapple and Trip checks (+2 total).

Prerequisite: Rough.

Brutal: The Strong hero receives an additional +1 bonus to all Grapple and Trip checks (+3 total).

Prerequisites: Rough, Rowdy.

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 bonus on the check.

Improved Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonus provided by extreme effort (+4 total).

Prerequisite: Extreme effort.

Advanced Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonuses provided by extreme effort and improved extreme effort (+6 total).

Prerequisites: Extreme effort, improved extreme effort.

Greater Extreme Effort: The effort requires a full-round action and allows the Strong hero to take 10 on the check. The +6 bonus gained from advanced extreme effort is also applied.

Prerequisites: Extreme effort, improved extreme effort, advanced extreme effort.

Heavy Load Talent Tree

Heroes with this talent tree are capable of carrying excessively heavy loads on their backs.

Heavy Load: The character s carrying capacity is calculated as if his Strength score were one point higher than it actually is.

Greater Heavy Load: The character s carrying capacity is calculated as if his Strength score were two points higher than it actually is.

Prerequisite: Heavy Load.

Improved Heavy Load: The character s carrying capacity is calculated as if his Strength score were three points higher than it actually is.

Prerequisite: Heavy Load, Greater Heavy Load.

Maximum Heavy Load: The character s carrying capacity is calculated as if his Strength score were four points higher than it actually is.

Prerequisite: Heavy Load, Greater Heavy Load, Improved Heavy Load

Hurling Talent Tree

Heroes with talents from this tree are skilled at utilizing their immense upper body strength to throw objects much farther than other characters can.

Hurl: The maximum range at which the character can throw objects is increased to seven range increments.

Great Hurl: The maximum range at which the character can throw objects is increased to ten range increments.

Prerequisite: Hurl.

Mighty Hurl: The maximum range at which the character can throw objects is increased to twelve range increments.

Prerequisites: Hurl, Great Hurl.

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 2 points of an object’s hardness.

Improved Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 4).

Prerequisite: Ignore hardness.

Advanced Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 6).

Prerequisites: Ignore hardness, improved ignore hardness.

Melee Smash Talent Tree

The Strong hero has an innate talent that increases melee damage.

Melee Smash: The Strong hero receives a +1 bonus on melee damage.

Improved Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+2 total).

Prerequisite: Melee smash.

Advanced Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+3 total).

Prerequisites: Melee smash, improved melee smash.

Improved Melee Critical: The Strong hero knows how to strike more effectively and with a better chance of dealing significant damage with a particular melee weapon. Choose one melee weapon (or choose unarmed melee attacks). When using that weapon, the Strong hero’s threat range increases by one. For example, a metal baton threatens a critical hit on a 19–20. With this talent applied to the metal baton, the threat range becomes 18–20.

Prerequisites: Extreme effort, melee smash, improved melee smash, advanced melee smash.

Fast Hero<>

Defensive 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.

Uncanny Dodge 1: 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 2: 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: Evasion, uncanny dodge 1.

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.

Prerequisites: Evasion, uncanny dodge 1.

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.

Prerequisite: Evasion.

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.

Improved Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed (10 feet total).

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).

Prerequisites: Increased speed, improved increased speed.

Instinctive Response Talent Tree

The Fast hero gains the instinctual ability to react quickly and effectively to unexpected danger.

Full Alert: The Fast hero gets a +4 circumstance bonus on initiative checks. This bonus stacks with the one provided by the Improved Initiative feat (providing a +8 bonus if the Fast hero has both).

Improved Evasion: If the Fast hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as getting caught in a grenade blast), the Fast hero suffers no damage if she makes a successful saving throw and only half damage on a failed save. Improved evasion can only be used when wearing light armor or no armor.

Prerequisites: Full alert, evasion, increased speed.

Heightened Reflexes: The Fast hero can choose to take 10 on any Reflex saving throw. She may also spend 1 action point to gain a +10 bonus on a Reflex saving throw. She may choose to take 10, spend an action point to gain the +10 bonus, or both.

Prerequisites: Full alert, evasion, increased speed, improved evasion.

Tough Hero<>

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). Before the hero can select a talent from this tree the hero must have previously selected at least one talent from the Energy Resistance or Unbreakable Talent Tree.

Damage Reduction 1/—: The Tough hero ignores 1 point of damage from melee and ranged weapons.

Prerequisite: One other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.

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/—, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.

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/—, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.

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.

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/Concussion Resistance: The Tough hero ignores an amount of sonic or concussion damage equal to his or her Constitution modifier.

Improved Resistance: This ability increases the effectiveness of one other talent from the Energy Resistance tree. The Tough hero chooses one such talent he already possesses and doubles its effectiveness. In other words, the hero may now ignore an amount of damage equal to twice his Constitution modifier when that damage is cause by the specified type of energy.

The Tough hero may take this talent more than once, but each time it must apply to a different talent from the Energy Resistance Talent Tree.

Prerequisite: Any talent from the Energy Resistance Talent Tree, damage reduction 1/—.

Unbreakable Talent Tree

The Tough hero is particularly resilient thanks to the following talents.

Remain Conscious: The Tough hero gains the ability to continue to perform actions when he or she would otherwise be considered unconscious and dying. When the Tough hero’s hit points reach –1, the hero can perform as though he or she were disabled, making either an attack action or a move action every round until the hero reaches –10 hit points (and dies) or the hero’s hit points return to 1 or higher. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might prevent him or her from taking more damage.

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.

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 Constitution modifier. This talent does not increase the Tough hero’s hit points beyond the character’s full normal total.

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.

Prerequisite: Robust.

Stay in the Game: If the Tough hero fails a Fortitude saving throw to resist the effects of massive damage (see Massive Damage Threshold in Chapter 8 of the d20 Modern Roleplaying Game) he may spend 1 action point to attempt the save again. He must accept the results of this second attempt.

Prerequisites: Remain conscious, robust, stamina.

Smart Hero<>

Deduction Talent Tree

The Smart hero has spent time training his mind to be as efficient, analytical, and rational as possible. This allows him to take full advantage of his learning and experience, but can sometimes make him seem a little distant and emotionless.

Logical: The Smart hero can use the theoretical information at his command to help solve real tangentially related problems. Choose any Knowledge category in which the Smart hero has 4 or more ranks. He gains a synergy bonus equal to half his class level (round down) to the related skill listed below.

Knowledge Category Synergy Bonus to
Arcane lore Knowledge (theology and philosophy)
Art Craft (visual art)
Behavioral sciences Sense Motive
Business Forgery
Civics Diplomacy
Current events Gather Information
Earth and life sciences Treat Injury
History Research
Physical sciences Craft (chemical)
Popular culture Knowledge (streetwise)
Streetwise Intimidate
Tactics Investigate
Technology Craft (electronic)
Theology and philosophy Knowledge (arcane lore)

The Smart hero may take this talent multiple times, but each time it must apply to a different Knowledge category.

Prerequisite: Knowledge (any) 4 ranks.

Talk a Good Game: The Smart hero has such stunning command of a subject that he is able to use it to obfuscate his real meaning or intention.

Choose one Knowledge category to which the Smart hero already has applied the logical talent. When talking about that subject, if a Bluff, Diplomacy, or Intimidate check is called for, the Smart hero may instead use the skill modifier from his Knowledge skill.

For example: If the hero has taken the logical talent for Knowledge (business) and is trying to convince a colleague that a particular company has a higher net value than it truly does, he may use his Knowledge (business) score instead of his Bluff score when determining whether or not the colleague believes him. (The check is still opposed normally.) This talent may be taken multiple times, but each time it must be applied to a different Knowledge category to which the Smart hero has applied the logical talent.

Prerequisites: Knowledge (any) 4 ranks, logical.

Implacable: The Smart hero selects a number of Intelligence-based skills equal to 3 + his Intelligence modifier. When making a check with one of these skills, the Smart hero can take 10 even when distracted or under duress.

Prerequisites: Knowledge (any) 4 ranks, logical.

Research Talent Tree

The Smart hero has a natural aptitude for study and fact-finding. These talents can be selected in any order.

Savant: Select one of the skills listed in the following paragraph. The Smart hero gets to add a bonus equal to his or her Smart level when making checks with that skill. A Smart hero can take this talent multiple times; each time it applies to a different skill. Computer Use, Craft (any single skill), Decipher Script, Demolitions, Disable Device, Forgery, Investigate, Knowledge (any single skill), Navigate, Repair, Research, Search. Linguist: With this talent, the Smart hero becomes a master linguist. Whenever the hero encounters a new language, either spoken or written, he or she 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 + the hero’s Intelligence modifier. 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.

Prerequisite: At least 1 rank in either Read/Write Language or Speak Language for each of three different languages.

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.

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 15) 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 as the hero finds ways to outthink his opponent and notices weaknesses in his opponent’s fighting style.

Prerequisite: One talent from the Research Talent Tree.

Plan: Prior to a dramatic situation, either combat- or skillrelated, 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.

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 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.

Trick: The Smart hero has the ability to temporarily confuse a target (a GM character) 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 15), adding his or her Smart level as a bonus. If the Intelligence check succeeds, the target can try to think quickly and ignore the trick.

The target resists the trick by making a Reflex saving throw (DC 10 + Smart hero’s class level + Smart hero’s Int bonus). If the saving throw fails, 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.

Prerequisite: One talent from the Research Talent Tree.

Adapt: The Smart hero has the ability to use information gleaned from failures to formulate more effective courses of action. This talent may be used both in and out of combat. In combat, if the Smart hero gets hit by the same opponent three times or more in a single fight, as a full-round action he may attempt an Intelligence check (DC = 10 + opponent’s relevant attack bonus). This action does not provoke attacks of opportunity. If the check succeeds, for the rest of the fight the Smart hero gains a dodge bonus equal to his Smart hero level against all attacks made by that opponent.

Outside combat, the Smart hero may use this ability to bolster an Intelligence-based skill. If the Smart hero has three times attempted and failed an activity that requires an Intelligence-based skill check to succeed, he may attempt an Intelligence check (DC = 10 + the EL of the obstacle). If the check succeeds, the Smart hero gains an insight bonus equal to his Smart hero level on attempts to overcome this or similar obstacles for the rest of the day.

Prerequisites: One talent from the Research Talent Tree, plan.

Abuse Weakness: If the Smart hero’s attack roll threatens a critical hit against the current target of his exploit weakness talent, he can spend 1 action point to automatically confirm the threat and score a critical hit.

Prerequisites: One talent from the Research Talent Tree, exploit weakness.

Dedicated Hero<>

Empathic Talent Tree

The Dedicated hero’s innate talents give him or her a great capacity for empathy.

Empathy: The Dedicated hero has a knack for being sensitive to the feelings and thoughts of others without having those feelings and thoughts communicated in any objectively explicit manner. This innate talent provides a bonus on checks involving interaction skills (Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive), provided the hero spends at least 1 minute observing his or her target prior to making the skill check. The bonus is equal to the hero’s Dedicated level.

Improved Aid Another: The Dedicated hero’s bonus on attempts to aid another increases by +1 on a successful aid another check. This talent can be selected multiple times, each time increasing the bonus by +1.

Prerequisite: Empathy.

Intuition: The Dedicated hero has an innate ability to sense trouble in the air. The Dedicated hero can make a Will saving throw (DC 15). On a successful save, the hero gets a hunch that everything is all right, or the hero gets a bad feeling about a specific situation, based on the GM’s best guess relating to the circumstances. This talent is usable a number of times per day equal to the character’s Dedicated level.

Prerequisite: Empathy.

Observant: The Dedicated hero is intuitively able to sense a person’s body language, vocal tone, and other nonverbal communications. She adds her base Will saving throw bonus to all Sense Motive and Gather Information checks.

Prerequisites: Empathy, skill emphasis.

Healing Talent Tree

The Dedicated hero has a talent for healing.

Healing Knack: The hero has a knack for the healing arts. The hero receives a +2 bonus on all Treat Injury skill checks.

Healing Touch 1: The Dedicated hero’s ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points.

Prerequisite: Healing knack.

Healing Touch 2: The Dedicated hero’s ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points, which stacks with healing touch 1 for a total of +4 hit points.

Prerequisites: Healing knack, healing touch 1.

Insightful Talent Tree

The Dedicated hero’s innate insightfulness serves her well.

Skill Emphasis: The Dedicated hero chooses a single skill and receives a +3 bonus on all checks with that skill. This bonus does not allow the hero to make checks for a trained-only skill if the hero has no ranks in the skill.

Aware: The Dedicated hero is intuitively aware of his or her surroundings. The hero adds his or her base Will saving throw bonus to Listen or Spot checks to avoid surprise.

Prerequisite: Skill emphasis.

Faith: <>The Dedicated hero has a great deal of faith. It might be faith in self, in a higher power, or in both. This unswerving belief allows the Dedicated hero to add his or her Wisdom modifier to the die roll whenever the hero spends 1 action point to improve the result of an attack roll, skill check, saving throw, or ability check.

This talent also includes the benefits (what little there are) of the Faith feat.

Prerequisite: Skill emphasis.

Cool Under Pressure: The Dedicated hero selects a number of skills equal to 3 + the hero’s Wisdom modifier. When making a check with one of these skills, the Dedicated hero can take 10 even when distracted or under duress.

Prerequisite: Skill emphasis plus either faith or aware.

Sixth Sense: When the Dedicated hero is in a situation where she must select between two or more options or courses of action, she can spend 1 action point to attempt a Will saving throw (DC = 10 + the EL of the encounter). If the save succeeds, the Dedicated hero can determine which option or course of action is potentially the least dangerous. In this case, “dangerous” is defined as being likely to cause personal injury to the Dedicated hero. It does not mean the option having the greatest chance of success. If two or more of the options are equally safe, the GM should inform the hero that the possible outcomes are equally dangerous (or equally safe).

Prerequisites: Skill emphasis, either faith or aware, cool under pressure.

Charismatic Hero<>

Charm Talent Tree

The Charismatic hero has an innate talent for being charming and captivating.

Charm: The Charismatic hero gets a bonus on all Charismabased skill checks made to influence members of his chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.) The bonus is equal to the character’s Charismatic level. A Charismatic hero can only charm Gamemaster characters with attitudes of indifferent or better. The charm bonus can’t be used against characters who are unfriendly or hostile.

Favor: The Charismatic hero has the ability to acquire minor aid from anyone he or she meets. By making a favor check, a Charismatic hero can gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents, or to receive other minor assistance in the course of an adventure.

A Charismatic hero spends 1 action point to activate this talent. To make a favor check, roll a d20 and add the character’s favor bonus, equal to the character’s Charismatic level. The GM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 30 for formidable and highly dangerous, expensive, or illegal favors. A Charismatic hero can’t take 10 or 20 on this check, nor can the hero retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable a character to avoid an adventure altogether should always be unavailable to the character, regardless of the result of a favor check.

The GM should carefully monitor a Charismatic hero’s use of favors to ensure that this ability isn’t abused. The success or failure of a mission shouldn’t hinge on the use of a favor, and getting a favor shouldn’t replace good roleplaying or the use of other skills. The GM may disallow any favor deemed to be disruptive to the game.

Prerequisite: Charm.

Captivate: The Charismatic hero has the ability to temporarily beguile a target (a GM character) through the use of words and bearing. The target must have an Intelligence score of 3 or higher to be susceptible to a captivate attempt, must be within 30 feet of the hero, and must be able to see, hear, and understand the hero.

To captivate a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist.

The target resists the captivation attempt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the saving throw fails, the hero becomes the target’s sole focus. The target pays no attention to anyone else for 1 round. This focusing of the target’s attention allows other characters to take actions of which the captivated target is unaware. The effect ends immediately if the target is attacked or threatened.

A Charismatic hero can concentrate to keep a target captivated for additional rounds. The Charismatic hero concentrates all his or her effort on the task, and the target gets to make a new Will save each round. The effect ends when the hero stops concentrating, or when the target succeeds on the save.

Prerequisites: Charm, Favor.

Misdirect: The Charismatic hero can encourage opponents to ignore him by making himself appear to be harmless and unthreatening. The target must have an Intelligence score of 3 or higher to be susceptible to a misdirect attempt, must be within 30 feet of the Charismatic hero, and must be able to see, hear, and understand the hero.

To misdirect a target, the hero must use an attack action to make a Charisma check (DC 15), adding his Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist.

The target resists the misdirection attempt by making a Will saving throw (DC = 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the saving throw fails, the target pays no attention to the hero, deciding that he is harmless, worthless, or otherwise not worthy of regard. The target completely ignores the hero until the end of the Charismatic hero’s next turn. This allows the Charismatic hero to take actions of which the misdirected target is unaware. The effect ends immediately if the Charismatic hero performs any attack action.

The Charismatic hero can concentrate to keep a target misdirected for additional rounds. The Charismatic hero must spend an attack action on the task, and the target gets to make a new Will save each round. The effect ends when the hero stops concentrating, or when the target succeeds on the save.

Prerequisites: Charm, favor.

Greater Charm: The Charismatic hero can attempt to improve the attitude of an unfriendly target (GM character). The target must have an Intelligence score of 3 or higher, must be within 30 feet of the Charismatic hero, and must be able to see, hear, and understand the hero. The hero may not be holding a weapon or threatening the target in any way.

The hero and target make opposed Will saving throws. Each character receives a bonus on this saving throw equal to his or her Charismatic level. If the hero succeeds, the target’s attitude immediately becomes indifferent toward the hero. If the hero fails, the target’s attitude immediately becomes hostile toward the hero.

Prerequisites: Charm, favor, captivate, misdirect.

Fast-Talk Talent Tree

The Charismatic hero has an innate talent for bending the truth and dazzling others with a combination of words, mannerisms, and charm.

*Fast-Talk:* The Charismatic hero has a way with words when attempting to con and deceive. With this talent, he or she applies his or her Charismatic level as a bonus on any Bluff, Diplomacy, or Gamble checks the hero makes while attempting to lie, cheat, or otherwise bend the truth.

Dazzle: The Charismatic hero has the ability to dazzle a target (a GM character) through sheer force of personality, a winning smile, and fast-talking. The target must have an Intelligence score of 3 or higher to be susceptible to a dazzle attempt, must be within 30 feet of the hero, and must be able to see, hear, and understand the hero.

To dazzle a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist.

The target resists the dazzle attempt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the save fails, the target receives a –1 penalty on attack rolls, ability checks, skill checks, and saving throws for a number of rounds equal to the character’s Charismatic level.

This talent can be selected multiple times, each time worsening the dazzled penalty by –1.

Prerequisite: Fast-talk.

Taunt: The Charismatic hero has the ability to temporarily rattle a target (a GM character) through the use of insults and goading. The target must have an Intelligence score of 3 or higher to be susceptible to a taunt, must be within 30 feet of the hero, and must be able to hear and understand the hero.

To taunt a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist.

The target resists the taunt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the save fails, the target becomes dazed (unable to act, but can defend normally) for 1 round.

A taunt can be played on an opponent any number of times.

Prerequisites: Fast-talk, dazzle.

Leadership Talent Tree

The Charismatic hero has a talent for leadership and inspiration.

Coordinate: The Charismatic hero has a knack for getting people to work together. When the hero can spend a full round directing his or her allies and makes a Charisma check (DC 10), the hero provides any of his or her allies within 30 feet a +1 bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the hero’s Charisma modifier. The hero can coordinate a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).

Inspiration: The Charismatic hero can inspire his or her allies, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier.

An inspired ally gains a +2 morale bonus on saving throws, attack rolls, and damage rolls.

A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).

Prerequisite: Coordinate.

Greater Inspiration: The Charismatic hero can inspire his or her allies to even greater heights, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the greater inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier.

An inspired ally gains an additional +1 morale bonus on saving throws, attack rolls, and damage rolls, which stacks with the bonus from inspiration for a total of a +3 morale bonus. A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).

Prerequisites: Coordinate, inspiration.