Horrific classes

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A robust set of horrific classes is necessary to cover all bases without needing to go into prestige class frenzy. The concept behind the six basic classes is sound, but the balance leaves a lot to be desired, both between basic classes, and when compared to advanced classes. Basically, they suck.

Furthermore, advanced classes as written lack flexibility and suffer from the prestige class plague. Far better to turn their few useful abilities into basic class talents.

About Classes

The following only lists the changes from the SRD.

Action Points

You get 6 + one-half your level action points each time you gain a level. Any left-over action points are lost. If, by some twist of fate, you manage to have more action points than this limit, you may keep them.

Starting Feats

At 1st level, you get all the listed starting feats for your first class. If you multi-class into a class later, you only get one of them, and only the first time you get a level in that class.

Strong Hero

Hit Die: 1d8.

Class Skills: The Strong hero’s class skills (and the key ability for each skill) are: Athletics (Str), Crafts (N/A), Intimidation (Cha), Knowledge (N/A), and Profession (N/A)

Skill Points: 3 + Int modifier per level.

Starting Feats: Armor Proficiency (Light), Brawl, Simple Weapons Proficiency.

Strong Talents

At 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.

Brawler Talent Tree

You like to get "up close and personal" with your enemies and engage them in melee combat.

Expert Grappler: You gain a +4 competence bonus on all grapple attacks, and +1d6 damage while grappling.

Gun Club: You are proficient with all firearms when they are used as melee weapons, treating them as clubs in all respects. If you are using a rifle with a mounted bayonet, you may wield that weapon as a double weapon. The bayonet end is treated normally, and the other end is treated as a club.

Melee Smash: You deal +2 damage with all melee attacks.

Joint Lock: Each time you deal damage while grappling, you also reduce the target's speed by 10'/2 squares, to a minimum of 10'/2 squares.

Prerequisite: Expert Grappler.

Unbalance Opponent: You are skilled at keeping your opponents off balance in melee combat. You can spend a swift action to designate an opponent no more than one size category larger than you. That opponent gets a -2 penalty on all attack rolls until your next turn.

Prerequisite: Expert Grappler.

Table: The Strong Hero
Level BAB Fort Ref Will Class Features Def
1st +1 +1 +0 +0 Talent +1
2nd +2 +2 +0 +0 Bonus feat +2
3rd +3 +2 +1 +1 Talent +2
4th +4 +2 +1 +1 Bonus feat +3
5th +5 +3 +1 +1 Talent +3
6th +6 +3 +2 +2 Bonus feat +3
7th +7 +4 +2 +2 Talent +4
8th +8 +4 +2 +2 Bonus feat +4
9th +9 +4 +3 +3 Talent +5
10th +10 +5 +3 +3 Bonus feat +5

Strongman Talent Tree

Body Builder: You can use your Strength modifier instead of your Constitution modifier when calculating your Fortitude save.

Devastating Attack: When you make a successful melee attack against a target, you can spend a swift action to treat your target's damage threshold as if it were 5 points lower when determining the result of your attack.

Extreme Effort: You can spend a swift action to gain a +5 bonus to a single Strength check or Athletics check made during the same round.

Intimidating Prowess: You can use your Strength modifier instead of your Charisma modifier on Intimidation checks.

Juggernaut: Your armor does not reduce your speed or the distance you can move while running. You must be proficient with the armor you are wearing to gain this benefit.

Penetrating Attack: When you make a successful melee attack against a target, you can spend a swift action to treat your target's damage reduction or hardness as if it were 5 points lower when determining the result of your attack.

Strongman: You can reroll Athletics checks. You must use the result of the second roll.

Strong Bonus Feats

At 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.

All-Out Attack, Archaic Weapons Proficiency, Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Brawl, Improved Bull Rush, Improved Overrun, Improvised Weapon Proficiency, Martial Arts I, Martial Arts II, Martial Arts III, Mighty Swing, Power Attack, Powerful Charge, Weapon Focus.

Tough Hero

No matter what happens, the Tough Hero can take it. Think Bud Spencer and you can't go wrong.

Hit Die: 1d10.

Class Skills: The Tough hero’s class skills (and the key ability for each skill) are: Crafts (N/A), Endurance (Con), Guts (Wis), Knowledge (N/A), Profession (N/A), and Survival (Wis).

Skill Points: 3 + Int modifier per level.

Starting Feats: Brawl, Simple Weapons Proficiency.

Table: The Tough Hero
Level BAB Fort Ref Will Class Features Def
1st +0 +1 +0 +0 Talent +1
2nd +1 +2 +0 +0 Bonus feat +2
3rd +2 +2 +1 +1 Talent +2
4th +3 +2 +1 +1 Bonus feat +3
5th +3 +3 +1 +1 Talent +3
6th +4 +3 +2 +2 Bonus feat +3
7th +5 +4 +2 +2 Talent +4
8th +6 +4 +2 +2 Bonus feat +4
9th +6 +4 +3 +3 Talent +5
10th +7 +5 +3 +3 Bonus feat +5

Tough 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.

Tank Talent Tree

You are good at shielding your comrades from harm.

Diesel: You ignore an amount of non-lethal damage equal to your Constitution modifier (minimum 1 point) from each attack.

Damage Reduction I: You ignore 3 points of damage from each physical attack (melee and ranged).

Prerequisite: Diesel.

Damage Reduction II: You ignore 5 points of damage from each physical attack (melee and ranged).

Prerequisites: Diesel, Damage Reduction I.

Draw Fire: You can distract opponents and convince them that you are the most tempting (or most dangerous) target in an area. As a swift action, make an Intimidation check and compare the result to the Guts of all opponents within line of sight. If the check succeeds against an opponent, that opponent has a -2 penalty on all attacks against any character within 6 squares of you, until the start of your next turn, as long as you don't have cover against that opponent. The affected opponent may still attack you without penalty.

Prerequisites: Diesel, Trained in the Intimidation skill.

Harm's Way: Once per round, you may spend a swift action to shield a single adjacent ally from attacks, taking the damage and suffering the ill effects in your ally's stead. Until the start of your next turn, any attack made against the protected ally affects you instead. You may elect not to shield your protected ally against a given attack, provided the decision is made before the attack roll is made.

Prerequisites: Diesel, Trained in the Initiative skill.

Unbreakable Talent Tree

You are particularly resilient thanks to the following talents.

Energy Resistance: You ignore an amount of energy (acid, cold, electricity, fire, sonic, etc) damage equal to your Constitution modifier each time you are exposed to energy damage.

Remain Conscious: You gain the ability to continue to perform actions when you would otherwise be considered unconscious and dying. When your hit points reach –1, you can perform as though you were disabled, making either an attack action or a move action every round until you reach –10 hit points (and dies) or your hit points return to 1 or higher. You can choose to succumb to unconsciousness if you think that doing so might prevent you from taking more damage.

Second Wind: You can catch a second wind one extra time per day. If you have this talent and the Extra Second Wind feat, you can catch your second wind a total of three times per day.

Robust: You become especially robust, gaining a number of hit points equal to your Tough level as soon as you select this talent. Thereafter, you gain +1 hit point with each level of Tough you gain.

Stamina: You recover twice as fast as normal. So, you recover 2 hit points per character level per evening of rest, 2 points of temporary ability damage per evening of rest, and awaken in half the normal time after being knocked unconscious.

Prerequisite: Robust.

Tough 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.

All-Out Attack, Brawl, Crush, Extra Second Wind, Great Fortitude, Improved Brawl, Improved Bull Rush, Improved Damage Threshold, Improved Feint, Improvised Weapon Proficiency, Knockout Punch, Mighty Swing, Pin, Power Attack, Shake It Off, Streetfighting, Throw, Toughness, Trip.

Fast Hero

Hit Die: 1d8.

Class Skills: The Fast hero’s class skills (and the key ability for each skill) are: Acrobatics (Dex), Crafts (N/A), Initiative (Dex), Knowledge (N/A), Profession (N/A), Stealth (Dex), and Vehicles (Dex).

Skill Points: 5 + Int modifier per level.

Starting Feats: Simple Weapons Proficiency.

Table: The Fast Hero
Level BAB Fort Ref Will Class Features Def
1st +0 +0 +1 +0 Talent +3
2nd +1 +0 +2 +0 Bonus feat +4
3rd +2 +1 +2 +1 Talent +4
4th +3 +1 +2 +1 Bonus feat +5
5th +3 +1 +3 +1 Talent +5
6th +4 +2 +3 +2 Bonus feat +6
7th +5 +2 +4 +2 Talent +6
8th +6 +2 +4 +2 Bonus feat +7
9th +6 +3 +4 +3 Talent +7
10th +7 +3 +5 +3 Bonus feat +8

Fast 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.

Camouflage Talent Tree

You learn how to blend in with your environment.

Improved Stealth: You may choose to reroll any Stealth check, but the result of the reroll must be accepted even if it is worse.

Hidden Movement: You're very good at hiding while mobile. You take no penalty on your Stealth check when moving your normal speed.

Prerequisite: Improved Stealth.

Total Concealment: Any situation that would give you concealment grants you total concealment instead.

Prerequisite: Improved Stealth, Hidden Movement.

Defensive Talent Tree

Evasion: If you are hit by an area attack or something else that allows a Reflex save, you take no damage on a successful save.

Improved Evasion: If you are hit by an area attack or something else that allows a Reflex save, you take half damage even on an unsuccessful save.

Prerequisite: Evasion.

Uncanny Dodge I: You retain your Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. You still lose your Dexterity bonus to Defense if you are immobilized.

Prerequisite: Evasion.

Uncanny Dodge II: You can no longer be flanked; you can react to opponents on opposite sides of you as easily as you can react to a single attacker.

Prerequisites: Evasion, Uncanny Dodge I.

Defensive: You can take a move-equivalent action even when surprised. You can also use free actions to activate abilities that defend yourself and doesn't affect anyone else.

Prerequisites: Evasion, Uncanny Dodge I.

Defensive Roll: You can roll with a potentially lethal attack to take less damage from it. When you would be reduced to 0 hit points or less by damage in combat (from a ranged or melee attack), you can attempt to roll with the damage.

Make a Reflex saving throw (DC = damage dealt). If the save succeeds, you take only half damage. You must be able to react to the attack to execute a defensive roll—if you are immobilized, you can’t use this talent.

Since this effect would not normally allow a character to make a Reflex save for half damage, your evasion talent doesn’t apply to the defensive roll.

Prerequisites: Evasion, Uncanny Dodge I.

Improved Initiative: You may choose to reroll any Initiative check, but the result of the reroll must be accepted even if it is worse.

Opportunist: Once per round, you 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 your attack of opportunity for that round.

Prerequisite: Improved Initiative.

Need For Speed Talent Tree

Fast heroes with this talent tree possess exceptional driving skill and can perform high-speed stunts that other characters can only dream about.

Driven to Drive: You can reroll Drive checks. You must use the result of the second roll.

Offensive Driving: All attacks made from a vehicle driven by a character with this talent gain a +2 bonus to their attack rolls.

Prerequisite: Driven to Drive.

Survivor Talent Tree

Acrobatic Steps: You can easily move over and through obstacles. Whenever you move, you may move through up to 15 feet (3 squares) of difficult terrain each round as if it were normal terrain. This stacks with the Nimble Moves feat (allowing you to move normally through a total of 20 feet (4 squares) of difficult terrain each round).

Long Stride: Your speed increases by 10'/2 squares if you are wearing light armor or no armor. If you have a natural fly, climb, or swim speed, it increases by 2 squares as well.

Sprint: When you use the run action, you can move up to five times your speed (instead of the normal four times your speed). This talent stacks with the Run feat, allowing you to run at six times your speed.

Surefooted: Your overland travel speed is not reduced by difficult terrain.

Fast 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.

Accurate Attack, Acrobatic Strike, Combat Expertise, Combat Throw, Dodge, Double Tap, Elusive Target, Improved Disarm, Lightning Reflexes, Martial Arts I, Martial Arts II, Martial Arts III, Mobility, Personal Firearms Proficiency, Point Blank Shot, Quick Draw, Quick Reload, Rapid Shot, Rapid Strike, Running Attack, Weapon Finesse.

Smart Hero

Hit Die: 1d6.

Class Skills: The Smart hero’s class skills (and the key ability for each skill) are: Crafts (N/A), Forbidden Lore (N/A), Gamble (Wis), Linguistics (N/A), Knowledge (N/A), Metaphysics (Int), Profession (N/A), Sciences (N/A), and Tinker (Int).

Skill Points: 8 + Int modifier per level.

Starting Feats: Economic Warfare, Simple Weapons Proficiency.

Table: The Smart Hero
Level BAB Fort Ref Will Class Features Def
1st +0 +0 +1 +1 Talent +0
2nd +1 +0 +2 +2 Bonus feat +1
3rd +2 +1 +2 +2 Talent +1
4th +3 +1 +2 +2 Bonus feat +1
5th +3 +1 +3 +3 Talent +2
6th +4 +2 +3 +3 Bonus feat +2
7th +5 +2 +4 +4 Talent +2
8th +6 +2 +4 +4 Bonus feat +3
9th +6 +3 +4 +4 Talent +3
10th +7 +3 +5 +5 Bonus feat +3

Smart 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.

Fast Thinking Talent Tree

What's the Odds?: You can reroll Gamble checks. You must use the result of the second roll.

Fight Smarter (Not Harder): You can use you Intelligence modifier instead of your Dexterity modifier when calculating your Reflex save.

Trick: You can bluff in combat as a swift action.

Research Talent Tree

You have a natural aptitude for study and fact-finding.

Linguist: With this talent, you become a master linguist. Whenever you encounter a new language, either spoken or written, that you don't know, you can make an Intelligence check to determine if you can understand it.

The DC for the check depends on the situation: DC 15 if the language is in the same group as a language you know; DC 20 if the language is unrelated to any other languages you know; and DC 25 if the language is ancient or unique. With this special ability, you 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. If you have succeeded once in a scene, you can spend an action point to automatically succeed in all further checks that scene.

Prerequisite: At least 3 ranks in Linguistics.

Savant: You get 2 extra skill points for each Smart level. These points can only be used to buy specializations.

Tinkerer: You can reroll Tinker checks. You must use the result of the second roll.

Strategy Talent Tree

You have the brainpower to see solutions in most situations.

Exploit Weakness: After 1 round of combat, you can designate one opponent and try to find ways to gain an advantage by using brains over brawn. You use a swift action and make an Insight check (DC 20). If the check succeeds, for the rest of the combat you use your Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as you find ways to outthink your opponent and notice weaknesses in your opponent’s fighting style.

Plan: Prior to an encounter you can develop a plan of action to handle the situation. Using this talent requires preparation; you can’t use this talent when surprised or otherwise unprepared for a particular situation. Creating a plan requires 1 minute.

After creating the plan you make an Intelligence check (DC 10). The result of the check provides you and your allies with a circumstance bonus. You can’t take 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 you and your 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.

Smart 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.

Combat Expertise, Deep Pockets, Financial Wizard, Improved Disarm, Improved Minions, Improved Trip, Iron Will, Lightning Reflexes, Linguist, Minions, Natural Talent, Weapon Focus, Windfall.

Dedicated Hero

Hit Die: 1d8.

Class Skills: The Dedicated hero’s class skills (and the key ability for each skill) are: Animals (Dex), Crafts (N/A), Insight (Wis), Knowledge (N/A), Perception (Wis), Profession (N/A), and Treat Injury (Wis).

Skill Points: 5 + Int modifier per level.

Starting Feats: Simple Weapons Proficiency.

Table: The Dedicated Hero
Level BAB Fort Ref Will Class Features Def
1st +0 +1 +0 +1 Talent +1
2nd +1 +2 +0 +2 Bonus feat +2
3rd +2 +2 +1 +2 Talent +2
4th +3 +2 +1 +2 Bonus feat +3
5th +3 +3 +1 +3 Talent +3
6th +4 +3 +2 +3 Bonus feat +3
7th +5 +4 +2 +4 Talent +4
8th +6 +4 +2 +4 Bonus feat +4
9th +6 +4 +3 +4 Talent +5
10th +7 +5 +3 +5 Bonus feat +5

Dedicated Talents

At 1st, 3rd, 5th, 7th, and 9th level, the Dedicated 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.

Awareness Talent Tree

You are exceptionally good at noticing things and avoiding perilous situations.

Acute Senses: You may choose to reroll any Perception check, but the result of the reroll must be accepted even if it is worse.

Battlewise: Initiative is a Wisdom skill for you.

Expert Tracker: You take no penalty on Survival checks made to follow tracks when moving your normal speed. (Without this talent, you take a -5 penalty on Survival checks made to follow tracks while moving at your normal speed.)

Prerequisite: Acute Senses.

Keen Shot: You take no penalty on your attack roll when attacking a target with concealment (but not total concealment).

Prerequisite: Acute Senses.

Healing Talent Tree

You have a talent for healing.

Clean Living: You can use your Wisdom modifier instead of your Constitution modifier to calculate your Fortitude save.

Healing Knack: You can reroll any Treat Injury skill checks. You must accept the second result even if it is worse.

Healing Touch: Your ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +5 hit points.

Prerequisite: Healing Knack.

Medical Miracle I: You can revive a recently killed character. If you are able to administer aid within 3 rounds of the character’s death, you can make a Treat Injury check. The DC for this check is 25, and you can’t take 10 or take 20. If the check succeeds, the dead character can make a Constitution check (DC 15) to stabilize and be restored to 1d6 hit points.

If you fail the skill check or the patient fails the save, the dead character can’t be saved.

Prerequisite: Healing Knack, Healing Touch.

Medical Miracle II: You can revive a recently killed character. If you are able to administer aid within 3 minutes of the character’s death, you can make a Treat Injury check. The DC for this check is 30, and you can’t take 10 or take 20. If the check succeeds, the dead character can make a Constitution check (DC 20) to stabilize and be restored to 1d6 hit points.

I you fail the skill check or the patient fails the Fortitude save, the dead character can’t be restored.

Prerequisite: Healing Knack, Healing Touch, Medical Miracle I.

Dedicated Bonus Feats

At 2nd, 4th, 6th, 8th, and 10th level, the Dedicated hero gains a bonus feat. This feat must be selected from the following list, and the Dedicated hero must meet any prerequisites.

Advanced Firearms Proficiency, Archaic Weapons Proficiency, Blind-Fight, Careful Shot, Deadeye, Far Shot, Iron Will, Personal Firearms Proficiency, Point Blank Shot, Precise Shot, Sniper, Surgical Expertise, Trackless, Weapon Focus.

Charismatic Hero

Hit Die: 1d6.

Class Skills: The Charismatic hero’s class skills (and the key ability for each skill) are: Crafts (N/A), Cultures (N/A), Deception (Cha), Knowledge (N/A), Perform (Cha), Persuasion (Cha), Profession (N/A), and Reputation (Cha)

Skill Points: 7 + Int modifier per level.

Starting Feats: Psychological Warfare, Simple Weapons Proficiency.

Table: The Charismatic Hero
Level BAB Fort Ref Will Class Features Def
1st +0 +1 +1 +0 Talent +0
2nd +1 +2 +2 +0 Bonus feat +1
3rd +2 +2 +2 +1 Talent +1
4th +3 +2 +2 +1 Bonus feat +2
5th +3 +3 +3 +1 Talent +2
6th +4 +3 +3 +2 Bonus feat +2
7th +5 +4 +4 +2 Talent +3
8th +6 +4 +4 +2 Bonus feat +3
9th +6 +4 +4 +3 Talent +4
10th +7 +5 +5 +3 Bonus feat +4

Charismatic Talents

At 1st, 3rd, 5th, 7th, and 9th level, the Charismatic 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.

Charm Talent Tree

You have an innate talent for being charming and captivating.

Charm: Choose one of Deception, Perform, and Persuasion. You can re-roll checks with the chosen skill. You must keep the result of the second roll.

This ability can be taken more than once (for another skill).

Captivate: You have the ability to temporarily beguile a target 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 6 squares of you, must be flat-footed or not in combat, and must be able to see, hear, and understand you. Body language can eliminate the need for hearing, depending on the situation and approach used.

To captivate a target, you must use an standard action and make a Deception check. If result equals or exceeds the target's Will defense, you become the target’s sole focus. The target pays no attention to anyone else for 1 round and remains flat-footed. 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.

You can use captivate repeatedly, until you fail your Deception check or decide to stop. This is a mind-affecting ability.

Prerequisites: Charm.

Influence Talent Tree

One of your greatest strengths is your ability to exert influence over your opponents.

Presence: You can make an Intimidation check to intimidate a creature as a swift action instead of a standard action.

Demand Surrender: Once per encounter, you can make an Intimidation check to demand surrender from a bloodied opponent. If your check equals or exceeds the target's passive Guts, it surrenders to you and your allies, drops any weapons it is holding, and takes no hostile actions. If the target is higher level than you, it gets a +5 bonus to its Guts. If any of your allies attack it, it no longer submits to your will and can act normally. This is a mind-affecting effect.

Just what does this talent do that someone without it can't?

Weaken Resolve: Once per round, when you deal damage to a target of lower level and the damage is equal to or greater than the target's damage threshold, make an Intimidation check as a swift action; if the result equals or exceeds the target's passive Guts, you fill the target with terror, causing you to flee from you at top speed for 1 minute. The target can't take standard actions, swift actions, or full-round actions while fleeing, and the target stops fleeing and can act normally if it is wounded. As a free action or reaction, the target can spend an Action point (if it has not already spent one this round) to negate the effect. This is a mind-affecting fear effect.

Prerequisite: Presence.

Improved Weaken Resolve: As Weaken Resolve, except that the target doesn't stop fleeing from you if it is wounded.

Prerequisite: Presence, Weaken Resolve.

Inspiration Talent Tree

You can inspire your followers and allies, and urge them to greatness.

All of the talents in this tree are mind-affecting effects, and you cannot use any of them on yourself.

Bolster Ally: As a swift action, you can bolster a bloodied ally within line of sight, giving him a number of temporary hit points equal to his level. Damage is subtracted from the temporary hit points first, and any temporary hit points remaining at the end of the encounter go away. You cannot bolster the same ally more than once in the same encounter.

Inspire Confidence: As a standard action, you can inspire confidence in all allies in your line of sight, granting them a +1 morale bonus on attack rolls and a +1 morale bonus on skill checks for the rest of the encounter or until you're unconscious or dead. Once inspired, your allies don't need to remain within line of sight of you.

Inspire Haste: As a swift action, you can encourage one of your allies within line of sight to make haste with a skill check. On that ally's next turn, that ally can make a skill check as a swift action if it normally requires a standard action, or as a standard action if a full-round action was required.

Ignite Fervor: Whenever you hit an opponent with a melee or ranged attack, you can (as a swift action) choose to give one ally within your line of sight a bonus to damage on his next attack equal to his level. Once his fervor has been ignited, the affected ally doesn't need to remain within line of sight of you; if his next attack misses, he loses the bonus to damage granted by this talent.

Prerequisite: Bolster Ally, Inspire Confidence.

Leadership Talent Tree

You have a talent for leadership and inspiration.

All of the talents in this tree are mind-affecting effects, and you cannot use any of them on yourself.

Born Leader: Once per encounter, as a swift action, you grant all allies within your line of sight a +1 insight bonus on attack rolls. This effect lasts for as long as they remain within line of sight of you. An ally loses this bonus immediately if line of sight is broken or if you are unconscious or dead.

Coordinate: You have a knack for getting people to work together. When you use this talent as a standard action, all allies within your line of sight grant an additional +1 bonus when they use the aid another action until the start of your next turn.

You may select this talent multiple times; each time you do, the bonus granted by the Coordinate ability increases by +1 (to a maximum of +5).

Distant Command: An ally who gains the benefit of your Born Leader talent does not lose the benefit if their line of sight to you is broken.

Prerequisite: Born Leader.

Fearless Leader: As a swift action, you can provide a courageous example for your allies. For the remainder of the encounter, your allies receive a +5 morale bonus to their Guts and Will saves against any fear effect. Your allies lose this benefit if they lose line of sight to you, or if you are killed or knocked unconscious.

Prerequisite: Born Leader.

Rally: Once per encounter, you can rally your allies and bring them back from the edge of defeat. As a swift action, any allies within your line of sight who are bloodied gain a +2 morale bonus to their AC, saves, and damage rolls for the remainder of the encounter.

Prerequisite: Born Leader, Distant Command.

Trust: You can give up your standard action to give one ally within your line of sight an extra standard or move action on his next turn, to do with as he pleases. The ally does not lose the action if line of sight is later broken.

Prerequisite: Born Leader, Coordinate.

Charismatic Bonus Feats

At 2nd, 4th, 6th, 8th, and 10th level, the Charismatic hero gains a bonus feat. This feat must be selected from the following list, and the Charismatic hero must meet any prerequisites.

Agile Riposte, Dodge, Endorsement Deal, Fanatical Minions, Frightful Presence, Improved Minions, Iron Will, Lightning Reflexes, Minions, Point Blank Shot, Windfall.

Power Class

A power class is specific to one race or one closely related group of races. It provides the powers that are unique to that race, and the ones that are iconic to it. Only the Awakened have access to power classes—indeed, having a level in a power class is what usually distinguishes the awakened from the sleepers.

Modern Horror

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