TEXT: The Capable Hero
  A SPECIALIZED CLASS FOR THE MODERN D20 SYSTEM™
  Written by Fraser Ronald
  Art by Dean Martin
  Design and Layout by Rob Wakeﬁeld
  REQUIRES THE USE OF THE D20 MODERN ROLEPLAYING GAME, PUBLISHED BY WIZARDS OF THE COAST, INC.
  SWORD’S EDGE PUBLISHING, COPYRIGHT 2005
  
  2
  Capable Hero
  The ace pilot, the adventurous academic, the sardonic 
  guide, the master criminal, all these are characters 
  with skills and expertise. The Capable Hero is not just 
  smart, she has training, she has knowledge and she 
  can use it. When a plan needs to be formulated, when 
  information needs ferreting out, when the case needs 
  cracking, the group turns to the Capable Hero.
   
  The Capable Hero is not competent with all things, 
  but she has access to a wide variety of skills. From 
  hacking computers, to building them, to jury-rigging 
  them, the Capable Hero can have extensive competence. 
  With training beyond the simply intellectual, she 
  could as easily be a self-taught wanderer as a papered 
  professional or a stolid academic. The Capable Hero 
  ﬁlls many niches. 
  Specialized Class
  A specialized class is a step between a basic class and 
  an advanced class. Its main purpose is to allow a level 
  of specialization in low-level games. A character can 
  easily enter a specialized class at 2nd level, and gain 
  talents and skills that will enhance and complement 
  the talents and abilities found in basic and advanced 
  classes.
   
  Specialized classes are open to ordinaries.
  Requirements
  To qualify to become a Capable Hero, a character must 
  fulﬁll the following criteria. 
  Skills: Any Craft or Knowledge, 4 ranks
  Class Information
  The following information pertains to the Capable 
  Hero dedicated class.
  HIT DIE: d6
  Action Points: Capable Heroes gain a number of 
  action points equal to 6 + one-half their character 
  level, rounded down, at 1st level and every time they 
  attain a new level in this class.
  CLASS SKILLS
  The Capable Hero’s class skills (and the key ability for 
  each skill) are Computer Use (Int), Concentration 
  (Con), Craft (all) (Int), Decipher Script (Int), 
  Demolitions (Int), Disable Device (Int), Disguise 
  (Cha), Drive (Dex), Forgery (Int), Gamble (Wis), 
  Gather Information (Cha), Handle Animal (Cha), 
  Investigate (Int), Knowledge (all) (Int), Navigate (Int), 
  Perform (all) (Cha), Pilot (Dex), Profession (Wis), 
  Read/Write Language (None), Repair (Int), Research 
  (Int), Ride (Dex), Search (Int), Speak Language 
  (None), Spot (Wis), Survival (Wis), Treat Injury (Wis), 
  Tumble (Dex).
  Skill Points at Each Level: 8 + Int modiﬁer.
  Class Features
  The following are class features of the Capable Hero.
  Talents
  At 1st, 3rd, 5th, 7th and 9th level, the Capable 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 
  Capable Hero qualiﬁes, she can select freely from the 
  two talent trees. No talent can be selected more than 
  once unless expressly indicated. 
  Craft Talent Tree
  The Capable Hero has learned many secrets regarding 
  the manufacture of items.
  CRAFT COMPETENCE: The Capable Hero has 
  studied the manufacture of goods relating to any single 
  Craft skill to such a degree, that she can create items 
  quickly without detracting from the quality of the 
  item. When the Capable Hero begins the process of 
  creating an item, she makes a Craft skill check (DC 
  20) adding her levels in the Capable Hero class as a 
  bonus. If the Capable Hero succeeds, the time needed 
  to create the item is halved. Other circumstances or 
  skills that reduce the time are ﬁgured into the time to 
  create the item ﬁrst and then this amount is halved.
   
  Prerequisite: Craft (any speciﬁc), 4 ranks.
  Table: The Capable Hero
  CLASS 
  LEVEL
  BASE 
  ATTACK
  FORT
  REF
  WIL
  CLASS 
  FEATURE
  DEF
  REP
  1
  +0
  +0
  +0
  +3
  Talent
  +0
  +0
  2
  +1
  +0
  +0
  +4
  Bonus Feat
  +0
  +1
  3
  +1
  +1
  +1
  +4
  Talent
  +1
  +1
  4
  +2
  +1
  +1
  +5
  Bonus Feat
  +1
  +1
  5
  +2
  +1
  +1
  +5
  Talent
  +1
  +2
  6
  +3
  +2
  +2
  +5
  Bonus Feat
  +2
  +2
  7
  +3
  +2
  +2
  +6
  Talent
  +2
  +2
  8
  +4
  +2
  +2
  +6
  Bonus Feat
  +2
  +3
  9
  +4
  +3
  +3
  +7
  Talent
  +3
  +3
  10
  +5
  +3
  +3
  +7
  Bonus Feat
  +3
  +3
  
  3
  MADE TO LAST: Items created by the Capable Hero 
  are made of such excellent material and with such skill 
  that they are extremely durable. When the Capable 
  Hero has completed an item, she makes a Craft skill 
  check (DC 25) adding her levels in the Capable Hero 
  class as a bonus. If the Capable Hero succeeds, the 
  item is considered durable. 
   
  Durable items receive a +1 enhancement bonus to 
  any save. The Hardness and Hit Points of such items 
  are increased by one-quarter.
   
  Prerequisite: Craft Competence.
  POTENT WEAPON: Masterwork weapons created 
  by the Capable Hero not only oﬀer a bonus to hit, but 
  also to damage. When the Capable Hero has completed 
  a weapon, she makes a Craft skill check (DC 25) 
  adding her levels in the Capable Hero class as a bonus. 
  If the Capable Hero succeeds, the masterwork weapon 
  provides a +1 enhancement bonus both to attack and 
  damage rolls.
   
  Prerequisite: Craft Competence.
  SCRIMP AND SAVE: The Capable Hero has become 
  so adept at fashioning items that she uses less material 
  and maximizes the use of the materials available. 
  When the Capable Hero begins work on an item(s), 
  she makes a Craft skill check (DC 25) adding the levels 
  in the Capable Hero class as a bonus. If the Capable 
  Hero succeeds, the value of the raw materials necessary 
  is reduced by the character’s levels in Capable Hero.
   
  Prerequisite: Craft Competence.
  Knowledge Talent Tree
  The Capable Hero has studied a speciﬁc area of 
  knowledge in great detail
  APPLIED KNOWLEDGE: This talent allows the 
  Capable Hero to use a Knowledge skill for actions. For 
  example, Knowledge (Civics) might allow the Capable 
  Hero to organize a ministry or other bureaucracy or 
  act as a solicitor in a court of law. The Capable Hero 
  might use Knowledge (Theology and Philosophy) to 
  proselytize and gather adherents to the Capable Hero’s 
  religion. Knowledge (Tactics) might be the basis for 
  the Capable Hero to prepare defensive positions.
   
  When using Knowledge skills for actions, synergy 
  bonuses from related skills are common. For example, 
  having 5 ranks in Bluﬀ, Diplomacy or Sense Motive 
  (depending on the situation) might oﬀer a +2 synergy 
  bonus for using the Knowledge (Civics) to organize 
  a ministry. Diplomacy might give a synergy bonus 
  when using Knowledge (Theology and Philosophy) 
  to proselytize. Conversely, a Capable Hero using 
  Knowledge (Tactics) could gain a synergy bonus from 
  Craft (Structural) to prepare a defence of a structure.
  BREADTH OF KNOWLEDGE: The Capable 
  Hero’s experience and studies have exposed her to a 
  wide variety of people and information, and thus 
  the Capable Hero has knowledge outside her area of 
  expertise. Due to this, the Capable Hero can spend an 
  Action Point to make an untrained Knowledge check. 
  For each Knowledge skill in which the Capable Hero 
  possesses 5 ranks or more, the Capable Hero can apply 
  a +2 bonus to the check. These bonuses stack.
   
  The Capable Hero may not take 10 or take 20 on 
  this check; this sort of knowledge is essentially random. 
  She may only make one attempt in the pursuit of a 
  certain type of fact, ﬁgure or piece of information.
  
  4
  DC 
  TYPE OF KNOWLEDGE 
  10  
  Common, something anyone exposed to this
   
   
  topic would know. 
  20  
  Uncommon but available, known by those
   
   
  who study this area. 
  25  
  Obscure, known by few who are usually
   
   
  subject matter masters. 
  30  
  Extremely obscure, known by very few,
   
   
  possibly forgotten by most who once knew
   
   
  it, possibly known only by those who don’t
   
   
  understand the signiﬁcance of
   
   
  the knowledge.
  IMPART KNOWLEDGE: The Capable Hero is able 
  to quickly train another character suﬃciently to allow 
  that other character to make Craft or Knowledge skill 
  checks as though that other character had one-half 
  the Capable Hero’s ranks in the skill. The duration of 
  this eﬀect is dependant upon the success of the skill 
  check.
  DC 
  DURATION
  10  
  1d4 + 1 round/Capable Hero’s level
  15  
  2d4 + 1 round/Capable Hero’s level
  20  
  1d4 + 1 minute/Capable Hero’s level
  25  
  30 minutes + 5 minutes/ Capable Hero’s level 
  SKILL TALENT TREE
  The Capable Hero is highly-trained in the skills of a 
  trade. If not an acknowledged expert, she is well on her 
  way to becoming one.
  SKILL APTITUDE:  The Capable Hero chooses a 
  skill on which to focus. When the Capable Hero uses 
  this skill, any ability modiﬁers or synergy bonuses are 
  doubled. This Talent may be chosen multiple times 
  but each time must be for a new skill. This Talent may 
  not be applied twice to the same skill.
   
  Prerequisite: Skill (any speciﬁc except Profession), 
  4 ranks. 
  SKILL COMPETENCY: When the Capable Hero 
  makes a skill check, a natural 20 is always a success. 
  Also, a second ability bonus can be applied to any skill 
  check given an acceptable explanation. For example, 
  the Capable Hero has Skill Competency with Appraise. 
  Along with the normal bonuses for Intelligence, the 
  Capable Hero might add her bonus for Dexterity 
  with the explanation that handling the item helps to 
  ascertain the item’s quality. 
   
  This Talent may be chosen multiple times but each 
  time must be for a new skill. This Talent may not be 
  applied twice to the same skill.
   
  Prerequisite: Skill Aptitude with same skill. 
  SKILL PROFICIENCY: The Capable Hero gains 
  a +5 miscellaneous bonus to the skill chosen. Also, if 
  Taking 10 and/or Taking 20 are allowed, the amount 
  of time this necessitates is halved.
   
  This Talent may be chosen multiple times but each 
  time must be for a new skill. This Talent may not be 
  applied twice to the same skill.
   
  Prerequisite: Skill Competency with same skill.
  SKILL EXPERTISE: The Capable Hero has mastered 
  the skill to such an extent that failure is extremely rare. 
  The Capable Hero can Take 10 as a standard use of 
  the skill, even if the skill usually does not allow Taking 
  10. If so desired, the Capable Hero can still roll a skill 
  check. Taking 20 requires the amount of time listed 
  under the skill description for Taking 10. If the skill 
  allows Taking 10, the Capable Hero may Take 20 even 
  if the skill usually does not allow this.
   
  This Talent may be chosen multiple times but each 
  time must be for a new skill. This Talent may not be 
  applied twice to the same skill.
   
  Prerequisite: Skill Proﬁciency with same skill.
  Social Talent Tree
  As a Capable Hero, the character is involved with 
  professional associations, organizations, unions, etc. 
  ASSOCIATION MEMBERSHIP: The Capable 
  Hero is a full member in an association, trade guild, 
  union, etc. Through her membership, the Capable 
  Hero is able to obtain goods, services or material at a 
  substantially reduced rate. 
   
  The Capable Hero may add her levels in the 
  Capable Hero class as a bonus to any Wealth check 
  for any item or service that can obtained through her 
  association, trade guild, union, etc. 
   
  When making a Wealth check for such an item, 
  the character’s Wealth is not reduced unless the item or 
  service has a purchase DC of 20 or higher (rather than 
  the usual 15) or if the purchase DC is higher than the 
  character’s current Wealth plus the character’s levels in 
  the Capable Hero class.
   
  The Capable Hero may use the Association 
  Membership talent to obtain the equipment necessary 
  for craft skills at half the normal cost. 
  ASSOCIATION FAVOURS: Associations often 
  have networks of connections with other associations, 
  trade guilds, unions, etc. within a city, municipality, 
  or county. As such, members of the association may 
  have access to information beyond that pertaining to 
  their craft. The Capable Hero may add her Capable 
  Hero levels as a circumstance bonus to any Gather 
  Information or Knowledge checks.
   
  Further, the Capable Hero may attempt to acquire 
  minor aid from any other association member. By 
  making a favour check, the Capable Hero can acquire 
  the loan of equipment or documents, or receive other 
  minor assistance in the course of an adventure. 
   
  The Capable Hero must spend 1 action point to 
  acquire a favour. To make a favour check, roll 1d20 
  and add the Capable Hero’s level as a bonus. The GM 
  sets the DC based on the scope of the favour being 
  requested. The DC ranges from 10 for a simple favour 
  to as high as 30 for formidable and highly dangerous, 
  expensive, or illegal favours. The Capable Hero can’t 
  take 10 or 20 on this check, nor can the Capable Hero 
  retry the check for the same (or virtually the same) 
  favour. Favours should help advance the plot of an 
  adventure. 
  
  5
   
  All favours are remembered and those providing 
  favours will expect the Capable Hero to return the 
  favour at some point in the future. Failure to do so will 
  quickly turn an ally into an enemy.
   
  Prerequisite: Association Membership. 
  MULTIPLE MEMBERSHIPS: The Capable Hero 
  is able to hold memberships in multiple associations 
  without repercussions. Usually, associations are very 
  strict about membership. The Capable Hero has 
  garnered enough respect within the association(s) 
  of which she is already a member that no obstacle is 
  placed on joining another association.
   
  This Talent may be chosen multiple times but 
  each time must be for a new professional association, 
  organization, union, trade guild, etc.
   
  Prerequisite: Association Membership.
  CONNECTIONS: The various associations within any 
  locale usually have a fairly good working relationship. 
  Often associations work together to promote common 
  interests. The Capable Hero may be able to gain a 
  discount on any kind of purchase or service using his 
  association membership.
   
  The Capable Hero may add her levels in the 
  Capable Hero class as a bonus to any Wealth check 
  for any item or service that can obtained through a 
  professional association, trade guild, union, etc. 
   
  When making a Wealth check for such an item, 
  the character’s Wealth is not reduced unless the item or 
  service has a purchase DC of 20 or higher (rather than 
  the usual 15) or if the purchase DC is higher than the 
  character’s current Wealth plus the character’s levels in 
  the Capable Hero class.
   
  Prerequisite: Association Membership, Association 
  Favours.
  Bonus Feats
  At 2nd, 4th, 6th, 8th and 10th level, the Capable Hero 
  gains a bonus feat. The bonus feat must be selected 
  from the following list, and the Capable Hero must 
  meet all the prerequisites of the feat to select it. 
  Acrobatic, Aircraft Operation, Alertness, Animal 
  Aﬃnity, Archaic Weapons Proﬁciency, Athletic, 
  Attentive, Blind-Fight, Builder, Cautious, Combat 
  Expertise, Combat Martial Arts, Combat Reﬂexes, 
  Combat Throw, Conﬁdent, Creative, Deceptive, 
  Defensive Martial Arts, Educated, Elusive Target, 
  Endurance, Exotic Melee Weapon Proﬁciency, Focused, 
  Force Stop, Gearhead, Guide, Heroic Surge, Improved 
  Combat Martial Arts, Improved Initiative, Iron Will, 
  Lightning Reﬂexes, Medical Expert, Meticulous, 
  Nimble, Renown, Run, Stealthy, Studious, Surface 
  Vehicle Operation, Surgery, Track, Trustworthy, 
  Unbalance Opponent, Vehicle Dodge, Vehicle Expert, 
  Windfall.
  
  6
  JASMINE O’CONNOR,
  OBTAINER OF RARE ARTIFACTS
   
  Fast Hero 2/ Capable Hero 2/ Daredevil 1: CR 5; 
  HD 2d8-2 plus 2d6-2 plus 1d10-1; hp 17; MAS 9; Init 
  +2; Spd 30ft.; Def 17, touch 17, ﬂatfooted 15; BAB 
  +2; Grap +2; Atk +2 melee (1d6, extendable baton), or 
  +4 ranged (2d10, Winchester 94), or +4 ranged (2d6, 
  92F); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Contract; SV 
  Fort +1, Ref +4, Will +5; AP 2; Rep +1; Str 10, Dex 
  15, Con 9, Int 14, Wis 13, Cha 12.
   
  Skills: Balance +5, Concentration +5, Drive +8, 
  Escape Artist +7, Hide +9, Knowledge (arcane lore) 
  +7,  Knowledge (history) +7, Knowledge (streetwise) 
  +6, Move Silently +9, Read/Write Language (English), 
  Research +5, Ride +5, Search +5, Sleight of Hand +6, 
  Speak Language (Arabic, English, French), Spot +4, 
  Survival +4, and Tumble +7.
   
  Feats: Combat Martial Arts, Dodge, Educated 
  (arcane lore, history), Personal Firearms Proﬁciency, 
  Stealthy.
   
  Talents (Fast Hero): Evasion
   
  Talents (Capable Hero): Breadth of Knowledge
   
  Class Feature (Daredevil): Fearless
   
  Occ: Adventurer (Knowledge [arcane lore], 
  Survival)
   
  Possessions: (on person, 20.5#) Beretta 92F pistol 
  (with laser sight) in hip holster, 4 92F magazines, 
  Winchester 94 riﬂe (with electro-optical scope), 20 .444 
  cartridges, casual clothes, cell phone, chemical light 
  sticks (5), compass, digital camera, GPS receiver, lock 
  release gun, multipurpose tool, PDA, photojournalist’s 
  vest, tactical map (local). 
   
  When carrying backpack, encumbered.
   
  (in backpack, 40#) digital audio recorder, duct 
  tape, electro-optical binoculars, ﬁrst aid kit, ﬂashlight 
  (battery ﬂood), night vision goggles, notebook 
  computer, portable satellite telephone, portable video 
  camera, rope (100 ft), sleeping bag.
   
  Jasmine grew up around an archaeologist father 
  and anthropologist mother. She had traveled the world 
  before her twelfth birthday. Rather than working for 
  universities or governments, Jasmine works for private 
  individuals and museums, obtaining artifacts. She only 
  acquires items if those items will be available for public 
  ediﬁcation even if held in private hands. That’s always 
  in her contracts.
  JACOB PARK,
  SECURITY CONSULTANT
  Charismatic Hero 2/Capable Hero 2/
  Bodyguard 1: CR 5; HD 2d6-2 plus 2d6-2 plus 
  1d12-1; hp 16; MAS 8; Init +2; Spd 30ft.; Def 16, 
  touch 14, ﬂatfooted 14; BAB +2; Grap +2; Atk +2 
  melee (1d6, extendable baton), or +4 ranged (2d6, 
  M9), or +4 ranged (2d6, Glock); FS 5 ft. by 5 ft.; 
  Reach 5 ft.; AL Contract; SV Fort +2, Ref +6, Will 
  +7; AP 2; Rep +3; Str 10, Dex 14, Con 8, Int 13, Wis 
  16, Cha 12.
   
  Skills: Bluﬀ +4, Concentration +5, Disable 
  Device +3, Diplomacy +4, Drive +4, Gather 
  Information +8, Intimidate +7, Investigate +3, 
  Knowledge (behavioral sciences) +5, Knowledge 
  (civics) +3, Knowledge (current events) +4, 
  Knowledge (popular culture) +4, Knowledge 
  (streetwise) +6, Listen +5, Read/Write Language 
  (English, French), Search +5, Sense Motive +12, 
  Speak Language (English, French, German), and Spot 
  +9.
   
  Feats: Alertness, Armor Proﬁciency (light), 
  Attentive, Double Tap, Personal Firearms Proﬁciency, 
  Point Blank Shot.
   
  Talents (Charismatic Hero): Coordinate
   
  Talents (Capable Hero): Skill Aptitude (Sense 
  Motive)
   
  Class Feature (Bodyguard): Harm’s Way
   
  Occ: Investigative (Gather Information, Sense 
  Motive)
   
  Possessions (on person, 11.5#): SITES M9 
  autoloader pistol (with removable suppressor) 
  in shoulder holster, 2 M9 magazines, Glock 17 
  autoloader pistol (with illuminator, laser sight) in 
  back holster, 4 Glock magazines, business outﬁt, 
  cell phone, chemical light sticks (5), extendable 
  baton (metal baton), light undercover shirt armor, 
  multipurpose tool, overcoat, PDA, penlight, zip tie 
  handcuﬀs.
  When carrying both range packs, encumbered.
  (in standard range pack, 14#) black box, caller 
  ID defeater, digital audio recorder, digital camera, 
  notebook computer, line tap, portable satellite 
  telephone, suppressor for M9, tap detector.
   
  (in oversized range pack, 18#) casual clothing 
  outﬁt, compass, electro-optical binoculars, ﬁrst aid 
  kit, local road atlas, night vision goggles, professional 
  walkie-talkie, standard ﬂashlight, windbreaker.
   
  Jacob Park began as a police oﬃcer. He only lasted 
  two years. He became private investigator. He didn’t 
  enjoy photographing cheating husbands and listening 
  to surreptitious phone sex. What did interest him was 
  the occasional insurance work, investigating robberies 
  and other criminal acts. His experience led him to study 
  criminology. He quit working as a private investigator 
  and became a security consultant. Occasionally, he 
  accepts work as a “minder,” a bodyguard, but mostly 
  he tests and consults on security systems.
  
  7
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  13. Termination: This License will terminate automatically if You fail 
  to comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License. 
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
  Inc. 
  Modern System Reference Document Copyright 2002-2004, Wizards 
  of the Coast, Inc.; Authors Bill Slavicsek, Jeﬀ Grubb, Rich Redman, 
  Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, 
  Rodney Thompson, and JD Wiker,  based on material by Jonathan 
  Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, 
  Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Capable Hero Specialized Class Copyright 2005, Sword’s Edge 
  Publishing; Author Fraser Ronald
  DESIGNATION OF PRODUCT IDENTITY: As per section 1(e) of 
  the Open Game License, version 1.0a, the following are designated as 
  Product Identity: SEP; Roles and Classes; all artwork.
  DESIGNATION OF OPEN CONTENT: As per section 1(d) of the 
  Open Game License, version 1.0a, the following are designated as 
  Open Content: Requirements, Class Information, Class Features.
  ‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of 
  the Coast, Inc. and are used according to the terms of the d20 System 
  License version 6.0.  A copy of this License can be found at www.
  wizards.com/d20.
  d20 Modern and Wizards of the Coast are trademarks of Wizards of 
  the Coast, Inc. in the United States and other countries and are used 
  with permission.
  
  THE CAPABLE HERO
  is from SEP’s ROLES AND CLASSES line.
  Also look for:
  COMBAT HERO SPECIALIZED CLASS
  COVERT HERO SPECIALIZED CLASS
  COUNTER-TERRORISM ASSAULTER PRESTIGE CLASS
  SPECIAL OPERATIONS MARKSMAN PRESTIGE CLASS
  SPEC OPS RECCE PRESTIGE CLASS
  and
  ROLES AND CLASSES TALENT TREES ASSEMBLED
  All from Sword’s Edge Publishing
  
SOURCE: textdata/thevault/D20 system/D20 Modern/Swords Edge Publishing/D20 Modern - Swords Edge Publishing - Supplement - The Capable Hero.pdf