TEXT: The Age of Discovery
  (Known by some as the 1st Age)
  In the 1820th year of the Age of Discovery, a
  man named Tamrylin discovers the True
  source and begins teaching some others. At
  first, there is a great deal of prejudice
  against him and his followers (who claim the
  power is from the creator).  They are driven
  from place to place until they finally establish
  an Academy of Power several years later (at
  that time, the use of the Power for fighting is
  considered to be against the will of the
  Creator). As the technology in the world
  grows, the prejudice decreases, though the
  power is primarily used for healing and
  teaching. About 1954, a scientist named
  Jeorom develops a theory called "The
  Numbers 
  of 
  Chaos". 
  When 
  a 
  young
  channeler named Aleshandre hears this
  theory, he and his wife Natlie visit Jeorom
  and the three of them develop the first Portal
  Stone. By the 1980th year, other technology
  has developed to include computers and
  cellular phones. In the middle of the 1990s,
  the first Ter'angreal is created. It's not until
  late in 2005 that the Standing Flows are set
  in place, allowing technology to be powered
  by Ter'angreal. Traveling is discovered
  around the same time, allowing the Aes
  Sedai to travel more quickly than ever. Late
  in 2008, the Ogier are found, followed 3
  years later by the creation of the Nym. It is in
  Age of Discovery 
  year 
  2008 that a
  Ter'angreal called Ma'purvane Valere is
  created in an attempt to sway the fight
  against the rising prejudice against the Aes
  Sedai and their non-channeling followers
  called Dai'shain Aiel. Half of the world
  begins actively trying to kill the followers of
  the Way of the Leaf, while a mere 1/3 fights
  in their behalf (since they won't fight). During
  the final battle, Ma'purvane Valere is
  sounded, and the 100 most valiant who fell
  in the battle rise and turn the battle for the
  Followers of the Dragon Banner. The end of
  this battle marks the end of the Age of
  Discovery and the beginning of the Age of
  Legends.
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  A More Detailed History of the Aes Sedai
  Tamrylin established the Academy; and
  organized the Aes Sedai in the 1834th year
  of Discovery.  The academy was built for the
  purpose of training men and women in the
  use of the True Source. The academy had a
  library so vast that it encompassed over five
  square miles.  Within the library were books
  that contained all of the knowledge of the
  world.  Among the books were the writings
  of some Aes Sedai who had the Talent to
  foretell.  Even all of the knowledge of the
  Aes Sedai was in the books.  All people
  were welcomed into the various schools of
  the power, which they called Ajah and were
  tested for the ability.  Those who were
  unable to hold the power were not turned
  away, rather would stay and serve the Aes
  Sedai.  These people were called "aiel" (or
  dedicated) for their willingness to remain
  after discovering that they had no ability.
  Others would refuse to stay and began to
  rally all that would listen against the Aes
  Sedai. This resulted in the persecution of the
  Aes Sedai and the daishain aiel and the
  eventual driving of the Aes Sedai (who still
  refused to use the Power to fight) into the
  western lands.  After sixty years, the
  persecution of the Aes Sedai and their
  followers faded, though it never completely
  died.  By the 1940s, the Aes Sedai had a
  following in most parts of the world and
  continued to grow.  The eruption of two
  global wars sped the progress of technology
  and some of the Aes Sedai were persuaded
  to fight; though they still refused to use the
  Power in combat, except for healing.
  Those who decided to fight were not
  accepted as Aes Sedai once they took up
  arms and started calling themselves Gaidin.
  By the end of the 1970s, persecutions of the
  Aes Sedai and Daishain Aiel became so
  great that the Gaidin were joined by several
  Daishain Aiel as well.  By AoD2000, the
  persecution became extremely violent and
  
  Aes Sedai and Aiel were being killed openly
  without prosecution under law for the
  offenders.  In 2005, The Gaidin who were
  able to channel decided that it was better for
  the Aes Sedai if they sacrificed their hope of
  salvation by channeling as a weapon.
  Those who did called themselves Asha’man.
  Both the Asha’man and Gaidin believed that
  they had sacrificed their salvation for the
  sake of their friends and families.  This
  willingness to sacrifice everything for those
  they loved earned them a place of respect; if
  not acceptance among the followers of the
  Way of the Leaf.
  In the 2008th year the combat
  devolved 
  into 
  a 
  battle 
  between 
  the
  Asha’man and Gaidin against the rest of the
  world.  It was during this year that
  Ma’purvane Valere was created by an
  unnamed group of Aes Sedai.  It was
  intended to seal the strength of those who
  fought under the Dragon Banner to the
  banner itself.  The banner had been wrought
  by the Power and was indestructible.  The
  unforeseen consequence of the sounding is
  that it sealed the souls of those who fought
  under the banner to the Banner and to the
  Horn.  Those men and women would be
  forever sealed to the pattern and would be
  spun out repeatedly, never gaining a rest
  from their fight against evil.  In addition to
  this, they would be held at the call of the
  Horn.  Whenever the Horn of Valere is
  sounded, they ride again, but only under the
  Dragon Banner.
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  THE SENTINELS  (By: Blaine Britt)
  Symbol: A golden sunburst on a white field
  History: In the year 1862 a man named
  Lorthain Manletar pushed Congress to form
  a special branch of the law enforcement to
  deal with the growing channeler threat.
  Lorthain was a member of the Federal Law
  Enforcement Agency (FLEA) but upon
  formation of the Sentinels he left that group
  to become head of the newly created
  Sentinels.  He believed that the channelers
  gained their power from some evil source.
  He believed that the Creator would give him
  and those who followed him the power to
  defeat this evil.  The group quickly gained in
  power, both military and political.  There are
  few that will question the Sentinels for fear
  that they will be put to the question.  At the
  time that the Aes Sedai fled to the west the
  Sentinels were at the height of their power.
  It was their persecution that helped force the
  Aes Sedai to leave mainstream society.  It is
  their persecution that forces most
  channelers to seek refuge with the Aes
  Sedai today.  Ironically, they are one of the
  main reasons that the Aes Sedai and
  Asha’man have growing numbers in their
  ranks.
  Policies: The Sentinel methodology is
  simple and brutal.  They have no mercy on
  any channeler and have been given
  authority of Judge, Jury, and Executioner
  when it pertains to any channeler.  A
  Sentinel will generally refer to any channeler
  simply as a Witch.  Many times they will turn
  an entire town on a channeler to bring him to
  justice.  They are known for inciting riots.
  The Sentinels employ a plethora of spies
  that are always watching out for potential
  channeler activity.  These spies are normal
  people and could be anyone.  As soon as
  they suspect a channeler they will contact
  the Sentinel that recruited them.  They
  believe that any means can be used to kill a
  channeler.  The end always justifies the
  means.
  Geography: The Sentinel headquarters is
  found in the nation’s capitol.  The
  headquarters has been given the name “The
  Stronghold of Light.”  The Sentinels control
  most of the lands in the eastern portion of
  the continent.  It is in this area that their
  power is strongest.  Farther west the Aes
  Sedai and Asha’man have more influence
  and most Sentinels try to avoid the area as
  many Asha’man will attack them on spot.
  The most brave or foolhardy of the Sentinels
  will go into the west and try to incite a large
  enough riot to oust channeler influence.
  This can lead to substantial skirmishes with
  the Sentinel’s impromptu army fighting
  against Asha’man and Gaidin.
  Organization: The Lord Commander of the
  Sentinels is at the head.  The first Lord
  Commander was Lorthain Manletar.  Under
  the Lord Commander’s command, there are
  13 Commanders.  Each commander has 13
  Generals under their command.  These
  
  Generals are located in various Precincts
  spread over the continent.  The Generals
  are responsible for controlling channeler
  activity in their area.  They command any
  number of Captains in their Precinct as well
  as any Sentinel that is traveling in pursuit of
  channelers.  The Captains are responsible
  for any number of Sentinels in the Precinct.
  Blankhouse (By Steve Russel)
  Exterior Description:
  This multistoried structure is connected to a
  large arena and parking garage all appear to
  be made of pure white marble that always
  remains unstained. Hanging from the front of
  the building over a sliding oriental-style-
  paper-screen 
  door 
  is 
  a 
  blank 
  white
  rectangular sign
  Interior Description:
  This appears to be a bar, restaurant and
  high-priced hotel that caters specifically to
  world travelers. The interior of the building
  appears to be master-craftsmanship and
  power-wrought, exquisitely crafted white
  marble, covered by silken pillows and
  padding dominant. Here and there are
  simple decorative paper screens that seem
  to change images when one is not looking
  directly at them. The ceiling and doorways
  are of the same height of 15 feet throughout
  the bar and restaurant. The sliding screens
  open either direction and are all made of a
  fine vellum with marble slides. No door in
  the complex is locked.
  The Place:
  The bar's main room constantly holds at
  least one or two travelers. Fights here are
  not unknown they are not as common as
  one would believe, the custom/rule of the
  bar is that the winner pays for all damages
  plus expenses or they will be made to
  disappear by Alien’der’sin.
  Services:
  Rooms: 2mk per day (or 1 Mk if you belong
  to a recognized trade organization or
  corporation).
  Entertainment is of a fine Quality, The
  permanent entertainment is known as
  Sa'mael who plays a vast grand piano on
  which he brings forth archaic and long
  forgotten melodies from the days of yore. No
  one knows how or what Sa'mael is paid by
  Alien’der’sin, yet it is known he turned down
  a vast number of offers.
  The Arena of the Bloody Mat; so called
  because its ordinal color was white along
  with the rest of the building but after a few
  contests its color was drastically changed.
  Disagreements between patrons are as
  common as the sun rising. The proprietor
  has taken quick advantage of possibility for
  profit rather than worry about the damage to
  the Blankhouse. Not caring for the expense,
  including a huge loan at the time, he had the
  arena constructed and a number of warding
  ter'angreal and standing weaves set upon
  the grounds to keep all contests with in it.
  Disputes that Acura within the bar are often
  settled within the Arena of the Bloody Mat so
  much that the "Settle this on the Mat" have
  become more than just custom within the
  Blankhouse.
  "Bloody Rules ":
  Bloody Contests or simply Bloody Matches
  are mostly done to settle some kind of
  dispute between two patrons.  Should a
  person have a dispute with another person,
  they may not ask a companion to do the
  contest. In matters of law, Bloody rules
  follow rules for sporting contests, with the
  exception that they can be prosecuted if
  deliberate malice is proven. A contest
  follows certain sporting rules. It is necessary
  that the contestants have agreed on the
  contest; otherwise it is a simple case of
  assault. It is considered rank cowardice to
  refuse a challenge and always results in a
  mass assault outside the Blankhouse. It is
  not necessary that there be a reason for the
  contest. Besides the contestants, only a
  restorer need be agreed upon to proceed.
  The procedure for the contest itself depends
  on 
  the 
  contest 
  agreed 
  upon. 
  The
  Blankhouse allows no contests to the death.
  Weaveduel, Duel with Pistols, Duel with
  Weapon of choice, Open Duel, Gladitorial
  Company 
  Duel, 
  Races, 
  The 
  McGuffin
  Mission, Open Melee, The Great Debate,
  and a Duel of Taunts.
  Products:
  Drink: The inn serves as a tavern besides
  simply serving as a inn it serves a good and
  a large number of homebrew blends. All
  
  drinks are served by the pitcher 2 SP (or 1
  SP if you belong to a recognized trade
  organization or corporation).
  Legends & Lore:
  Stories about the blank houses abound,
  ranging with why it is tolerated by the
  Sentinels, Why even Aes Sedai, Gaidin and
  Asha'man find its sporting events of the
  Bloody Mat entertaining, and who its
  powerful and enigmatic proprietor really is
  and used to be. According to rumors the
  reasons 
  the 
  Sentinels 
  tolerate 
  the
  Blankhouse as it a meeting place for its
  informants that the owner has something
  over the organization. That the Owner used
  to be a very influential Gaidin and that he is
  over 300 years old.  Others say that he is a
  renegade 
  Asha'man 
  though 
  his 
  name
  change 
  with 
  every 
  telling. 
  Apparently
  Panther Company, a violent and arrogant
  group of Sentinels of no small reputation,
  disappeared to the man, including retired
  and temporary members of the company
  regardless 
  of 
  their 
  involvement. 
  This
  occurred shortly after a Single Member of
  Panther 
  Company 
  had 
  caused 
  the
  accidental death of a staff member when
  they started a shoot out in the Blankhouse.
  Non-Player Characters:
  Proprietor: Alien’der’sin, an enigmatic and
  dangerous man who is always found in the
  bar regardless of the time of day or hour of
  the night runs the blank house he can
  always be found in a white leisure suit
  wearing a white button down shirt with a
  white tie.  His tie is always tacked with a
  simple pin crowned by a red or black jewel.
  In truth this man is controls and runs an
  international order of assassins known as
  The Unseen. His background voice and
  mannerisms all seam to be a man of charm
  and generosity. He is know to give gifts and
  bits of information without cost to all those
  who come to know him.  However his gifts
  always seem to lead the beneficiary to some
  kind of strife or conflict that they would have
  rather avoided.
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  ABILITY SCORES
  Ability scores are nothing new to gamers;
  however there are a few things that are
  important to note special to the Age of
  Discovery.  Every character has seven basic
  Ability Scores instead of the usual six:
  Strength (STR)
  Dexterity (DEX)
  Constitution (CON)
  Intelligence (INT)
  Wisdom (WIS)
  Charisma (CHA)
  Power (POW)
  The Score of these Abilities ranges from 0 to
  infinity.  A limit, if any, will be specified in the
  rules.  The normal human range is 3 to 18. It
  is possible for a creature to have a score of
  "none".  A score of "none" is not the same
  as a score of "0".  A score of "none" means
  that the creature does not possess the
  ability at all.  The modifier for a score of
  "none" is +0.
  A character with a CON of 0 is dead.  A 0 in
  any other score means the character is
  helpless and cannot move.
  Keeping track of negative ability score points
  is never necessary. A character’s ability
  score can’t drop below 0.
  ABILITY MODIFIERS
  Each ability will have a modifier. The
  modifier can be calculated using this
  formula:
  (Ability/2) -5 [round result down]
  The modifier is the number you add to or
  subtract from the die roll when your
  character tries to do something related to
  that ability. A positive modifier is called a
  bonus, and a negative modifier is called a
  penalty.
  USE OF ABILITY SCORES
  Strength: Any creature that can physically
  manipulate other objects has at least 1 point
  of Strength.
  A creature with no Strength score can't exert
  force, usually because it has no physical
  body or because it doesn't move. The
  creature automatically fails Strength checks.
  If the creature can attack, it applies its
  Dexterity modifier to its base attack instead
  of a Strength modifier.
  
  Dexterity: Any creature that can move has
  at least 1 point of Dexterity.
  A creature with no Dexterity score can't
  move. If it can act, it applies its Intelligence
  modifier to initiative checks instead of a
  Dexterity modifier. The creature fails all
  Reflex saves and Dexterity checks.
  Constitution: If a character's Constitution
  changes enough to alter his or her
  Constitution modifier, his or her hit points
  also increase or decrease accordingly at the
  same time.
  Any living creature has at least 1 point of
  Constitution.
  A creature with no Constitution has no body
  or no metabolism. It is immune to any effect
  that requires a Fortitude save unless the
  effect works on objects. The creature is also
  immune to ability damage, ability drain,
  energy drain, and massive damage, and
  always fails Constitution checks.
  Intelligence: Any creature that can think,
  learn, or remember has at least 1 point of
  Intelligence.
  A creature with no Intelligence score is an
  automaton, operating on simple instincts or
  programmed instructions. It is immune to all
  mind-influencing 
  effects 
  (charms,
  compulsions, 
  phantasms, 
  patterns 
  and
  morale effects) and automatically fails
  Intelligence checks.
  Wisdom: Any creature that can perceive its
  environment in any fashion has at least 1
  point of Wisdom.
  Anything with no Wisdom score is an object,
  not a creature. Anything without a Wisdom
  score also has no Charisma score, and vice
  versa.
  Charisma: Any creature capable of telling
  the difference between itself and things that
  are not itself has at least 1 point of
  Charisma.
  Power: The score of the Power ability
  determines whether or not you can channel,
  and how much as follows:
  1) If your POW score is 9 & less, the
  character cannot learn to channel.
  2) At POW 10 - 11, the character can learn,
  but has so little ability as to be virtually
  useless (like Queen Morgase for example).
  3) Between 12 and 15, the character can
  learn to channel, but must take the
  channeler base class, or a channeler
  Advance class to do so.
  4) At 16 and up, the character was born with
  the spark. Characters at these levels may
  learn weaves without having to take a
  channeler class, however; they have the
  following limitations.
  *Non-channeler class characters must take
  a block as per Wilders.
  *Wilder characters may not gain access to
  channeling Feats or Talent trees unless they
  take levels in a channeling class.
  *Wilders may not take ranks in Weavesight.
  *Wilders receive no benefit from their POW
  score modifier to either weaves per day, or
  skill 
  checks 
  related 
  to 
  channeling.
  *All weaves are performed at -1 level and
  take a -4 untrained penalty for channeling
  related skill checks.
  *The character must meet the mindset to
  overcome the block as per WoT rules for
  Wilders.
  *Special: Male Wilders may take the
  Eliminate Block Feat before taking a
  channeling class, but all other restrictions
  remain.
  5) If your POW score is 11 or less, you can
  not allocate attribute points to it as per level
  advancement.
  Alternate One Power Mechanics
  Power Affinities
  New stats: each channeling character gets
  5 new stats: Air, Earth, Fire, Spirit and
  Water. For determining them, you get 25
  points to allocate between them as per the
  standard point-buy rules of the d20 system.
  Alternately, you can roll for all your 6 normal
  stats and these 5 new stats, and allocate the
  rolls as sees you fit.
  Increasing the new stats: There are two
  ways of increasing the five new stats. The
  first is allocating normal Ability increase
  points you get every 4 levels into the stat.
  The other way is taking the Extra Affinity
  Feat, which increases your stat by 4. You
  can only take the Extra Affinity Feat once
  per stat.
  Channeling stats: Intelligence, Wisdom and
  Charisma don’t play anymore a role in
  determining channeling abilities. A wilder or
  an initiate must now have weave’s level +10
  in each affinity the weave uses to be able to
  
  cast it.  They should still be of sufficient level
  to actually cast this level of weave (that is, a
  channeler with 19 in each of his 5 stats
  couldn’t use level 9 weaves before he is
  channeler level 17). A channeler will get
  bonus weaves from the highest and the
  lowest of their Five Affinities stats. For
  example: A channeler with Affinities stats of
  12, 12, 13, 14, 14 would receive bonus
  weaves per day based on their highest and
  lowest Affinity scores. You may increase
  your Affinities stats either by spending ability
  points by taking the Extra Affinity Feat, all
  these bonuses increase accordingly. You
  can learn a weave even if you don’t meet
  the necessary Affinity stat requirement to
  actually cast it (like Sorilea knowing the
  Gateway weave).
  Angreal and Affinities Strength
  Channeling with an angreal is normal,
  except that you add the angreal rating to
  each of the Five Affinities stats.
  Overchanneling and the Affinities
  Overchanneling is same as described in the
  Wheel of Time Core rules, except that you
  also add the overchanneling benefit to each
  of the Affinities.
  Linking and Five Affinities
  Characters may link as per normal rules for
  linking, except that you must determine the
  total affinity stat of the circle by using the
  following formula for each of the five new
  stats: Power strength of leader + the affinity
  modifier of each member of the circle.
  For example: if 2 channelers link, and the
  leader has 15 in Fire and the other member
  has 12 in Fire, then the Fire stat of the circle
  is 15+1=16 (+1 being the modifier for a 12 in
  fire). For a circle to be able to cast a weave,
  it must have total affinity of weave level +10
  in each of the Five elements that the weave
  requires.
  One Power strength
  This is the average of the 5 Affinity stats it is
  what a channeler senses (passively for
  female 
  channelers, 
  but 
  only 
  when
  embracing for men) in another channeler.
  Converting the Power Ability to Affinities
  Converting the Power ability into the
  Affinities is a simple matter of taking the
  POW times 5 then dividing the total among
  the five Affinities. The average of a Male’s
  Air and Water scores must be lower than the
  average of the other three scores.  The
  average of a Female’s Earth and Fire scores
  must be lower than the average of the other
  3 scores.
  CHANGING ABILITY SCORES
  Ability scores can increase with no limit.
  Poisons, diseases, and other effects can
  cause temporary ability damage. Ability
  points lost to damage return naturally
  typically at a rate of 1 point per day for each
  affected ability.
  As a character ages, some ability scores go
  up and others go down.
  When an ability score changes, the modifier
  associated with that score also changes.
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  Talents
  Every basic class offers a selection of
  talents to choose from. A character gains a
  talent upon attaining each odd-numbered
  level in a class (including 1st level). Talents
  are considered to be extraordinary abilities.
  Some talents have prerequisites that must
  be met before a character can select them.
  THE STRONG HERO
  Ability: Strength
  Hit Die: 1d8
  Action Points: Strong heroes gain a
  number of action points equal to 5 + one-
  half their character level, rounded down, at
  1st level and every time they attain a new
  level in this class.
  Class Skills: The Strong hero’s class skills
  (and the key ability for each skill) are:
  Climb (Str), Craft (structural) (Int), Handle
  Animal 
  (Cha), 
  Jump 
  (Str), 
  Knowledge
  (current events, popular culture, streetwise,
  tactics) (Int), Profession (Wis), Read/Write
  Language 
  (none), 
  Repair 
  (Int), 
  Speak
  Language (none), and Swim (Str).
  Also, the starting occupation selected can
  provide additional class skills to choose
  from.
  Skill Points at 1st Level: (3 + Int modifier) x4.
  Skill Points at Each Additional Level: 3 + Int
  modifier
  
  Starting Feats
  In addition to the two feats all characters get
  at 1st level, a Strong hero begins play with
  the Simple Weapons Proficiency feat.
  Class Features
  The following are class features of the
  Strong hero.
  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.
  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.
  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 1
  point of an object’s hardness.
  Improved Ignore Hardness: The Strong hero
  ignores 1 additional point of an object’s
  hardness (for a total of 2).
  Prerequisite: Ignore hardness.
  Advanced Ignore Hardness: The Strong
  hero ignores 1 additional point of an object’s
  hardness (for a total of 3).
  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.
  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
  Animal Affinity, Archaic Weapons
  Table: The Strong Hero
  Class
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Class Features
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +1
  +1
  +0
  +0
  Talent
  +1
  +0
  2nd
  +2
  +2
  +0
  +0
  Bonus feat
  +2
  +0
  3rd
  +3
  +2
  +1
  +1
  Talent
  +2
  +0
  4th
  +4
  +2
  +1
  +1
  Bonus feat
  +3
  +0
  5th
  +5
  +3
  +1
  +1
  Talent
  +3
  +1
  6th
  +6/+1
  +3
  +2
  +2
  Bonus feat
  +3
  +1
  7th
  +7/+2
  +4
  +2
  +2
  Talent
  +4
  +1
  8th
  +8/+3
  +4
  +2
  +2
  Bonus feat
  +4
  +1
  9th
  +9/+4
  +4
  +3
  +3
  Talent
  +5
  +2
  10th
  +10/+5
  +5
  +3
  +3
  Bonus feat
  +5
  +2
  
  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
  Ability: Dexterity
  Hit Die: 1d8
  Action Points: Fast heroes gain a number
  of action points equal to 5 + one-half their
  character level, rounded down, at 1st level
  and every time they attain a new level in this
  class.
  Class Skills: The Fast hero’s class skills
  (and the key ability for each skill) are:
  Balance (Dex), Craft (mechanical) (Int),
  Drive (Dex), Escape Artist (Dex), Hide
  (Dex), Knowledge (current events, popular
  culture, streetwise) (Int), Move Silently
  (Dex), 
  Pilot 
  (Dex), 
  Profession 
  (Wis),
  Read/Write Language (none), Ride (Dex),
  Sleight of Hand (Dex), Speak Language
  (none), and Tumble (Dex).
  Also, the starting occupation the character
  selects can provide additional class skills to
  choose from.
  Skill Points at 1st Level: (5 + Int modifier) x4.
  Skill Points at Each Additional Level: 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.
  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).
  Table: The Fast Hero
  Class Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Class Features
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +1
  +0
  Talent
  +3
  +0
  2nd
  +1
  +0
  +2
  +0
  Bonus feat
  +4
  +0
  3rd
  +2
  +1
  +2
  +1
  Talent
  +4
  +1
  4th
  +3
  +1
  +2
  +1
  Bonus feat
  +5
  +1
  5th
  +3
  +1
  +3
  +1
  Talent
  +5
  +1
  6th
  +4
  +2
  +3
  +2
  Bonus feat
  +6
  +2
  7th
  +5
  +2
  +4
  +2
  Talent
  +6
  +2
  8th
  +6/+1
  +2
  +4
  +2
  Bonus feat
  +7
  +2
  9th
  +6/+1
  +3
  +4
  +3
  Talent
  +7
  +3
  10th
  +7/+2
  +3
  +5
  +3
  Bonus feat
  +8
  +3
  
  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.
  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
  Action Points: Tough heroes gain a
  number of action points equal to 5 + one-
  half their character level, rounded down, at
  1st level and every time they attain a new
  level in this class.
  Class Skills
  The 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),
  Read/Write Language (none), Ride (Dex),
  Speak Language (none), Spot (Wis), and
  Survival (Wis).
  Also, the starting occupation the character
  selects can provide additional class skills to
  choose from.
  Skill Points at 1st Level: (3 + Int modifier) x4.
  Skill Points at Each Additional Level: 3 + 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.
  Table: The Tough Hero
  Class
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Class Features
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +1
  +0
  +0
  Talent
  +1
  +0
  2nd
  +1
  +2
  +0
  +0
  Bonus feat
  +2
  +0
  3rd
  +2
  +2
  +1
  +1
  Talent
  +2
  +1
  4th
  +3
  +2
  +1
  +1
  Bonus feat
  +3
  +1
  5th
  +3
  +3
  +1
  +1
  Talent
  +3
  +1
  6th
  +4
  +3
  +2
  +2
  Bonus feat
  +3
  +2
  7th
  +5
  +4
  +2
  +2
  Talent
  +4
  +2
  8th
  +6/+1
  +4
  +2
  +2
  Bonus feat
  +4
  +2
  9th
  +6/+1
  +4
  +3
  +3
  Talent
  +5
  +3
  10th
  +7/+2
  +5
  +3
  +3
  Bonus feat
  +5
  +3
  
  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.
  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.
  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.
  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.
  THE SMART HERO
  Ability: Intelligence
  Hit Die: 1d6
  Action Points: Smart heroes gain a number of
  action points equal to 5 + one-half their
  character level, rounded down, at 1st level and
  every time they attain a new level in this class.
  Class Skills: The Smart hero’s class skills (and
  the key ability for each skill) are: Computer Use
  (Int), Craft (chemical, electronic, mechanical,
  pharmaceutical, structural, visual art, writing)
  (Int), Decipher Script (Int), Demolitions (Int),
  Disable Device (Int), Forgery (Int), Investigate
  (Int), Knowledge (arcane lore, art, behavioral
  sciences, business, civics, current events, earth
  and life sciences, history, physical sciences,
  popular culture, streetwise, tactics, technology,
  theology and philosophy) (Int), Navigate (Int),
  Profession (Wis), Read/Write Language (none),
  Repair (Int), Research (Int), Search (Int), and
  Speak Language (none).
  Also, the starting occupation the hero selects
  can provide additional class skills to choose
  from.
  Skill Points at 1st Level: (9 + Int modifier) x4.
  Skill Points at Each Additional Level: 9 + 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.
  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.
  Table: The Smart Hero
  Class
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Class Features
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +0
  +1
  Talent
  +0
  +1
  2nd
  +1
  +0
  +0
  +2
  Bonus feat
  +1
  +1
  3rd
  +1
  +1
  +1
  +2
  Talent
  +1
  +1
  4th
  +2
  +1
  +1
  +2
  Bonus feat
  +1
  +2
  5th
  +2
  +1
  +1
  +3
  Talent
  +2
  +2
  6th
  +3
  +2
  +2
  +3
  Bonus feat
  +2
  +2
  7th
  +3
  +2
  +2
  +4
  Talent
  +2
  +3
  8th
  +4
  +2
  +2
  +4
  Bonus feat
  +3
  +3
  9th
  +4
  +3
  +3
  +4
  Talent
  +3
  +3
  10th
  +5
  +3
  +3
  +5
  Bonus feat
  +3
  +4
  
  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 skill-related, 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.
  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.
  THE DEDICATED HERO
  Ability: Wisdom
  Hit Die: 1d6
  Action Points: Dedicated heroes gain a
  number of action points equal to 5 + one-
  half their character level, rounded down, at
  1st level and every time they attain a new
  level in this class.
  Class Skills: The Dedicated hero’s class
  skills (and the key ability for each skill) are:
  
  Craft (pharmaceutical, visual art, writing)
  (Int), 
  Gamble 
  (Wis), 
  Investigate 
  (Int),
  Knowledge (arcane lore, art, behavioral
  sciences, business, civics, current events,
  earth and life sciences, history, physical
  sciences, popular culture, streetwise, tactics,
  technology, theology and philosophy) (Int),
  Listen (Wis), Profession (Wis), Read/Write
  Language (none), Sense Motive (Wis),
  Speak 
  Language 
  (none), 
  Spot 
  (Wis),
  Survival (Wis), and Treat Injury (Wis).
  The starting occupation the hero selects can
  provide additional class skills to choose from
  Skill Points at 1st Level: (5 + Int modifier) x4.
  Skill Points at Each Additional Level: 5 + Int
  Starting Feats
  In addition to the two feats all characters get
  at 1st level, a Dedicated hero begins play
  with the Simple Weapons Proficiency feat.
  Class Features
  The following are class features of the
  Dedicated hero.
  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.
  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.
  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.
  Table: The Dedicated Hero
  Class
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Class Features
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +1
  +0
  +1
  Talent
  +1
  +1
  2nd
  +1
  +2
  +0
  +2
  Bonus feat
  +2
  +1
  3rd
  +2
  +2
  +1
  +2
  Talent
  +2
  +1
  4th
  +3
  +2
  +1
  +2
  Bonus feat
  +3
  +2
  5th
  +3
  +3
  +1
  +3
  Talent
  +3
  +2
  6th
  +4
  +3
  +2
  +3
  Bonus feat
  +3
  +2
  7th
  +5
  +4
  +2
  +4
  Talent
  +4
  +3
  8th
  +6/+1
  +4
  +2
  +4
  Bonus feat
  +4
  +3
  9th
  +6/+1
  +4
  +3
  +4
  Talent
  +5
  +3
  10th
  +7/+2
  +5
  +3
  +5
  Bonus feat
  +5
  +4
  
  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.
  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.
  Bonus Feats
  At 2nd, 4th, 6th, 8th, and 10th level, the
  Dedicated hero gains a bonus feat. This feat
  must be from this list, and the Dedicated
  hero must meet any prerequisites.
  Advanced Firearms Proficiency, Alertness,
  Archaic Weapons Proficiency, Attentive,
  Blind-Fight, Deceptive, Educated, Far Shot,
  Iron 
  Will, 
  Medical 
  Expert, 
  Meticulous,
  Surgery, Track, Weapon Focus.
  THE CHARISMATIC HERO
  Ability: Charisma
  Hit Die: 1d6
  Action Points: Charismatic heroes gain a
  number of action points equal to 5 + one-
  half their character level, rounded down, at
  1st level and every time they attain a new
  level in this class.
  Class Skills: The Charismatic hero’s class
  skills (and the key ability for each skill) are:
  Bluff (Cha), Craft (visual art, writing) (Int),
  Diplomacy (Cha), Disguise (Cha), Gather
  Information (Cha), Handle Animal (Cha),
  Intimidate (Cha), Knowledge (arcane lore,
  art, behavioral sciences, business, civics,
  current events, popular culture, streetwise,
  theology and philosophy) (Int), Perform (act,
  dance, keyboards, percussion instruments,
  sing, stand-up, stringed instruments, wind
  instruments) 
  (Cha), 
  Profession 
  (Wis),
  Read/Write Language (none), and Speak
  Language (none).
  Also, the starting occupation the hero
  selects can provide additional class skills to
  choose from.
  Skill Points at 1st Level: (7 + Int modifier) x4.
  Skill Points at Each Additional Level: 7 + Int
  modifier.
  Table: The Charismatic Hero
  Class
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref Save Will Save Class Features Defense
  Bonus
  Reputation
  Bonus
  1st
  0
  1
  1
  0
  Talent
  0
  2
  2nd
  1
  2
  2
  0
  Bonus feat
  1
  2
  3rd
  1
  2
  2
  1
  Talent
  1
  2
  4th
  2
  2
  2
  1
  Bonus feat
  1
  3
  5th
  2
  3
  3
  1
  Talent
  2
  3
  6th
  3
  3
  3
  2
  Bonus feat
  2
  3
  7th
  3
  4
  4
  2
  Talent
  2
  4
  8th
  4
  4
  4
  2
  Bonus feat
  3
  4
  9th
  4
  4
  4
  3
  Talent
  3
  4
  10th
  5
  5
  5
  3
  Bonus feat
  3
  5
  
  Starting Feats
  In addition to the two feats all characters get
  at 1st level, a Charismatic hero begins play
  with the Simple Weapons Proficiency feat.
  Class Features
  All of the following are class features of the
  Charismatic hero.
  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
  The Charismatic hero has an innate talent
  for being charming and captivating.
  Charm: The Charismatic hero gets a bonus
  on all Charisma-based 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 
  that 
  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 role-playing 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.
  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.
  
  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, Creative, Deceptive, Dodge,
  Frightful Presence, Iron Will, Lightning
  Reflexes, Low Profile, Point Blank Shot,
  Renown, Trustworthy, Windfall.
  THE CHANNELER
  Ability: POW
  Hit Die: 1d6
  Action Points: Channelers gain a number
  of action points equal to 5 + one-half their
  character level, rounded down, at 1st level
  and every time they attain a new level in this
  class.
  Class Skills: The Channeler’s class skills
  (and the key ability for each skill) are:
  Concentration (Con), Craft (visual art) (Int),
  Decipher Script (Int), Knowledge (arcane
  lore, 
  art, 
  behavioral 
  sciences, 
  current
  events, earth and life sciences, physical
  sciences, 
  technology, 
  theology 
  and
  philosophy) 
  (Int), 
  Profession 
  (Wis),
  Read/Write Language (none), Sense Motive
  (Wis), Speak Language (none), Spot (Wis),
  Survival (Wis), Treat Injury (Wis) and
  Weavesight (Wis).
  Also, the starting occupation the hero
  selects can provide additional class skills to
  choose from.
  Skill Points at 1st Level: (5 + Int modifier) x4.
  Skill Points at Each Additional Level: 5 + Int
  modifier.
  Starting Feats
  In addition to the two feats all characters get
  at 1st level, a Channeler hero begins play
  with the Simple Weapons Proficiency feat.
  Class Features
  The following are class features of the
  Channeler.
  Talents
  At 1st, 3rd, 5th, 7th, and 9th level, the
  Channeler 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.
  One Power Talents Talent Tree
  Talent: The Channeler may choose any one
  Talent from the Wheel of Time Core Rules
  book in chapter 9: The One Power.
  I.e.: Balefire, Cloud Dancing, Conjunction,
  Earth 
  Singing, 
  Elementalism, 
  Healing,
  Illusion, Traveling or Warding.
  Extraordinary Talent: The Character may
  choose one of the basic Talents (which
  he/she already possesses, and may use any
  weave from that Talent as if 1 level higher,
  without overchanneling.
  Prerequisite: The character must already
  have the Talent before selecting it as an
  Extraordinary Talent.
  Special: This Talent may be taken multiple
  times.  Its effects do not stack.  The effects
  apply to a different Talent each time.
  One Power Affinities Talent Tree
  Affinities:  The Channeler may select any
  one of the five One Power Affinities (Air,
  Earth, Fire, Spirit, and Water).  These
  affinities act exactly as in the Wheel of Time
  Core Rules Book.
  Improved Affinity: The Channeler may
  choose a single affinity.  All weaves that use
  this affinity are treated as being one slot
  lower for casting cost. Example: Sorsha has
  improved affinity for air, and casts arms of
  air at level3.  The normal cost of casting it is
  a 3rd level slot, but with Improved Affinity, it
  only costs her a level 2 slot.  This Talent
  does not grant the ability to cast weaves that
  the character does not know.
  Prerequisite: The character must already
  have chosen the Affinity Talent for the
  Affinity selected.
  Special: This Talent may be taken multiple
  times, its effects do not stack, they apply to
  a different Affinity each time.
  Advanced Affinity: The Character may
  choose an Affinity.  All weaves cast that use
  that Affinity are treated as one slot lower for
  casting cost.  This bonus stacks with the
  Improved Affinity feat.
  
  Prerequisites: The character must already
  have Improved Affinity for the Affinity
  selected.
  Bonus Feats
  At 2nd, 4th, 6th, 8th, and 10th level, the
  Channeler gains a bonus feat. This feat
  must be from this list, and the Channeler
  must meet any prerequisites.
  Advanced Firearms Proficiency, Alertness,
  Archaic Weapons Proficiency, Attentive,
  Blind-Fight, Deceptive, Educated, Far Shot,
  Iron 
  Will, 
  Medical 
  Expert, 
  Meticulous,
  Surgery, Track, Weapon Focus.
  Multiclass Characters
  A character may add new classes as he or
  she progresses in levels, thereby becoming
  a multiclass character. The class abilities
  from all of a character’s classes combine to
  determine a multiclass character’s overall
  abilities.
  Base Attack Bonus
  Add the base attack bonuses for each class
  to get the hero’s base attack bonus. A
  resulting value of +6 or higher provides the
  hero with multiple attacks.
  Base Attack Bonus
  Additional Attacks at
  6
  1
  7
  2
  8
  3
  9
  4
  10
  5
  11
  6
  12
  7/2
  13
  8/3
  14
  9/4
  15
  10/5
  16
  11/6/1
  17
  12/7/2
  18
  13/8/3
  19
  14/9/4
  20
  15/10/5
  To use multiple attacks in the same round, a
  character must use a full attack, which is a
  full-round action.
  Saving Throws
  Add the base save bonuses for each class
  together.
  Defense Bonus
  Unlike with standard Wheel of Time,
  multiclassing is encouraged in the Modern
  setting.  As a result, characters add the
  Defense bonuses for each class together
  with 
  no 
  loss 
  in 
  Defense 
  points 
  for
  multiclassing.
  Reputation Bonus
  Add Reputation bonuses together.
  Skills
  A multiclass hero uses his or her character
  level to determine the maximum ranks the
  hero can have in a skill. If a skill is a class
  skill for any of a multiclass hero’s classes,
  then use character level to determine a
  skill’s maximum rank. (The maximum rank
  for a class skill is 3 + character level.)
  When a multiclass hero gains a level in a
  class, he or she spends that level’s skill
  points as a member of that class. Only that
  class’s class skills may be purchased as
  class skills. All other skills, including skills for
  another class the hero has levels in, are
  considered cross-class skills when ranks in
  those skills are purchased at this level.
  Class Features
  The character gets all class features
  (talents, bonus feats, or other special
  abilities) of all classes for the levels he or
  she possesses.
  Feats
  A multiclass character receives a new feat
  every three character levels, regardless of
  individual class level. Taking one level in a
  new class does not entitle a character to
  receive the two feats that a beginning 1st-
  level character gets.
  Table: The Channeler
  Class
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Class Features
  Defense
  Bonus
  Reputation
  Bonus
  1st
  +0
  +1
  +0
  +1
  Talent
  +1
  +1
  2nd
  +1
  +2
  +0
  +2
  Bonus feat
  +2
  +1
  3rd
  +2
  +2
  +1
  +2
  Talent
  +2
  +1
  4th
  +3
  +2
  +1
  +2
  Bonus feat
  +3
  +2
  5th
  +3
  +3
  +1
  +3
  Talent
  +3
  +2
  6th
  +4
  +3
  +2
  +3
  Bonus feat
  +3
  +2
  7th
  +5
  +4
  +2
  +4
  Talent
  +4
  +3
  8th
  +6/+1
  +4
  +2
  +4
  Bonus feat
  +4
  +3
  9th
  +6/+1
  +4
  +3
  +4
  Talent
  +5
  +3
  10th
  +7/+2
  +5
  +3
  +5
  Bonus feat
  +5
  +4
  
  Ability Increases
  A multiclass character increases one ability
  score by +1 every four character levels,
  regardless of individual class level.
  Adding a Second Class
  When a character with one class gains a level,
  he or she may choose to increase the level of
  his or her current class or pick up a new class at
  1st level. This could be a basic class or, if the
  character qualifies for it, an advanced class.
  The character gains the 1st-level base attack
  bonus, base save bonuses, class skills, other
  class features of the new class, hit points of the
  appropriate die type, and the new class’s
  number of skill points gained at each additional
  level (not that number x4, as is the case for a
  1st-level character).
  Picking up a new class is not exactly the same
  as starting a character in that class.  When
  picking up a new class, a hero doesn’t receive
  maximum hit points but should roll the new Hit
  Die.
  Advancing a Level
  Each time a multiclass character attains a new
  level, the hero either increases one of his or her
  current class levels by one or picks up a new
  class at 1st level.
  When a multiclass character increases one of
  his or her class levels by one, the character gets
  all the standard benefits that characters receive
  for attaining the new level in that class: more hit
  points, possible bonuses on attack rolls,
  Defense, and saving throws (depending on the
  class and the new level), a new class feature (as
  defined by the class), and new skill points.
  Skill points are spent according to the class that
  the multiclass character just advanced in. Skills
  are purchased at the cost appropriate for that
  class.
  In general, a character can have levels in as
  many different classes as there are classes.
  ACTION POINTS
  Action points provide characters with the means
  to affect game play in significant ways. A
  character always has a limited amount of action
  points, and while the character replenishes this
  supplies with every new level he or she attains,
  the character must use them wisely. A character
  can spend 1 action point to do one of these
  things:
  • Alter a single d20 roll used to make an attack,
  a skill check, an ability check, a level check, or a
  saving throw.
  • Use a class talent or class feature during your
  turn for which the expenditure of 1 action point is
  required.
  When a character spends 1 action point to
  improve a d20 roll, add 1d6 to the d20 roll to
  help meet or exceed the target number. A
  character can declare the use of 1 action point
  to alter a d20 roll after the roll is made—but only
  before the GM reveals the result of that roll
  (whether the attack or check or saving throw
  succeeded or failed). A character can’t use an
  action point on a skill check or ability check
  when he or she is taking 10 or taking 20.
  When a character spends 1 action point to use a
  class feature, he or she gains the benefit of the
  feature but doesn’t roll a d6. In this case, the
  action point is not a bonus to a d20 roll.
  A character can only spend 1 action point in a
  round. If a character spends a point to use a
  class feature, he or she can’t spend another one
  in the same round to improve a die roll, and vice
  versa.
  Depending on the hero’s character level (see the
  table below), he or she may be able to roll more
  than one d6 when spending 1 action point. If the
  character does so, apply the highest result and
  disregard the other rolls.
  Character Level
  Action Point Dice Rolled
  1st–7th
  1d6
  8th–14th
  2d6
  15th–20th
  3d6
  STARTING OCCUPATION
  A hero may hold other jobs as his or her career
  unfolds, but the benefits of a starting occupation
  are only applied once, at the time of character
  creation.
  Many starting occupations have a prerequisite
  that the character must meet to qualify for the
  occupation. Each occupation provides a number
  of additional permanent class skills that the
  character can select from a list of choices. Once
  selected, a permanent class skill is always
  considered to be a class skill for the character. If
  the skill selected is already a class skill for the
  character, 
  he 
  or 
  she 
  gains 
  a 
  one-time
  competence bonus for that skill.
  Some starting occupations provide a Reputation
  bonus or a bonus feat (in addition to the two
  feats a 1st-level character already receives).
  Finally, a starting occupation increases the
  character’s Wealth bonus.
  Choose one occupation from the available
  selections and apply the benefits to the
  character 
  as 
  noted 
  in 
  the 
  occupation’s
  description.
  Academic
  Academics include librarians, archaeologists,
  scholars, 
  professors, 
  teachers, 
  and 
  other
  education professionals.
  Prerequisite: Age 23+.
  
  Skills: Choose three of the following skills as
  permanent class skills. If a skill the character
  selects is already a class skill, he or she
  receives a +1 competence bonus on checks
  using that skill.
  Computer Use, Craft (writing), Decipher Script,
  Gather Information, Knowledge (arcane lore, art,
  behavioral sciences, business, civics, current
  events, earth and life sciences, history, physical
  sciences, popular culture, tactics, technology, or
  theology and philosophy), Research, or add a
  new Read/Write Language or a new Speak
  Language.
  Wealth Bonus Increase: +3.
  Adventurer
  Adventurers include professional daredevils, big-
  game hunters, relic hunters, explorers, extreme
  sports enthusiasts, field scientists, thrill-seekers,
  and others called to face danger for a variety of
  reasons.
  Prerequisite: Age 15+.
  Skills: Choose two of the following skills as
  permanent class skills. If a skill the character
  selects is already a class skill, he or she
  receives a +1 competence bonus on checks
  using that skill.  Bluff, Climb, Demolitions,
  Disable Device, Drive, Escape Artist, Intimidate,
  Jump, Knowledge (arcane lore, streetwise,
  tactics, or technology), Move Silently, Pilot,
  Ride, Spot, Survival, Swim, Treat Injury.
  Bonus Feat: Select one of the following: Archaic
  Weapons 
  Proficiency, 
  Brawl, 
  or 
  Personal
  Firearms Proficiency.
  Wealth Bonus Increase: +1.
  Athlete
  Athletes include amateur athletes of Olympic
  quality and professional athletes of all types,
  including gymnasts, weight trainers, wrestlers,
  boxers, martial artists, swimmers, skaters, and
  those who engage in any type of competitive
  sport.
  Prerequisite: Strength 13 or Dexterity 13.
  Skills: Choose three of the following skills as
  permanent class skills. If a skill the character
  selects is already a class skill, he or she
  receives a +1 competence bonus on checks
  using that skill.  Balance, Climb, Drive, Jump,
  Ride, Swim, Tumble.
  Bonus Feat: Select either Archaic Weapons
  Proficiency or Brawl.
  Wealth Bonus Increase: +1.
  Blue Collar
  Blue collar occupations include factory work,
  food service jobs, construction, service industry
  jobs, taxi drivers, postal workers, and other jobs
  that are usually not considered to be desk jobs.
  Prerequisite: Age 18+.
  Skills: Choose three of the following skills as
  permanent class skills. If a skill the character
  selects is already a class skill, he or she
  receives a +1 competence bonus on checks
  using that skill. Craft (electronic, mechanical, or
  structural), 
  Climb, 
  Drive, 
  Handle 
  Animal,
  Intimidate, Repair, Ride.
  Wealth Bonus Increase: +2.
  Celebrity
  A celebrity is anyone who, for whatever reason,
  has been thrust into the spotlight of the public
  eye. 
  Actors, 
  entertainers 
  of 
  all 
  types,
  newscasters, radio and television personalities,
  and more fall under this starting occupation.
  Prerequisite: Age 15+.
  Skills: Choose one of the following skills as
  permanent class skills. If a skill the character
  selects is already a class skill, he or she
  receives a +1 competence bonus on checks
  using that skill.  Bluff, Craft (visual art or writing),
  Diplomacy, Disguise, Perform (act, dance,
  keyboards, percussion instruments, sing, stand-
  up, stringed instruments, or wind instruments).
  Reputation Bonus Increase: +1.
  Wealth Bonus Increase: +4.
  Creative
  The creative starting occupation covers artists of
  all types who fan their creative spark into a
  career. Illustrators, copywriters, cartoonists,
  graphic artists, novelists, magazine columnists,
  actors, sculptors, game designers, musicians,
  screenwriters, 
  photographers, 
  and 
  web
  designers all fall under this occupation.
  Prerequisite: Age 15+.
  Skills: Choose three of the following skills as
  permanent class skills. If a skill the character
  selects is already a class skill, he or she
  receives a +1 competence bonus on checks
  using that skill.  Bluff, Computer Use, Craft
  (visual art or 
  writing), Disguise, Forgery,
  Knowledge (arcane lore or art), Perform (act,
  dance, keyboards, percussion instruments, sing,
  stand-up, 
  stringed 
  instruments, 
  or 
  wind
  instruments), Spot.
  Wealth Bonus Increase: +2.
  Criminal
  This 
  illicit 
  starting 
  occupation 
  reveals 
  a
  background from the wrong side of the law. This
  occupation 
  includes 
  con 
  artists, 
  burglars,
  thieves, crime family soldiers, gang members,
  bank robbers, and other types of career
  criminals.
  Prerequisite: Age 15+.
  Skills: Choose two of the following skills as
  permanent class skills. If a skill the character
  selects is already a class skill, he or she
  receives a +1 competence bonus on checks
  using that skill.  Disable Device, Disguise,
  Forgery, Gamble, Hide, Knowledge (streetwise),
  Move Silently, and Sleight of Hand.
  
  Bonus Feat: Select either Brawl or Personal
  Firearms Proficiency.
  Wealth Bonus Increase: +1.
  Dilettante
  Dilettantes usually get their wealth from family
  holdings and trust funds. The typical dilettante
  has no job, few responsibilities, and at least one
  driving passion that occupies his or her day.
  That passion might be a charity or philanthropic
  foundation, an ideal or cause worth fighting for,
  or a lust for living a fun and carefree existence.
  Prerequisite: Age 18+.
  Skills: Choose one of the following skills as
  permanent class skills. If a skill the character
  selects is already a class skill, he or she
  receives a +1 competence bonus on checks
  using that skill. Gamble, Intimidate, Knowledge
  (current events or popular culture), Ride, or add
  a new Speak Language.
  Reputation Bonus Increase: +1.
  Wealth Bonus Increase: +6.
  Doctor
  A doctor can be a physician (general practitioner
  or specialist), a surgeon, or a psychiatrist.
  Prerequisite: Age 25+.
  Skills: Choose two of the following skills as
  permanent class skills. If a skill the character
  selects is already a class skill, he or she
  receives a +1 competence bonus on checks
  using 
  that 
  skill. 
   
  Craft 
  (pharmaceutical),
  Computer 
  Use, 
  Knowledge 
  (behavioral
  sciences, earth and life sciences, or technology),
  Search, Treat Injury.
  Wealth Bonus Increase: +4.
  Emergency Services
  Rescue 
  workers, 
  firefighters, 
  paramedics,
  hazardous material handlers, and emergency
  medical technicians fall under this category.
  Prerequisite: Age 18+.
  Skills: Choose two of the following skills as
  permanent class skills. If a skill the character
  selects is already a class skill, he or she
  receives a +1 competence bonus on checks
  using that skill.  Balance, Climb, Computer Use,
  Drive, Jump, Knowledge (behavioral sciences,
  earth and life sciences, or technology), Search,
  Treat Injury, Swim.
  Wealth Bonus Increase: +2.
  Entrepreneur
  Entrepreneurs have an obsession about being
  their own boss. They believe in themselves,
  have an abundance of confidence, and the
  ability to acquire the funds necessary to bankroll
  their newest moneymaking venture. These small
  to large business owners have a knack for
  putting together business plans, gathering
  resources, and getting a new venture off the
  ground. They rarely want to stick around after
  the launch, however, as they prefer to put their
  energies into the next big thing.
  Prerequisite: Age 18+.
  Skills: Choose two of the following skills as
  permanent class skills. If a skill the character
  selects is already a class skill, he or she
  receives a +1 competence bonus on checks
  using that skill.  Bluff, Diplomacy, Gamble,
  Knowledge 
  (business, 
  current 
  events, 
  or
  technology).
  Reputation Bonus Increase: +1.
  Wealth Bonus Increase: +4.
  Investigative
  There are a number of jobs that fit within this
  occupation, including investigative reporters,
  photojournalists, private investigators, police
  detectives, criminologists, criminal profilers,
  espionage agents, and others who use their
  skills to gather evidence and analyze clues.
  Prerequisite: Age 23+.
  Skills: Choose two of the following skills as
  permanent class skills. If a skill the character
  selects is already a class skill, he or she
  receives a +1 competence bonus on checks
  using that skill.  Computer Use, Craft (visual art
  or writing), Decipher Script, Forgery, Gather
  Information, Investigate, Knowledge (behavioral
  sciences, civics, earth and life sciences, or
  streetwise), Research, Search, Sense Motive.
  Bonus Feat: Select either Brawl or Personal
  Firearms Proficiency.
  Wealth Bonus Increase: +2.
  Law Enforcement
  Law enforcement personnel include uniformed
  police, state troopers, federal police, federal
  agents, SWAT team members, and military
  police.
  Prerequisite: Age 20+.
  Skills: Choose two of the following skills as
  permanent class skills. If a skill the character
  selects is already a class skill, he or she
  receives a +1 competence bonus on checks
  using that skill.  Diplomacy, Drive, Gather
  Information, Intimidate, Knowledge (civics, earth
  and life sciences, streetwise, or tactics), Listen.
  Bonus Feat: Select one of the following: Combat
  Martial 
  Arts, 
  Light 
  Armor 
  Proficiency, 
  or
  Personal Firearms Proficiency.
  Wealth Bonus Increase: +1.
  Military
  Military covers any of the branches of the armed
  forces, including army, navy, air force, and
  marines, as well as the various elite training
  units such as Seals, Rangers, and Special
  Forces.
  Prerequisite: Age 18+.
  Skills: Choose two of the following skills as
  permanent class skills. If a skill the character
  selects is already a class skill, he or she
  
  receives a +1 competence bonus on checks
  using that skill.  Climb, Demolitions, Drive, Hide,
  Knowledge (tactics), Move Silently, Navigate,
  Pilot, Survival, and Swim.
  Bonus Feat: Select one of the following: Brawl,
  Combat Martial Arts, Light Armor Proficiency, or
  Personal Firearms Proficiency.
  Wealth Bonus Increase: +1.
  Religious
  Ordained clergy of all persuasions, as well as
  theological scholars and experts on religious
  studies fall within the scope of this starting
  occupation.
  Prerequisite: Age 23+.
  Skills: Choose three of the following skills as
  permanent class skills. If a skill the character
  selects is already a class skill, he or she
  receives a +1 competence bonus on checks
  using that skill.  Decipher Script, Knowledge
  (arcane lore, art, behavioral sciences, history,
  streetwise, or theology and philosophy), Listen,
  Sense Motive.
  Wealth Bonus Increase: +2.
  Rural
  Farm workers, hunters, and others who make a
  living in rural communities fall under this
  category.
  Prerequisite: Age 15+.
  Skills: Choose two of the following skills as
  permanent class skills. If a skill the character
  selects is already a class skill, he or she
  receives a +1 competence bonus on checks
  using that skill.  Balance, Climb, Drive, Handle
  Animal, Repair, Ride, Survival, Swim.
  Bonus Feat: Select either Brawl or Personal
  Firearms Proficiency.
  Wealth Bonus Increase: +1.
  Student
  A student can be in high school, college, or
  graduate school. He or she could be in a
  seminary, a military school, or a private
  institution. A college-age student should also
  pick a major field of study.
  Prerequisite: Age 15+.
  Skills: Choose three of the following skills as
  permanent class skills. If a skill the character
  selects is already a class skill, he or she
  receives a +1 competence bonus on checks
  using that skill.  Computer Use, Knowledge
  (arcane lore, art, behavioral sciences, business,
  civics, current events, earth and life sciences,
  history, physical sciences, popular culture,
  technology, 
  or 
  theology 
  and 
  philosophy),
  Perform (act, dance, keyboards, percussion
  instruments, 
  sing, 
  stand-up, 
  stringed
  instruments, or wind instruments), Research.
  Wealth Bonus Increase: +1.
  Technician
  Scientists and engineers of all types fit within the
  scope of this starting occupation.
  Prerequisite: Age 23+.
  Skills: Choose three of the following skills as
  permanent class skills. If a skill the character
  selects is already a class skill, he or she
  receives a +1 competence bonus on checks
  using that skill. Computer Use, Craft (chemical,
  electronic, mechanical, or structural), Knowledge
  (business, earth and life sciences, physical
  sciences, or technology), Repair, Research.
  Wealth Bonus Increase: +3.
  White Collar
  Office workers and desk jockeys, lawyers,
  accountants, insurance agents, bank personnel,
  financial advisors, tax preparers, clerks, sales
  personnel, real estate agents, and a variety of
  mid-level managers fall within the scope of this
  starting occupation.
  Prerequisite: Age 23+.
  Skills: Choose two of the following skills as
  permanent class skills. If a skill the character
  selects is already a class skill, he or she
  receives a +1 competence bonus on checks
  using that skill.  Computer Use, Diplomacy,
  Knowledge (art, business, civics, earth and life
  sciences, 
  history, 
  physical 
  sciences, 
  or
  technology), Research.
  Wealth Bonus Increase: +3.
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  Most of the skills found here are the same as
  those in the Wheel of Time Core Rules book, but
  there are a few differences that need to be
  reviewed.  The ones that are duplicates of skills
  found in the WoT RPG have been deleted.
  Skill Descriptions
  Skills are presented in alphabetical order, in the
  following format. Entries that do not apply to a
  particular skill are omitted in that skill’s
  description.
  Skill Description Format
  Skill Name (Key Ability)
  Trained Only; Armor Penalty
  The skill name line and the line beneath it
  include the following information:
  Key Ability: The abbreviation for the ability
  whose modifier applies to the skill check.
  Exceptions: Speak Language and Read/Write
  Language have “None” given as their key ability
  because the use of these skills never requires a
  check.
  
  Trained Only: If “Trained Only” appears on the
  line beneath the skill name, a character must
  have at least 1 rank in the skill to use it. If
  “Trained Only” is omitted, the skill can be used
  untrained. If any particular notes apply to trained
  or untrained use, they are covered in the Special
  section (see below).
  Armor Penalty: If “Armor Penalty” appears on
  the line beneath the skill name, apply the armor
  penalty for the armor the character is wearing to
  checks involving this skill.
  Check: What a character can do with a
  successful skill check, and the check’s DC.
  Try Again?: Any conditions that apply to
  repeated attempts to use the skill for a particular
  purpose. If this entry is omitted, the skill check
  can be tried again without any inherent penalty
  other than taking additional time.
  Special: Any particular notes that apply, such as
  whether a character can take 10 or take 20
  when using the skill.
  Untrained: Any details about using a skill
  untrained. If this entry doesn’t appear, it means
  the skill works the same even when used
  untrained, or that an untrained character can’t
  make checks with this skill (true for skills that are
  designated “Trained Only”).
  Time: How much time it takes to make a check
  with this skill.
  Computer Use (Int)
  Check: Most normal computer operations don’t
  require a Computer Use check (though a
  character might have to make a Research
  check; see the Research skill description).
  However, searching an unfamiliar network for a
  particular 
  file, 
  writing 
  computer 
  programs,
  altering existing programs to perform differently
  (better 
  or 
  worse), 
  and 
  breaking 
  through
  computer security are all relatively difficult and
  require skill checks.
  Find File: This skill can be used for finding files
  or data on an unfamiliar system. The DC for the
  check and the time required are determined by
  the size of the site on which the character is
  searching.
  Size of Site
  DC
  Time
  Personal computer
  10
  1 round
  Small office network
  15
  2 rounds
  Large office network
  20
  1 minute
  Massive corporate network
  25
  10 minutes
  Finding public information on the Internet does
  not fall under this category; usually, such a task
  requires a Research check. This application of
  the Computer Use skill only pertains to finding
  files on private systems with which the character
  is not familiar.
  Defeat Computer Security: This application of
  Computer Use can’t be used untrained. The DC
  is determined by the quality of the security
  program installed to defend the system. If the
  check is failed by 5 or more, the security system
  immediately alerts its administrator that there
  has been an unauthorized entry. An alerted
  administrator may attempt to identify the
  character or cut off the character’s access to the
  system.
  Sometimes, when accessing a difficult site, the
  character has to defeat security at more than
  one stage of the operation. If the character beats
  the DC by 10 or more when attempting to defeat
  computer security, the character automatically
  succeeds at all subsequent security checks at
  that site until the end of the character’s session
  (see Computer Hacking below).
  Level of Security
  DC
  Minimum
  20
  Average
  25
  Exceptional
  35
  Maximum
  40
  Computer Hacking
  Breaking into a secure computer or network is
  often called hacking.
  When a character hacks, he or she attempts to
  invade a site. A site is a virtual location
  containing files, data, or applications. A site can
  be as small as a single computer, or as large as
  a corporate network connecting computers and
  data archives all over the world—the important
  thing is that access to the site connects the user
  to everything within it. Some sites can be
  accessed via the Internet; others are not
  connected to any outside network and can only
  be tapped into by a user who physically
  accesses a computer connected to the site.
  Every 
  site 
  is 
  overseen 
  by 
  a 
  system
  administrator—the person in charge of the site,
  and who maintains its security. Often, the
  system administrator is the only person with
  access to all of a site’s functions and data. A site
  can have more than one system administrator;
  large sites have a system administrator on duty
  at all times. A character is the system
  administrator of his or her personal computer.
  When a character hacks into a site, the visit is
  called a session. Once a character stops
  accessing the site, the session is over. The
  character can go back to the site in the future;
  when he or she does, it’s a new session.
  Several steps are required to hack into a site:
  Covering Tracks: This step is optional. By
  making a Computer Use check (DC 20), a
  character can alter his or her identifying
  information. This imposes a –5 penalty on any
  attempt made to identify the character if his or
  her activity is detected.
  
  Access the Site: There are two ways to do this:
  physically or over the Internet.
  Physical Access: A character gains physical
  access to the computer, or a computer
  connected to the site.  If the site being hacked is
  not connected to the Internet, this is probably
  the only way a character can access it. A variety
  of skill checks may be required, depending on
  the method used to gain access.
  Internet Access: Reaching a site over the net
  requires two Computer Use checks. The first
  check (DC 10) is needed to find the site on the
  net. The second is a check to defeat computer
  security 
  (see 
  the 
  Computer 
  Use 
  skill
  description). Once a character has succeeded in
  both checks, the character has accessed the
  site.
  Locate What You’re Looking For: To find the
  data (or application, or remote device) the
  character wants, make a Computer Use check.
  See Find File under the skill description.
  Defeat File Security: Many networks have
  additional file security.  If that’s the case, the
  character needs to make another check to
  defeat computer security.
  Do Your Stuff: Finally, the character can actually
  do what he or she came to do. If the character
  just wants to look at records, no additional check
  is needed. (A character can also download data,
  although that often takes several rounds—or
  even several minutes, for especially large
  amounts of information—to complete.) Altering
  or deleting records sometimes requires yet
  another check to defeat computer security.
  Other operations can be carried out according to
  the Computer Use skill description.
  Defend Security: If the character is the system
  administrator for a site (which may be as simple
  as being the owner of a laptop), he or she can
  defend the site against intruders. If the site alerts
  the character to an intruder, the character can
  attempt to cut off the intruder’s access (end the
  intruder’s session), or even to identify the
  intruder.
  To cut off access, make an opposed Computer
  Use check against the intruder. If the character
  succeeds, the intruder’s session is ended. The
  intruder might be able to defeat the character’s
  security and access his or her site again, but the
  intruder will have to start the hacking process all
  over. Attempting to cut off access takes a full
  round.
  One surefire way to prevent further access is to
  simply shut the site down. With a single
  computer, that’s often no big deal—but on a
  large site with many computers (or computers
  controlling functions that can’t be interrupted), it
  may be time-consuming or even impossible.
  To identify the intruder, make an opposed
  Computer Use check against the intruder. If the
  character succeeds, the character learns the site
  from which the intruder is operating (if it’s a
  single computer, the character learns the name
  of the computer’s owner). Identifying the intruder
  requires 1 minute and is a separate check from
  cutting off access. This check can only be made
  if the intruder is accessing the character’s site
  for the entire length of the check—if the
  intruder’s session ends before the character
  finishes the check, the character automatically
  fails.
  This application of the skill can be used to
  intercept a cell phone conversation if the
  character has a cellular interceptor. The DC is
  35, or 25 if the character  knows the number of
  the phone that initiated the call.
  Degrade Programming: A character can destroy
  or alter applications on a computer to make use
  of that computer harder or impossible. The DC
  for the attempt depends on what the character
  tries to do. Crashing a computer simply shuts it
  down. Its user can restart it without making a
  skill check (however, restarting takes 1 minute).
  Destroying programming makes the computer
  unusable until the programming is repaired.
  Damaging programming imposes a –4 penalty
  on all Computer Use checks made with the
  computer (sometimes this is preferable to
  destroying the programming, since the user
  might not know that anything is wrong, and won’t
  simply decide to use a different computer).
  A character can degrade the programming of
  multiple computers at a single site; doing so
  adds +2 to the DC for each additional computer.
  Scope of Alteration
  DC
  Time
  Crash computer
  10
  1 minute
  Destroy programming
  15
  10 minutes
  Damage programming
  20
  10 minutes
  Fixing the degraded programming requires 1
  hour and a Computer Use check against a DC
  equal to the DC for degrading it + 5.
  Write Program: A character can create a
  program to help with a specific task. Doing so
  grants the character a +2 circumstance bonus to
  the task.
  A specific task, in this case, is one type of
  operation with one target.
  The DC to write a program is 20; the time
  required is 1 hour.
  Operate Remote Device: Many devices are
  computer-operated via remote links. If the
  character has access to the computer that
  controls such systems, the character can either
  shut them off or change their operating
  parameters. The DC depends on the nature of
  the operation. If the character fails the check by
  5 or more, the system immediately alerts its
  administrator 
  that 
  there 
  has 
  been 
  an
  unauthorized use of the equipment. An alerted
  administrator may attempt to identify the
  character or cut off his or her access to the
  system.
  
  Special: A character can take 10 when using the
  Computer Use skill. A character can take 20 in
  some cases, but not in those that involve a
  penalty for failure. (A character cannot take 20
  to defeat computer security or defend security.)
  A character with the Gearhead feat gets a +2
  bonus on all Computer Use checks.
  Time: Computer Use requires at least a full-
  round action. The GM may determine that some
  tasks require several rounds, a few minutes, or
  longer, as described above.
  Craft (Int)
  This skill encompasses several categories, each
  of them treated as a separate skill: Craft
  (chemical), Craft (electronic), Craft (mechanical),
  Craft (pharmaceutical), Craft (structural), Craft
  (visual arts), and Craft (writing).
  Craft skills are specifically focused on creating
  objects. To use a Craft skill effectively, a
  character must have a kit or some other set of
  basic tools. The purchase DC of this equipment
  varies according to the particular Craft skill.
  To use Craft, first decide what the character is
  trying to make and consult the category
  descriptions below. Make a Wealth check
  against the given purchase DC for the object to
  see if the character succeeds in acquiring the
  raw materials. If the character succeeds at that
  check, make the Craft check against the given
  DC for the object in question. If the character
  fails the check, he or she does not make the
  object, and the raw materials are wasted (unless
  otherwise noted).
  Generally, a character can take 10 when using a
  Craft skill to construct an object, but can’t take
  20 (since doing so represents multiple attempts,
  and the character uses up the raw materials
  after the first attempt). The exception is Craft
  (writing); a character can take 20 because the
  character does not use up any raw materials
  (and thus no Wealth check is required to use the
  skill).
  Craft (chemical) (Int)
  Trained Only
  This skill allows a character to mix chemicals to
  create acids, bases, explosives, and poisonous
  substances.
  Acids 
  and 
  Bases: 
  Acids 
  are 
  corrosives
  substances. Bases neutralize acids but do not
  deal damage. A base of a certain type
  counteracts an acid of the same type or a less
  potent type.
  Craft DCs
  Type of Acid
  Purchase
  DC
  Acid
  Base
  Time
  Mild (1d6/1d10) 1
  8
  15
  10
  1 min.
  Potent
  (2d6/2d10)
  12
  20
  15
  30 min.
  Concentrated
  (3d6/3d10)
  16
  30
  20
  1 hr.
  1 The dice rolls in parentheses are typical splash damage/immersion
  damage caused per round of exposure to the acid.
  Explosives: Building an explosive from scratch is
  dangerous. If the Craft (chemical) check fails,
  the raw materials are wasted. If the check fails
  by 5 or more, the explosive compound
  detonates as it is being made, dealing half of its
  intended damage to the builder and anyone else
  in the burst radius.
  If the check succeeds, the final product is a solid
  material, about the size of a brick. An explosive
  compound does not include a fuse or detonator.
  Connecting a fuse or detonator requires a
  Demolitions check.
  Type of Scratch-Built
  Explosive
  Purchase
  DC
  Craft
  DC
  Time
  Improvised (1d6/5 feet) 1
  6
  10
  1 round
  Simple (2d6/5 feet)
  12
  15
  10 min.
  Moderate (4d6/10 feet)
  16
  20
  1 hr.
  Complex (6d6/15 feet)
  20
  25
  3 hr.
  Powerful (8d6/20 feet)
  25
  30
  12 hr.
  Devastating (10d6/25 feet)
  30
  35
  24 hr.
  1 The figures in parentheses are typical damage/burst radius for each type
  of explosive.
  Poisonous Substances: 
  Solid 
  poisons 
  are
  usually ingested. Liquid poisons are most
  effective 
  when 
  injected 
  directly 
  into 
  the
  bloodstream. Gaseous poisons must be inhaled
  to be effective. The table below summarizes the
  characteristics of various poisons.
  Save DC: The Difficulty Class of the Fortitude
  save to negate the effects of the poison.
  Initial Damage: The damage a character takes
  immediately upon failing his or her Fortitude
  save.
  Secondary Damage: The damage a character
  takes after 1 minute of exposure to the poison if
  the character fails a second
  Table: Hacking
  Type of Operation
  DC
  Time
  Shut down passive remote (including cameras and door locks)
  20
  1 round per remote
  Shut down active remote (including motion detectors and alarms)
  25
  1 round per remote
  Reset parameters
  30
  1 minute per remote
  Change pass-codes
  25
  1 minute
  Hide evidence of alteration
  10
  1 minute
  Minimum security
  –5
  —
  Exceptional security
  10
  —
  Maximum security
  15
  —
  
  saving throw. Ability score damage is
  temporary, unless marked with an asterisk,
  in which case the damage is permanent
  ability drain. Unconsciousness lasts for 1d3
  hours, and paralysis lasts 2d6 minutes.
  Purchase DC: The DC for the Wealth check
  necessary to obtain the raw materials to
  craft the poison, or to purchase one bottle of
  solid or liquid poison or one high-pressure
  cylinder of gaseous poison. A bottle holds
  four doses, while a cylinder holds enough
  gas to fill a 10-foot-radius area.
  Restriction: The restriction rating for the
  poison, if any, and the appropriate black
  market purchase DC modifier. Remember to
  apply this modifier to the purchase DC when
  making a Wealth check to acquire the
  poison on the black market.
  Craft DC: The DC of the Craft check to
  create a quantity of the poison.
  Time: The amount of time required for the
  Craft check.
  If the Craft check succeeds, the final product
  is a synthesized solid or liquid poison stored
  in a bottle (containing 4 doses) or a gas
  stored in a pressurized cylinder. When
  released, the gas is sufficient to fill a 10-foot-
  radius area and takes 1 round to fill the
  area.
  Table: poisons
  Poison
  Type
  Save
  DC
  Initial
  Damage
  Secondary
  Damage
  Purchase
  DC
  Restriction Craft
  DC
  Time
  Arsenic
  Ingested
  15
  1d4 Str
  2d4 Con
  9
  Res (+2)
  24
  4 hr.
  Atropine
  Injury
  13
  1d6 Dex
  1d6 Str
  3
  Res (+2)
  14
  1 hr.
  Belladonna (plant)
  Injury
  18
  1d6 Str
  2d6 Str
  14
  Lic (+1)
  n/a
  n/a
  Blue vitriol
  Injury
  12
  1d2 Con
  1d2 Con
  3
  Res (+2)
  9
  1 hr.
  Blue-ringed octopus
  venom
  Injury
  15
  1d4 Con
  1d4 Con
  14
  Lic (+1)
  n/a
  n/a
  Chloral hydrate
  Ingested
  18
  1d6 Dex
  Unconsciousness
  1d3 hours
  12
  Res (+2)
  28
  8 hr.
  Chloroform 1
  Inhaled
  1/17
  Unconsciousness1d3 hours
  —
  9
  Res (+2)
  24
  15 hr.
  Curare (plant)
  Injury
  1/18
  2d4 Dex
  2d4 Wis
  15
  Res (+2)
  n/a
  n/a
  Cyanide
  Injury
  16
  1d6 Con
  2d6 Con
  15
  Mil (+3)
  31
  15 hr.
  Cyanogen
  Inhaled
  1/19
  1d4 Dex
  2d4 Con
  12
  Mil (+3)
  28
  8 hr.
  DDT
  Inhaled
  17
  1d2 Str
  1d4 Str
  9
  Lic (+1)
  20
  4 hr.
  Knockout gas
  Inhaled
  1/18
  1d3 Dex
  Unconsciousness1d3
  hours
  12
  Res (+2)
  26
  Lead arsenate (gas)
  Inhaled
  12
  1d2 Str
  1d4 Con
  6
  Res (+2)
  17
  2 hr.
  Lead arsenate
  (solid)
  Ingested
  12
  1d2 Con
  1d4 Con
  6
  Res (+2)
  18
  2 hr.
  Mustard gas
  Inhaled
  17
  1d4 Con
  2d4 Con
  12
  Mil (+3)
  26
  8 hr.
  Paris green (gas)
  Inhaled
  14
  1d2 Con
  1d4 Con
  9
  Res (+2)
  20
  4 hr.
  Paris green (solid)
  Ingested
  14
  1d4 Con
  1d4 Con
  9
  Res (+2)
  24
  4 hr.
  Puffer poison (fish)
  Injury
  13
  1d6 Str
  Paralysis 2d6 minutes
  13
  Lic (+1)
  n/a
  n/a
  Rattlesnake venom
  Injury
  12
  1d6 Con
  1d6 Con
  12
  Lic (+1)
  n/a
  n/a
  Sarin nerve gas
  Inhaled
  18
  1d4 Con
  2d4 Con
  15
  Illegal (+4)
  30
  15 hr.
  Scorpion/tarantula
  Injury
  11
  1d2 Str
  1d2 Str
  12
  Lic (+1)
  n/a
  n/a
  venom
  Strychnine
  Injury
  19
  1d3 Dex
  2d4 Con
  9
  Res (+2)
  23
  4 hr.
  Tear gas
  Inhaled
  15
  Blindness 1d6 rounds
  —
  9
  Res (+2)
  21
  4 hr.
  VX nerve gas
  Inhaled
  22
  1d6 Con
  2d6 Con
  21
  Illegal (+4)
  42
  48 hr.
  1 Chloroform gives off vapor that causes unconsciousness. Applying chloroform to an unwilling subject requires a
  successful grapple check and pin.
  n/a: Certain poisons can’t be made with the Craft skill. Instead, such a poison must be obtained by extracting it from the
  creature in question.
  Special: A character without a chemical kit takes a –4 penalty on Craft (chemical) checks.
  A character with the Builder feat gets a +2 bonus on all Craft (chemical) checks.
  
  Craft (electronic) (Int)
  Trained Only
  This skill allows a character to build
  electronic equipment from scratch, such as
  audio and video equipment, timers and
  listening 
  devices, 
  or 
  radios 
  and
  communication devices. When building an
  electronic device from scratch, the character
  describes the kind of device he or she wants
  to construct; then the Gamemaster decides
  whether the device is simple, moderate,
  complex, or advanced compared to current
  technology
  Type of Scratch-Built
  Electronics (Examples)
  Purchase
  DC
  Craft
  DC
  Time
  Simple (timer or detonator)
  8
  15
  1 hr.
  Moderate (radio direction
  finder, electronic lock)
  12
  20
  12 hr.
  Complex (cell phone)
  16
  25
  24 hr.
  Advanced (computer)
  22
  30
  60 hr.
  Special: A character without an electrical tool kit takes a
  –4 penalty on Craft (electronic) checks.
  A character with the Builder feat gets a +2 bonus on all
  Craft (electronic) checks.
  Craft (mechanical) (Int)
  Trained Only
  This skill allows a character to build
  mechanical devices from scratch, including
  engines and engine parts, weapons, armor,
  and 
  other 
  gadgets. When 
  building 
  a
  mechanical 
  device 
  from 
  scratch, 
  the
  character describes the kind of device he or
  she 
  wants 
  to 
  construct; 
  then 
  the
  Gamemaster decides if the device is simple,
  moderate, complex, or advanced compared
  to current technology.
  Type of Scratch-
  Built Mechanical
  Device (Examples)
  Purchase
  DC
  Craft
  DC
  Time
  Simple (tripwire trap)
  5
  15
  1 hr
  Moderate (engine
  component, light armor)
  12
  20
  12 hr.
  Complex (automobile
  engine, 9mm autoloader
  handgun)
  16
  25
  24 hr.
  Advanced (jet engine)
  20
  30
  60 hr.
  Special: A character without a mechanical
  tool kit takes a –4 penalty on Craft
  (mechanical) checks.
  A character with the Builder feat gets a +2
  bonus on all Craft (mechanical) checks.
  Craft (pharmaceutical) (Int)
  Trained Only
  This skill allows a character to compound
  medicinal drugs to aid in recovery from
  treatable illnesses. A medicinal drug gives a
  +2 circumstance bonus on Fortitude saves
  made to resist the effects of a disease.
  The Craft (pharmaceutical) check is based
  on the severity of the disease to be
  countered as measured by the DC of the
  Fortitude save needed to resist it.
  Disease Fortitude
  Save DC
  Purchase
  DC
  Craft
  DC
  Time
  14 or lower
  5
  15
  1 hr.
  15–18
  10
  20
  3 hr.
  19–22
  15
  25
  6 hr.
  23 or higher
  20
  30
  12 hr.
  Special: A character without a pharmacist kit
  takes a –4 penalty on Craft (pharmaceutical)
  checks.
  A character with the Medical Expert feat
  gets 
  a 
  +2 
  bonus 
  on 
  all 
  Craft
  (pharmaceutical) checks.
  Craft (structural) (Int)
  This skill allows a character to build wooden,
  concrete, or metal structures from scratch,
  including bookcases, desks, walls, houses,
  and so forth, and includes such handyman
  skills as plumbing, house painting, drywall,
  laying cement, and building cabinets.
  Type of Scratch-Built
  Structure (Examples)
  Purchase
  DC
  Craft
  DC
  Time
  Simple (bookcase, false
  wall)
  5
  15
  12 hr.
  Moderate (catapult,
  shed, and house deck)
  10
  20
  24 hr.
  Complex (bunker,
  domed ceiling)
  15
  25
  60 hr.
  Advanced (house)
  20
  30
  600 hr.
  When building a structure from scratch, the
  character describes the kind of structure he
  or she wants to construct; then the
  Gamemaster decides if the structure is
  simple, moderate, complex, or advanced in
  scope and difficulty.
  Special: A character without a mechanical
  tool kit takes a –4 penalty on Craft
  (structural) checks.
  A character with the Builder feat gets a +2
  bonus on all Craft (structural) checks.
  Craft (visual art) (Int)
  This skill allows a character to create
  paintings or drawings, take photographs,
  use a video camera, or in some other way
  create a work of visual art.
  
  When attempting to create a work of visual
  art, the character simply makes a Craft
  (visual art) check, the result of which
  determines the quality of the work.
  Unless the effort is particularly elaborate or
  the character must acquire an expensive
  piece of equipment, the basic components
  have a purchase DC of 5.
  Skill Check Result
  Effort Achieved
  9 or lower
  Untalented amateur
  10–19
  Talented amateur
  20–24
  Professional
  25–30
  Expert
  31 or higher
  Master
  Creating a work of visual art requires at least
  a full-round action, but usually takes an
  hour, a day, or more, depending on the
  scope of the project.
  Special: A character with the Creative feat
  gets a +2 bonus on all Craft (visual art)
  checks.
  Craft (writing) (Int)
  This skill allows a character to create short
  stories, novels, scripts and screenplays,
  newspaper articles and columns, and similar
  works of writing.
  When creating a work of writing, the player
  simply makes a Craft (writing) check, the
  result of which determines the quality of the
  work.
  No Wealth check is necessary to use this
  Craft skill.
  Skill Check Result
  Effort Achieved
  9 or lower
  Untalented amateur
  10–19
  Talented amateur
  20–24
  Professional
  25–30
  Expert
  31 or higher
  Master
  Creating a work of writing requires at least 1
  hour, but usually takes a day, a week, or
  more, depending on the scope of the
  project.
  Special: A character with the Creative feat
  gets a +2 bonus on all Craft (writing) checks.
  Decipher Script (Int)
  Trained Only
  Check: A character can decipher writing in
  an ancient language or in code, or interpret
  the meaning of an incomplete text. The base
  DC is 20 for the simplest messages, 25 for
  standard codes, and 30 or higher for
  intricate 
  or 
  complex 
  codes 
  or 
  exotic
  messages. 
  Helpful 
  texts 
  or 
  computer
  programs can provide a bonus (usually a +2
  circumstance bonus) on the check, provided
  they are applicable to the script in question.
  If the check succeeds, the character
  understands the general content of a piece
  of writing, reading about one page of text or
  its equivalent in 1 minute. If the check fails,
  the GM makes a Wisdom check (DC 10) for
  the character to see if he or she avoids
  drawing a false conclusion about the text.
  (Success means that the character does not
  draw a false conclusion; failure means that
  the character does.)
  The GM secretly makes both the skill check
  and the Wisdom check so the character
  can’t tell whether the conclusion drawn is
  accurate or not.
  Try Again?: No, unless conditions change or
  new information is uncovered.
  Special: A character can take 10 when
  making a Decipher Script check, but can’t
  take 20.
  A character with the Studious feat gets a +2
  bonus on all Decipher Script checks.
  Time: Decipher Script takes 1 minute or
  more, depending on the complexity of the
  code.
  Demolitions (Int)
  Trained Only
  Check: Setting a simple explosive to blow up
  at a certain spot doesn’t require a check, but
  connecting and setting a detonator does.
  Also, placing an explosive for maximum
  effect against a structure calls for a check,
  as does disarming an explosive device.
  Set Detonator: Most explosives require a
  detonator to go off. Connecting a detonator
  to an explosive requires a Demolitions check
  (DC 10). Failure means that the explosive
  fails to go off as planned. Failure by 10 or
  more means the explosive goes off as the
  detonator is being installed.
  A character can make an explosive difficult
  to disarm. To do so, the character chooses
  the disarm DC before making his or her
  check to set the detonator (it must be higher
  than 10). The character’s DC to set the
  detonator is equal to the disarm DC.
  Place Explosive Device: Carefully placing an
  explosive against a fixed structure (a
  stationary, unattended inanimate object) can
  maximize the damage dealt by exploiting
  vulnerabilities in the structure’s construction.
  
  The GM makes the check (so that the
  character doesn’t know exactly how well he
  or she has done). On a result of 15 or
  higher, the explosive deals double damage
  to the structure against which it is placed.
  On a result of 25 or higher, it deals triple
  damage to the structure. In all cases, it
  deals normal damage to all other targets
  within its burst radius.
  Disarm Explosive Device: Disarming an
  explosive that has been set to go off
  requires a Demolitions check. The DC is
  usually 10, unless the person who set the
  detonator chose a higher disarm DC. If the
  character fails the check, he or she does not
  disarm the explosive. If the character fails by
  more than 5, the explosive goes off.
  Special: A character can take 10 when using
  the Demolitions skill, but can’t take 20.
  A character with the Cautious feat and at
  least 1 rank in this skill gets a +2 bonus on
  all Demolitions checks.
  A character without a demolitions kit takes a
  –4 penalty on Demolitions checks.
  Making an explosive requires the Craft
  (chemical) skill. See that skill description for
  details.
  Time: Setting a detonator is usually a full-
  round action. Placing an explosive device
  takes 1 minute or more, depending on the
  scope of the job.
  Disable Device (Int)
  Trained Only
  Check: The GM makes the Disable Device
  check 
  so 
  that 
  the 
  character 
  doesn’t
  necessarily know whether he or she has
  succeeded.
  Open 
  Lock: 
  A 
  character 
  can 
  pick
  conventional locks, finesse combination
  locks, and bypass electronic locks. The
  character must have a lockpick set (for a
  mechanical lock) or an electrical tool kit (for
  an electronic lock). The DC depends on the
  quality of the lock.
  Lock Type (Example)
  DC
  Cheap (briefcase lock)
  20
  Average (home deadbolt)
  25
  High quality (business deadbolt)
  30
  High security (branch bank vault)
  40
  Ultra-high security (bank headquarters
  vault)
  50
  Disable Security Device: A character can
  disable a security device, such as an electric
  fence, motion sensor, or security camera.
  The character must be able to reach the
  actual device. If the device is monitored, the
  fact that the character attempted to disable it
  will probably be noticed.
  When disabling a monitored device, the
  character can prevent his or her tampering
  from being noticed. Doing so requires 10
  minutes and an electrical tool kit, and
  increases the DC of the check by +10.
  Device Type (Example)
  DC
  Cheap (home door alarm)
  20
  Average (store security camera)
  25
  High quality (art museum motion
  detector)
  30
  High security (bank vault alarm)
  35
  Ultrahigh security (motion detector at
  Sentinel Headquarters)
  40
  Traps and Sabotage: Disabling (or rigging or
  jamming) a simple mechanical device has a
  DC of 10. More intricate and complex
  devices have higher DCs. The GM rolls the
  check. If the check succeeds, the character
  disables the device. If the check fails by 4 or
  less, the character has failed but can try
  again. If the character fails by 5 or more,
  something goes wrong. If it’s a trap, the
  character springs it. If it’s some sort of
  sabotage, the character thinks the device is
  disabled, but it still works normally.
  A character can rig simple devices to work
  normally for a while and then fail some time
  later (usually after 1d4 rounds or minutes of
  use).
  Try Again?: Yes, though the character must
  be aware that he or she has failed in order
  to try again.
  Special: A character can take 10 when
  making a Disable Device check. A character
  can take 20 to open a lock or to disable a
  security device, unless the character is
  trying to prevent his or her tampering from
  being noticed.
  Possessing 
  the 
  proper 
  tools 
  gives 
  a
  character the best chance of succeeding on
  a Disable Device check. Opening a lock
  requires a lockpick set (for a mechanical
  lock) or an electrical tool kit (for an electronic
  lock). Opening a locked car calls for a car
  opening kit. Disabling a security device
  requires either a mechanical tool kit or an
  electronic toll kit, depending on the nature of
  the device. If the character does not have
  
  the appropriate tools, he or she takes a –4
  penalty on your check.
  A lock release gun can open a mechanical
  lock of cheap or average quality without a
  Disable Device check.
  A character with the Cautious feat and at
  least 1 rank in this skill gets a +2 bonus on
  all Disable Device checks.
  Time: Disabling a simple mechanical device
  is a full-round action. Intricate or complex
  devices require 2d4 rounds.
  Drive (Dex)
  Check: Routine tasks, such as ordinary
  driving, don’t require a skill check. Make a
  check 
  only 
  when 
  some 
  unusual
  circumstance exists (such as inclement
  weather or an icy surface), or when the
  character is driving during a dramatic
  situation (the character is being chased or
  attacked, for example, or is trying to reach a
  destination in a limited amount of time).
  When driving, the character can attempt
  simple maneuvers or stunts. See Driving a
  Vehicle for more details.
  Try Again?: Most driving checks have
  consequences for failure that make trying
  again impossible.
  Special: A character can take 10 when
  driving, but can’t take 20.
  A character with the Vehicle Expert feat gets
  a +2 bonus on all Drive checks.
  There is no penalty for operating a general-
  purpose motor vehicle. Other types of motor
  vehicles 
  (heavy 
  wheeled, 
  powerboat,
  sailboat, ship, and tracked) require the
  corresponding Surface Vehicle Operation
  feat, or the character takes a –4 penalty on
  Drive checks.
  Time: A Drive check is a move action.
  Escape Artist (Dex)
  Armor Penalty
  Check: Make a check to escape from
  restraints or to squeeze through a tight
  space.
  Restraint
  DC
  Ropes
  Opponent’s Dex check +20
  Net
  20
  Handcuffs
  35
  Tight space
  30
  Grappler
  Opponent’s grapple check
  For ropes, a character’s Escape Artist check
  is opposed by the Dexterity check result of
  the opponent who tied the bonds. Since it’s
  easier to tie someone up than to escape
  from being tied up, the opponent gets a +20
  bonus on his or her Dexterity check.
  For a tight space, a check is only called for if
  the character’s head fits but his or her
  shoulders don’t. If the space is long, such as
  in an airshaft, the GM may call for multiple
  checks. A character can’t fit through a space
  that his or her head doesn’t fit through.
  A character can make an Escape Artist
  check opposed by his or her opponent’s
  grapple check to get out of a grapple or out
  of a pinned condition (so that the character
  is just being grappled). Doing so is an attack
  action, so if the character escapes the
  grapple he or she can move in the same
  round.
  Try Again?: A character can make another
  check after a failed check if the character is
  squeezing through a tight space, making
  multiple checks. If the situation permits, the
  character can make additional checks as
  long as he or she is not being actively
  opposed.
  Special: A character can take 10 on an
  Escape Artist check. A character can take
  20 if he or she is not being actively opposed
  (a character can take 20 if he or she is tied
  up, even though it’s an opposed check,
  because 
  the 
  opponent 
  isn’t 
  actively
  opposing the character).
  A character with the Nimble feat gets a +2
  bonus on all Escape Artist checks.
  Time: Making a check to escape from being
  bound 
  by 
  ropes, 
  handcuffs, 
  or 
  other
  restraints (except a grappler) requires 1
  minute. Escaping a net is a full-round action.
  Squeezing through a tight space takes at
  least 1 minute, maybe longer, depending on
  the distance that must be crossed.
  Forgery (Int)
  Check: 
  Forgery 
  requires 
  materials
  appropriate to the document being forged,
  and some time. To forge a document the
  character needs to have seen a similar
  document before.  The complexity of the
  document, 
  the 
  character’s 
  degree 
  of
  familiarity with it, and whether the character
  needs to reproduce the signature 
  or
  handwriting of a specific individual, provide
  modifiers to the Forgery check, as shown
  below.
  Some 
  documents 
  require 
  security 
  or
  authorization codes, whether authentic ones
  
  or additional forgeries. The GM makes the
  character’s check secretly so the character
  is not sure how good his or her forgery is.
  Factor
  Check
  Modifier
  Time
  Document Type
  Simple (typed letter, business
  card)
  0
  10
  min.
  Moderate (letterhead, business
  form)
  –2
  20
  min.
  Complex (stock certificate,
  driver’s license)
  –4
  1 hr.
  Difficult (passport)
  –8
  4 hr.
  Extreme (military/law
  enforcement ID)
  –16
  24 hr.
  Familiarity
  Unfamiliar (seen once for less
  than a minute)
  –4
  Fairly familiar (seen for several
  minutes)
  0
  Quite familiar (on hand, or
  studied at leisure)
  4
  Forger has produced other
  documents of same type
  4
  Document includes specific
  signature
  –4
  The Forgery skill is also used to detect
  someone else’s forgery. The result of the
  original Forgery check that created the
  document is opposed by a Forgery check by
  the person who examines the document to
  check its authenticity. If the examiner’s
  check result is equal to or higher than the
  original Forgery check, the document is
  determined to be fraudulent. The examiner
  gains bonuses or penalties on his or her
  check as given in the table below.
  Examiner’s Condition
  Check Modifier
  Type of document
  unknown to examiner
  –4
  Type of document
  somewhat known to
  examiner
  –2
  Type of document well
  known to examiner
  0
  Document is put through
  additional tests 1
  4
  Examiner only casually
  reviews the document1
  –2
  1 Cumulative with any of the first three conditions on the
  table. Apply this modifier along with one of the other
  three whenever appropriate.
  A document that contradicts procedure,
  orders, or previous knowledge, or one that
  requires the examiner to relinquish a
  possession or a piece of information, can
  increase the examiner’s suspicion (and thus
  create favorable circumstances for the
  examiner’s opposed Forgery check).
  Try Again?: No, since the forger isn’t sure of
  the quality of the original forgery.
  Special: To forge documents and detect for-
  geries, one must be able to read and write
  the language in question. (The skill is
  language-dependent.)
  A character can take 10 when making a
  Forgery check, but can’t take 20.
  A character with the Meticulous feat gets a
  +2 bonus on all Forgery checks.
  A character without a forgery kit takes a –4
  penalty on Forgery checks.
  Time: Forging a short, simple document
  takes about 1 minute. Longer or more
  complex documents take 1d4 minutes per
  page or longer.
  Gamble (Wis)
  Check: To join or start a game, a character
  must first pay a stake. The character sets
  the purchase DC of the stake if he or she
  starts the game, or the GM sets it if the
  character joins a game. Stakes run from
  penny-ante (purchase DC 4) to astronomical
  (purchase DC 24). A character cannot take
  20 when purchasing a stake.
  If the stake is within the character’s means
  (it is equal to or less than his or her Wealth
  bonus), the character stands no chance of
  winning 
  any 
  significant 
  amount. 
  The
  character might come out ahead, but the
  amount is not enough to affect his or her
  Wealth bonus. Since paying the stake didn’t
  cost any points of Wealth bonus, the
  character doesn’t lose anything either.
  If the stake is higher than the character’s
  Wealth 
  bonus 
  (before 
  applying 
  any
  reductions from purchasing the stake), the
  character gets a +1 bonus on his or her
  Gamble check for every point the purchase
  DC is above the character’s Wealth bonus.
  The character’s Gamble check is opposed
  by 
  the 
  Gamble 
  checks 
  of 
  all 
  other
  participants in the game. (If playing at a
  casino, assume the house has a Gamble
  skill modifier equal to the stake purchase
  DC. Regardless of the stake purchase DC,
  the house does not get a bonus on its
  Gamble check for the purchase DC.) If there
  are many characters participating, the GM
  can opt to make a single roll for all of them,
  using the highest Gamble skill modifier
  among them and adding a +2 bonus to the
  check.
  
  If the character beats all other participants,
  he or she wins and gains an increase to his
  or her Wealth bonus. The amount of the in-
  crease depends on the difference between
  the character’s check result and the next
  highest result among the other participants.
  Check Result
  Difference
  Wealth Bonus
  Increase
  1–9
  1
  10–19
  2
  20–29
  3
  30-–39
  4
  40 or more
  5
  Try Again?: No, unless the character wants
  to put up another stake.
  Special: A character can’t take 10 or take 20
  when making a Gamble check.
  A character with the Confident feat gets a +2
  bonus on all Gamble checks.
  Time: A Gamble check requires 1 hour
  Investigate (Int)
  Trained Only
  Check: A character generally uses Search to
  discover clues and Investigate to analyze
  them. If the character has access to a crime
  lab, the character uses the Investigate skill
  to collect and prepare samples for the lab.
  The result of the Investigate check provides
  bonuses or penalties to the lab workers.
  Analyze Clue: The character can make an
  Investigate 
  check 
  to 
  apply 
  forensics
  knowledge to a clue.  This function of the
  Investigate skill does not give the character
  clues where none existed before. It simply
  allows 
  the 
  character 
  to 
  extract 
  extra
  information from a clue he or she has found.
  The base DC to analyze a clue is 15. It is
  modified by the time that has elapsed since
  the clue was left, and whether or not the
  scene was disturbed.
  Circumstances
  DC Modifier
  Every day since event (max
  modifier +10)
  2
  Scene is outdoors
  5
  Scene slightly disturbed
  2
  Scene moderately disturbed
  4
  Scene extremely disturbed
  6
  Collect Evidence: The character can collect
  and prepare evidentiary material for a lab.
  This use of the Investigate skill requires an
  evidence kit.
  To collect a piece of evidence, make an
  Investigate check (DC 15). If the character
  succeeds, the evidence is usable by a crime
  lab. If the character fails, a crime lab
  analysis can be done, but the lab takes a –5
  penalty on any necessary check. If the
  character fails by 5 or more, the lab analysis
  simply cannot be done. On the other hand, if
  the character succeeds by 10 or more, the
  lab gains a +2 circumstance bonus on its
  checks to analyze the material.
  This function of the Investigate skill does not
  provide the character with evidentiary items.
  It simply allows the character to collect items
  he or she has found in a manner that best
  aids in their analysis later, at a crime lab.
  Try Again?: Generally, analyzing a clue
  again doesn’t add new insight unless
  another 
  clue 
  is 
  introduced. 
  Evidence
  collected cannot be recollected, unless there
  is more of it to take.
  Special: A character can take 10 when
  making an Investigate check, but cannot
  take 20.
  Collecting evidence requires an evidence kit.
  If 
  the 
  character 
  does 
  not 
  have 
  the
  appropriate kit, the character takes a –4
  penalty on his or her check.
  A character with the Attentive feat and at
  least 1 rank in this skill gets a +2 bonus on
  all Investigate checks.
  Time: Analyzing a clue is a full-round action.
  Collecting evidence generally takes 1d4
  minutes per object.
  Knowledge (Int)
  Trained Only
  This skill encompasses several categories,
  each of them treated as a separate skill.
  These categories are identified and defined
  below.
  The number of Knowledge categories is kept
  purposely finite. When trying to determine
  what Knowledge skill a particular question or
  field of expertise falls under, use a broad
  interpretation of the existing categories. Do
  not arbitrarily make up new categories.
  Check: A character makes a Knowledge
  check to see if the character knows
  something.
  The DC for answering a question within the
  character’s field of study is 10 for easy
  questions, 15 for basic questions, and 20 to
  30 for tough questions.
  Appraising the value of an object is one sort
  of task that can be performed using
  Knowledge. The DC depends on how
  common or obscure the object is. On a
  success, the character accurately identifies
  the object’s purchase DC. If the character
  
  fails, he or she thinks it has a purchase DC
  1d2 higher or lower (determine randomly)
  than its actual value. If the character fails by
  5 or more, he or she thinks it has a purchase
  DC 1d4+2 higher or lower than its actual
  value. The GM may make the Knowledge
  roll for the character, so he or she doesn’t
  know whether the appraisal is accurate or
  not.
  The fourteen Knowledge categories, and the
  topics each one encompasses, are as
  follows.
  Arcane Lore: The occult, magic and the
  supernatural, astrology, numerology, and
  similar topics.
  Art: Fine arts and graphic arts, including art
  history and artistic techniques. Antiques,
  modern art, photography, and performance
  art forms such as music and dance, among
  others.
  Behavioral Sciences: Psychology, sociology,
  and criminology.
  Business: Business procedures, investment
  strategies, 
  and 
  corporate 
  structures.
  Bureaucratic 
  procedures 
  and 
  how 
  to
  navigate them.
  Civics: Law, legislation, litigation, and legal
  rights 
  and 
  obligations. 
  Political 
  and
  governmental institutions and processes.
  Current Events: Recent happenings in the
  news, sports, politics, entertainment, and
  foreign affairs.
  Earth and Life Sciences: Biology, botany,
  genetics, 
  geology, 
  and 
  paleontology.
  Medicine and forensics.
  History: Events, personalities, and cultures
  of the past. Archaeology and antiquities.
  Physical Sciences: Astronomy, chemistry,
  mathematics, physics, and engineering.
  Popular 
  Culture: 
  Popular 
  music 
  and
  personalities, genre films and books, urban
  legends, 
  comics, 
  science 
  fiction, 
  and
  gaming, among others.
  Streetwise: Street and urban culture, local
  underworld personalities and events.
  Tactics: Techniques and strategies for
  disposing 
  and 
  maneuvering 
  forces 
  in
  combat.
  Technology: 
  Current 
  developments 
  in
  cutting-edge 
  devices, 
  as 
  well 
  as 
  the
  background necessary to identify various
  technological devices.
  Theology and Philosophy: Liberal arts,
  ethics, philosophical concepts, and the study
  of religious faith, practice, and experience.
  Try Again?: No. The check represents what
  a character knows, and thinking about a
  topic a second time doesn’t let the character
  know something he or she never knew in the
  first place.
  Special: An untrained Knowledge check is
  simply an Intelligence check. Without actual
  training, a character only knows common
  knowledge about a given subject.
  A character can take 10 when making a
  Knowledge check, but can’t take 20.
  A character with the Educated feat gets a +2
  bonus on any two types of Knowledge
  checks.
  The GM may decide that having 5 or more
  ranks in a specific Knowledge skill provides
  a character with a +2 synergy bonus when
  making a related skill check. Time: A
  Knowledge check can be a reaction, but
  otherwise requires a full-round action.
  Navigate (Int)
  Check: Make a Navigate check when a
  character is trying to find his or her way to a
  distant location without directions or other
  specific guidance. Generally, a character
  does not need to make a check to find a
  local street or other common urban site, or
  to follow an accurate map. However, the
  character might make a check to wend his
  or her way through a dense forest or a
  labyrinth of underground storm drains.
  For movement over a great distance, make
  a Navigate check. The DC depends on the
  length of the trip. If the character succeeds,
  he or she moves via the best reasonable
  course toward his or her goal. If the
  character fails, he or she still reaches the
  goal, but it takes the character twice as long
  (the character loses time backtracking and
  correcting his or her path). If the character
  fails by more than 5, the or she travels the
  expected time, but only gets halfway to his
  or her destination, at which point the
  character becomes lost.
  A character may make a second Navigate
  check (DC 20) to regain his or her path. If
  the character succeeds, he or she continues
  on to his or her destination; the total time for
  the trip is twice the normal time. If the
  character fails, he or she loses half a day
  before the character can try again. The
  character keeps trying until he or she
  succeeds, losing half a day for each failure.
  When faced with multiple choices, such as
  at a branch in a tunnel, a character can
  
  make a Navigate check (DC 20) to intuit the
  choice that takes the character toward a
  known destination.  If unsuccessful, the
  character chooses the wrong path, but at the
  next juncture, with a successful check, the
  character realizes his or her mistake.
  Length of Trip
  DC
  Short (a few hours)
  20
  Moderate (a day or two)
  22
  Long (up to a week)
  25
  Extreme (more than a week)
  28
  A character cannot use this function of
  Navigate to find a path to a site if the
  character has no idea where the site is
  located. The GM may choose to make the
  Navigate check for the character in secret,
  so he or she doesn’t know from the result
  whether the character is following the right
  or wrong path.
  A character can use Navigate to determine
  his or her position on earth without the use
  of any high-tech equipment by checking the
  constellations or other natural landmarks.
  The character must have a clear view of the
  night sky to make this check. The DC is 15.
  Special: A character can take 10 when
  making a Navigate check. A character can
  take 20 only when determining his or her
  location, not when traveling.
  A character with the Guide feat gets a +2
  bonus on all Navigate checks.
  Time: A Navigate check is a full-round
  action.
  Perform (Cha)
  This skill encompasses several categories,
  each of them treated as a separate skill.
  These categories are identified and defined
  below.
  The number of Perform categories is kept
  purposely finite. When trying to determine
  what Perform skill a particular type of
  performance falls under, use a broad
  interpretation of the existing categories. Do
  not arbitrarily make up new categories.
  Check: The character is accomplished in
  some type of artistic expression and knows
  how to put on a performance. The character
  can impress audiences with his or her talent
  and skill. The quality of the character’s
  performance depends on his or her check
  result.
  The eight Perform categories, and the
  qualities each one encompasses, are as
  follows.
  Act: The character is a gifted actor, capable
  of performing drama, comedy, or action-
  oriented roles with some level of skill.
  Dance: The character is a gifted dancer,
  capable 
  of 
  performing 
  rhythmic 
  and
  patterned bodily movements to music.
  Keyboards: The character is a musician
  gifted with a talent for playing keyboard
  musical instruments, such as piano, organ,
  and synthesizer.
  Percussion Instruments: The character is a
  musician gifted with a talent for playing
  percussion musical instruments, such as
  drums, cymbals, triangle, xylophone, and
  tambourine.
  Sing: The character is a musician gifted with
  a talent for producing musical tones with
  your voice.
  Stand-Up: 
  The 
  character 
  is 
  a 
  gifted
  comedian, capable of performing a stand-up
  routine before an audience.
  Stringed Instruments: The character is a
  musician gifted with a talent for playing
  stringed musical instruments, such as banjo,
  guitar, harp, lute, sitar, and violin.
  Wind Instruments: The character is a
  musician gifted with a talent for playing wind
  musical instruments, such as flute, bugle,
  trumpet, tuba, bagpipes, and trombone.
  Result
  Performance
  10
  Amateur performance. Audience may
  appreciate your performance, but isn’t
  impressed.
  15
  Routine performance. Audience enjoys
  your 
  performance, 
  but 
  it 
  isn’t
  exceptional.
  20
  Great performance. Audience highly
  impressed.
  25
  Memorable 
  performance. 
  Audience
  enthusiastic.
  30
  Masterful 
  performance. 
  Audience
  awed.
  Try Again?: Not for the same performance
  and audience.
  Special: A character can take 10 when
  making a Perform check, but can’t take 20.
  A 
  character 
  without 
  an 
  appropriate
  instrument automatically fails any Perform
  (keyboard), Perform (percussion), Perform
  (stringed), or Perform (wind) check he or
  she attempts. At the GM’s discretion,
  impromptu instruments may be employed,
  but the performer must take a –4 penalty on
  
  the check because his or her equipment,
  although usable, is inappropriate for the skill.
  Every time a character takes the Creative
  feat, he or she gets a +2 bonus on checks
  involving two Perform skills the character
  designates. See the feat description for
  more information.
  Time: A Perform check usually requires at
  least several minutes to an hour or more.
  Pilot (Dex)
  Trained Only
  Check: Typical piloting tasks don’t require
  checks. Checks are required during combat,
  for special maneuvers, or in other extreme
  circumstances, or when the pilot wants to
  attempt something outside the normal
  parameters of the vehicle. When flying, the
  character can attempt simple maneuvers
  and stunts (actions in which the pilot
  attempts to do something complex very
  quickly or in a limited space).
  Each 
  vehicle’s 
  description 
  includes 
  a
  maneuver modifier that applies to Pilot
  checks made by the operator of the vehicle.
  Special: A character can take 10 when
  making a Pilot check, but can’t take 20.
  A character with the Vehicle Expert feat gets
  a +2 bonus on all Pilot checks.
  There is no penalty for operating a general-
  purpose fixed-wing aircraft. Other types of
  aircraft (heavy aircraft, helicopters, jet
  fighters, 
  and 
  spacecraft) 
  require 
  the
  corresponding Aircraft Operation feat, or
  else the character takes a –4 penalty on
  Drive checks.
  Time: A Pilot check is a move action.
  Profession (Wis)
  Check: A character makes Profession
  checks to improve his or her Wealth bonus
  every time he or she attains a new level.
  The DC for the check is the character’s
  current Wealth bonus. If the character
  succeeds at the Profession check, his or her
  Wealth bonus increases by +1. For every 5
  by which the character exceeds the DC, his
  or her Wealth bonus increases by an
  additional +1. A character can’t take 10 or
  take 20 when making a Profession check to
  improve his or her Wealth bonus.
  How many ranks a character has in the
  Profession 
  skill 
  (including 
  ranks 
  the
  character may have just acquired after
  gaining a level) also adds to the Wealth
  bonus increase the character receives upon
  gaining a new level. In addition to the
  Wealth bonus increase a character gains
  from your Profession check result (if the
  check succeeds), the number of ranks the
  character has in this skill increases his or
  her Wealth bonus as follows.
  Ranks
  Wealth Bonus Increase
  1–5
  +1
  6–10
  +2
  11–15
  +3
  16–20
  +4
  21–23
  +5
  Special: If the Gamemaster deems it
  appropriate, a character can add his or her
  Profession 
  modifier 
  when 
  making 
  a
  Reputation check to deal with a work- or
  career-related situation.
  Every time a character takes the Windfall
  feat, he or she gets a cumulative +1 bonus
  on all Profession checks.
  Repair (Int)
  Trained Only
  Check: Most Repair checks are made to fix
  complex electronic or mechanical devices.
  The DC is set by the GM. In general, simple
  repairs have a DC of 10 to 15 and require no
  more than a few minutes to accomplish.
  More complex repair work has a DC of 20 or
  higher and can require an hour or more to
  complete. Making repairs also involves a
  monetary cost when spare parts or new
  components are needed, represented by a
  Wealth check. If the GM decides this isn’t
  necessary for the type of repair the
  character is attempting, then no Wealth
  check is needed. Jury-Rig: A character can
  choose to attempt jury-rigged, or temporary,
  repairs. Doing this reduces the purchase DC
  by 3 and the Repair check DC by 5, and
  allows the character to make the checks in
  as little as a full-round action. However, a
  jury-rigged repair can only fix a single
  problem with a check, and the temporary
  repair only lasts until the end of the current
  scene or encounter The jury-rigged object
  Repair Task (Example)
  Purchase DC
  Repair DC
  Time
  Simple (tool, simple weapon)
  4
  10
  1 min.
  Moderate (mechanical or electronic component)
  7
  15
  10 min.
  Complex (mechanical or electronic device)
  10
  20
  1 hr
  Advanced (cutting-edge
  mechanical or electronic device)
  13
  25
  10 hr.
  
  must be fully repaired thereafter A character
  can also use jury-rig to hot-wire a car or
  jump-start an engine or electronic device.
  The DC for this is at least 15, and it can be
  higher depending on the presence of
  security devices.
  The jury-rig application of the Repair skill
  can be used untrained.
  Try Again?: Yes, though in some specific
  cases, the GM may decide that a failed
  Repair check has negative ramifications that
  prevent repeated checks.
  Special: A character can take 10 or take 20
  on a Repair check. When making a Repair
  check to accomplish a jury-rig repair, a
  character can’t take 20.
  Repair requires an electrical tool kit, a
  mechanical tool kit, or a multipurpose tool,
  depending on the task. If the character do
  not have the appropriate tools, he or she
  takes a –4 penalty on the check.
   Craft (mechanical) or Craft (electronic) can
  provide a +2 synergy bonus on Repair
  checks made for mechanical or electronic
  devices (see Skill Synergy).
  A character with the Gearhead feat and at
  least 1 rank in this skill gets a +2 bonus on
  all Repair checks.
  Time: See the table for guidelines. A
  character can make a jury-rig repair as a
  full-round action, but the work only lasts until
  the end of the current encounter.
  Research (Int)
  Check: Researching a topic takes time, skill,
  and some luck. The GM determines how
  obscure a particular topic is (the more
  obscure, the higher the DC) and what kind
  of information might be available depending
  on where the character is conducting his or
  her research.
  Information 
  ranges 
  from 
  general 
  to
  protected. Given enough time (usually 1d4
  hours) and a successful skill check, the
  character gets a general idea about a given
  topic. This assumes that no obvious reasons
  exist why such information would be
  unavailable, and that the character has a
  way to acquire restricted or protected
  information.
  The higher the check result, the better and
  more complete the information. If the
  character wants to discover a specific fact,
  date, map, or similar bit of information, add
  +5 to +15 to the DC.
  Try Again?: Yes.
  Special: A character can take 10 or take 20
  on a Research check.
  A character with the Studious feat gets a +2
  bonus on all Research checks.
  Computer Use can provide a +2 synergy
  bonus on a Research check when searching
  computer 
  records 
  for 
  data 
  (see 
  Skill
  Synergy).
  Time: A Research check takes 1d4 hours.
  Sleight of Hand (Dex)
  Trained Only; Armor Penalty
  Check: A check against DC 10 lets a
  character palm a coin-sized, unattended
  object. Minor feats of sleight of hand, such
  as making a coin disappear, also have a DC
  of 10 unless an observer is concentrating on
  noticing what the character is doing.
  When a character performs this skill under
  close observation, the character’s skill check
  is opposed by the observer’s Spot check.
  The observer’s check doesn’t prevent the
  character from performing the action, just
  from doing it unnoticed.
  When a character tries to take something
  from 
  another 
  person, 
  the 
  character’s
  opponent makes a Spot check to detect the
  attempt. To obtain the object, the character
  must get a result of 20 or higher, regardless
  of 
  the 
  opponent’s 
  check 
  result. 
  The
  opponent detects the attempt if his or her
  check result beats the character’s check
  result, whether the character takes the
  object or not.
  A character can use Sleight of Hand to
  conceal a small weapon or object on his or
  her body.
  Try Again?: A second Sleight of Hand
  attempt against the same target, or when
  being watched by the same observer, has a
  DC 10 higher than the first check if the first
  check failed or if the attempt was noticed.
  Special: A character can take 10 when
  making a Sleight of Hand check, but can’t
  take 20.
  A character can make an untrained Sleight
  of Hand check to conceal a weapon or
  object, but must always take 10.
  A character with the Nimble feat and at least
  1 rank in this skill gets a +2 bonus on all
  Sleight of Hand checks.
  Time: A Sleight of Hand check is an attack
  action.
  Survival (Wis)
  Check: A character can keep his or herself
  and others safe and fed in the wild.
  
  With the Track feat, a character can use
  Survival checks to track a character or
  animal across various terrain types.
  Special: A character can take 10 when
  making a Survival check. A character can
  take 20 when tracking, or if there is no
  danger or penalty for failure, but not on
  periodic checks to get along in the wild.
  A character with the Guide feat gets a +2
  bonus on all Survival checks.
  Time: Basic Survival checks occur each day
  in the wilderness or whenever a hazard
  presents itself. When using Survival with the
  Track feat to track a character or animal,
  checks are made according to distance, as
  described in the Track feat.
  Treat Injury (Wis)
  Check: The DC and effect depend on the
  task attempted.
  Long-Term Care (DC 15): With a medical kit,
  the successful application of this skill allows
  a patient to recover hit points and ability
  points lost to temporary damage at an
  advanced rate—3 hit points per character
  level or 3 ability points restored per day of
  complete rest. A new check is made each
  day; on a failed check, recovery occurs at
  the normal rate for that day of rest and care.
  A character can tend up to as many patients
  as he or she has ranks in the skill. The
  patients need to spend all their time resting.
  The character needs to devote at least ½
  hour of the day to each patient the character
  is caring for.
  Restore Hit Points (DC 15): With a medical
  kit, if a character has lost hit points, the
  character can restore some of them. A
  successful check, as a full-round action,
  restores 1d4 hit points. The number restored
  can never exceed the character’s full normal
  total of hit points. This application of the skill
  can be used successfully on a character
  only once per day.
  Revive Dazed, Stunned, or Unconscious
  Character (DC 15): With a first aid kit, the
  character can remove the dazed, stunned,
  or unconscious condition from a character.
  This check is an attack action.
  A successful check removes the dazed,
  stunned, or unconscious condition from an
  affected character. The character can’t
  revive an unconscious character that is at –1
  hit points or lower without first stabilizing the
  character.
  Stabilize Dying Character (DC 15): With a
  medical kit, a character can tend to a
  character that is dying. As an attack action,
  a successful Treat Injury check stabilizes
  another character. The stabilized character
  regains no hit points, but he or she stops
  losing them. The character must have a
  medical kit to stabilize a dying character.
  Surgery (DC 20): With a surgery kit, a
  character can conduct field surgery. This
  application of the Treat Injury skill carries a –
  4 penalty, which can be negated with the
  Surgery feat. Surgery requires 1d4 hours; if
  the patient is at negative hit points, add an
  additional hour for every point below 0 the
  patient has fallen.
  Surgery restores 1d6 hit points for every
  character level of the patient (up to the
  patient’s full normal total of hit points) with a
  successful skill check.  Surgery can only be
  used successfully on a character once in a
  24-hour period.
  A character that undergoes surgery is
  fatigued for 24 hours, minus 2 hours for
  every point above the DC the surgeon
  achieves. The period of fatigue can never be
  reduced below 6 hours in this fashion.
  Treat Disease (DC 15): A character can tend
  to a character infected with a treatable
  disease. Every time the diseased character
  makes a saving throw against disease
  effects (after the initial contamination), the
  treating character first makes a Treat Injury
  check to help the diseased character fend
  off secondary damage. This activity takes 10
  minutes.
  Table: Survival
  DC
  Task
  10
  Get along in the wild. Move up to half the character’s overland speed while hunting and foraging (no
  food or water supplies needed). The character can provide food and water for one other person for
  every 2 points by which the character’s check result exceeds 10.
  15
  Gain a +2 circumstance bonus on Fortitude saves against severe weather while moving up to half the
  character’s overland speed, or gain a +4 circumstance bonus if stationary. The character may grant the
  same bonus to one other character for every 1 point by which the character’s check result exceeds 15.
  18
  Avoid getting lost and avoid natural hazards, such as quicksand.
  
  If the treating character’s check succeeds,
  the treating character provides a bonus on
  the diseased character’s saving throw equal
  to his or her ranks in this skill.
  Treat Poison (DC 15): A character can tend
  to a poisoned character. When a poisoned
  character makes a saving throw against a
  poison’s secondary effect, the treating
  character first makes a Treat Injury check as
  an attack action. If the treating character’s
  check succeeds, the character provides a
  bonus on the poisoned character’s saving
  throw equal to his or her ranks in this skill.
  Try Again?: Yes, for restoring hit points,
  reviving dazed, stunned, or unconscious
  characters, stabilizing dying characters, and
  surgery. No, for all other uses of the skill.
  Special: The Surgery feat gives a character
  the extra training he or she needs to use
  Treat Injury to help a wounded character by
  means of an operation.
  A character can take 10 when making a
  Treat Injury check. A character can take 20
  only when restoring hit points or attempting
  to revive dazed, stunned, or unconscious
  characters.
  Long-term care, restoring hit points, treating
  disease, treating poison, or stabilizing a
  dying character requires a medical kit.
  Reviving a dazed, stunned, or unconscious
  character requires either a first aid kit or a
  medical kit. Surgery requires a surgery kit. If
  the character does not have the appropriate
  kit, he or she takes a –4 penalty on the
  check.
  A character can use the Treat Injury skill on
  his or herself only to administer first aid,
  treat disease, or treat poison. The character
  takes a –5 penalty on your check any time
  he or she treats his or herself.
  A character with the Medical Expert feat
  gets a +2 bonus on all Treat Injury checks.
  Time: Treat Injury checks take different
  amounts of time based on the task at hand,
  as described above.
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  Acrobatic
  Benefit: The character gets a +2 bonus on
  all Jump checks and Tumble checks.
  Special: Remember that the Tumble skill
  can’t be used untrained.
  Advanced Combat Martial Arts
  Prerequisites: 
  Combat 
  Martial 
  Arts,
  Improved Combat Martial Arts, and base
  attack bonus +8.
  Benefit: When the character scores a critical
  hit on an opponent with an unarmed strike,
  the character deals triple damage.
  Normal: An unarmed strike critical hit deals
  double damage.
  Advanced Firearms Proficiency
  Prerequisite: Personal Firearms Proficiency.
  Benefit: The character can fire any personal
  firearm on autofire without penalty (provided,
  of course, that it has an autofire setting).
  Normal: Characters without this feat take a –
  4 penalty on attack rolls made with personal
  firearms set on autofire.
  Advanced Two-Weapon Fighting
  Prerequisites: Dexterity 13, Two-Weapon
  Fighting, Improved Two-Weapon Fighting,
  base attack bonus +11.
  Benefit: The character gets a third attack
  with his or her offhand weapon, albeit at a –
  10 penalty.  This feat also allows the
  character to use a melee weapon in one
  hand and a ranged weapon in the other.
  Agile Riposte
  Prerequisites: Dexterity 13, Dodge.
  Benefit: Once per round, if the opponent the
  character has designated as his or her
  dodge target (see the Dodge feat) makes a
  melee attack or melee touch attack against
  the character and misses, the character may
  make an attack of opportunity with a melee
  weapon against that opponent. Resolve and
  apply 
  the 
  effects 
  from 
  both 
  attacks
  simultaneously.
  Even a character with the Combat Reflexes
  feat can’t use the Agile Riposte feat more
  than once per round. This feat does not
  grant more attacks of opportunity than the
  character is normally allowed in a round.
  Aircraft Operation
  Select a class of aircraft (heavy aircraft,
  helicopters, jet fighters, or spacecraft). The
  character is proficient at operating that class
  of aircraft.
  The heavy aircraft class includes jumbo
  passenger airplanes, large cargo planes,
  heavy bombers, and any other aircraft with
  three or more engines. Helicopters include
  
  transport and combat helicopters of all
  types. Jet fighters include military fighter and
  ground attack jets. Spacecraft are vehicles
  such as the space shuttle and the lunar
  lander.
  Prerequisite: Pilot 4 ranks.
  Benefit: The character takes no penalty on
  Pilot checks or attack rolls made when
  operating an aircraft of the selected class.
  Normal: Characters without this feat take a –
  4 penalty on Pilot checks made to operate
  an aircraft that falls in any of these classes,
  and on attacks made with aircraft weapons.
  There is no penalty when the character
  operates a general-purpose aircraft.
  Special: The character can gain this feat
  multiple times. Each time the character
  takes the feat, the character selects a
  different class of aircraft.
  Archaic Weapons Proficiency
  Benefit: The character takes no penalty on
  attack rolls when using any kind of archaic
  weapon.
  Normal: A character without this feat takes
  the –4 nonproficient penalty when making
  attacks with archaic weapons.
  Note: This is essentially the same as the
  Martial Weapons Proficiency Feat.
  Attentive
  Benefit: The character gets a +2 bonus on
  all Investigate checks and Sense Motive
  checks.
  Special: Remember that the Investigate skill
  can’t be used untrained.
  Brawl
  Benefit: When making an unarmed attack,
  the character receives a +1 competence
  bonus on attack rolls, and the character
  deals nonlethal damage equal to 1d6 + his
  or her Strength modifier.
  Normal: Unarmed attacks normally deal
  nonlethal damage equal to 1d3 + Strength
  modifier.
  Builder
  Benefit: Pick two of the following skills: Craft
  (chemical), 
  Craft 
  (electronic), 
  Craft
  (mechanical), and Craft (structural). The
  character gets a +2 bonus on all checks with
  those skills.
  Special: The character can select this feat
  twice. The second time, the character
  applies it to the two skills he or she didn’t
  pick 
  originally. 
  Remember 
  that 
  Craft
  (chemical), Craft (electronic), and Craft
  (mechanical) cannot be used untrained.
  Burst Fire
  Prerequisites: 
  Wisdom 
  13, 
  Personal
  Firearms Proficiency, Advanced Firearms
  Proficiency.
  Benefit: When using an automatic firearm
  with at least five bullets loaded, the
  character may fire a short burst as a single
  attack against a single target. The character
  receives a –4 penalty on the attack roll, but
  deal +2 dice of damage.
  Firing a burst expends five bullets and can
  only be done if the weapon has five bullets
  in it.
  Normal: Autofire uses ten bullets, targets a
  10-foot-by-10-foot area, and can’t be aimed
  at a specific target. Without this feat, if a
  character attempts an autofire attack at a
  specific target, it simply counts as a normal
  attack and all the extra bullets are wasted.
  Special: If the firearm has a three-round
  burst setting, firing a burst expends three
  bullets instead of five and can be used if the
  weapon has only three bullets in it.
  Cautious
  Benefit: The character gets a +2 bonus on
  all Demolitions checks and Disable Device
  checks.
  Special: Remember that the Demolitions
  skill and the Disable Device skill can’t be
  used untrained.
  Combat Martial Arts
  Prerequisite: Base attack bonus +1.
  Benefit: With an unarmed strike, the
  character deals lethal or nonlethal damage
  (the character’s choice) equal to 1d4 + the
  character’s 
  Strength 
  modifier. 
  The
  character’s unarmed attacks count 
  as
  armed, which means that opponents do not
  get 
  attacks 
  of 
  opportunity 
  when 
  the
  character attacks them unarmed. 
  The
  character may make attacks of opportunity
  against 
  opponents 
  who 
  provoke 
  such
  attacks.
  Normal: Without this feat, a character deals
  only 1d3 points of nonlethal damage.
  Unarmed attacks normally provoke attacks
  of opportunity, and unarmed combatants
  cannot 
  normally 
  make 
  attacks 
  of
  opportunity.
  
  Combat Throw
  Prerequisite: Defensive Martial Arts.
  Benefit: The character gains a +2 bonus on
  opposed Strength and Dexterity checks any
  time the character attempts trip or grapple
  attacks, or when the character trys to avoid
  a trip or grapple attack made against him or
  her.
  Confident
  Benefit: The character gets a +2 bonus on
  all Gamble checks and Intimidate checks,
  and on level checks to resist intimidation.
  Creative
  Benefit: Pick two of the following skills: Craft
  (visual art), Craft (writing), Perform (act),
  Perform 
  (dance), 
  Perform 
  (keyboards),
  Perform (percussion instruments), Perform
  (sing), Perform (stand-up), Perform (string
  instruments), 
  and 
  Perform 
  (wind
  instruments). The character gets a +2 bonus
  on all checks with those two skills.
  Special: A character can select this feat as
  many as five times. Each time, the character
  selects two new skills from the choices given
  above.
  Dead Aim
  Prerequisites: Wisdom 13, Far Shot.
  Benefit: Before making a ranged attack, the
  character may take a full-round action to line
  up your shot. This grants the character a +2
  circumstance bonus on his or her next
  attack roll. Once the character begins
  aiming, he or she can’t move, even to take a
  5-foot step, until after the character makes
  his or her next attack, or the benefit of the
  feat is lost. Likewise, if the character’s
  concentration is disrupted or the character is
  attacked before his or her next action, the
  character loses the benefit of aiming.
  Deceptive
  Benefit: The character gets a +2 bonus on
  all Bluff checks and Disguise checks.
  Defensive Martial Arts
  Benefit: The character gains a +1 dodge
  bonus to Defense against melee attacks.
  Special: 
  A 
  condition 
  that 
  makes 
  the
  character lose his or her Dexterity bonus to
  Defense also makes the character lose
  dodge bonuses. Also, dodge bonuses stack,
  unlike most other types of bonuses.
  Double Tap
  Prerequisites: Dexterity 13, Point Blank
  Shot.
  Benefit: When 
  using 
  a 
  semiautomatic
  firearm with at least two bullets loaded, the
  character may fire two bullets as a single
  attack against a single target. The character
  receives a –2 penalty on this attack, but
  deals +1 die of damage with a successful
  hit. Using this feat fires two bullets and can
  only be done if the weapon has two bullets
  in it.
  Drive-By Attack
  Benefit: The character takes no vehicle
  speed penalty when making an attack while
  in a moving vehicle. Also, if the character is
  the driver, he or she can take his or her
  attack action to make an attack at any point
  along the vehicle’s movement.
  Normal: When attacking from a moving
  vehicle, a character takes a penalty based
  on the vehicle’s speed. Passengers can
  ready an action to make an attack when
  their vehicle reaches a particular location,
  but the driver must make his or her attack
  action either before or after the vehicle’s
  movement.
  Educated
  Benefit: Pick two Knowledge skills. The
  character gets a +2 bonus on all checks with
  those skills.
  Special: A character can select this feat as
  many as seven times. Each time, the
  character selects two new Knowledge skills.
  Elusive Target
  Prerequisites: 
  Dexterity 
  13, 
  Defensive
  Martial Arts.
  Benefit: When fighting an opponent or
  multiple 
  opponents 
  in 
  melee, 
  other
  opponents attempting to target the character
  with ranged attacks take a –4 penalty. This
  penalty is in addition to the normal –4
  penalty for firing into melee, making the
  penalty to target to character –8.
  Special: An opponent with the Precise Shot
  feat has the penalty lessened to –4 when
  targeting the character.
  Exotic Firearms Proficiency
  Choose a weapon type from the following
  list: cannons, heavy machine guns, grenade
  launchers, and rocket launchers.
  
  Prerequisites: 
  Personal 
  Firearms
  Proficiency, Advanced Firearms Proficiency.
  Benefit: The character makes attack rolls
  with the weapon normally.
  Normal: A character who uses a weapon
  without being proficient with it takes a –4
  penalty on attack rolls.
  Special: A character can gain this feat as
  many as four times. Each time a character
  takes the feat, he or she selects a different
  weapon group.
  Exotic Melee Weapon Proficiency
  Choose one exotic melee weapon from. The
  character is proficient with that melee
  weapon in combat.
  Prerequisite: Base attack bonus +1.
  Benefit: The character makes attack rolls
  with the weapon normally.
  Normal: A character who uses a weapon
  without being proficient with it takes a –4
  penalty on attack rolls.
  Special: A character can gain this feat
  multiple times. Each time the character
  takes the feat, he or she selects a different
  exotic melee weapon.
  Far Shot
  Benefit: When the character uses a firearm
  or archaic ranged weapon, its range
  increment increases by one-half (multiply by
  1.5). When the character throws a weapon,
  its range increment is doubled.
  Focused
  Benefit: The character gets get a +2 bonus
  on all Balance checks and Concentration
  checks.
  Force Stop
  Prerequisites: Drive 4 ranks, Vehicle Expert.
  Benefit: When the character attempts a
  sideswipe stunt with a surface vehicle, the
  character can force the other vehicle to a
  stop by nudging it into a controlled sideways
  skid. In addition to the normal requirements
  for attempting a sideswipe stunt, the
  character must have sufficient movement re-
  maining to move a number of squares equal
  to the character’s turn number.
  After succeeding on the check to attempt the
  sideswipe, the character makes a Drive
  check opposed by the other driver. If the
  character succeeds, turn the other vehicle
  90 degrees across the front of the target
  vehicle, so that they form a tee. Move them
  forward a distance equal to the character’s
  turn 
  number. 
  The 
  vehicles 
  end 
  their
  movement at that location, at stationary
  speed, and take their normal sideswipe
  damage.
  If the character fails the check, resolve the
  sideswipe normally.
  Frightful Presence
  Prerequisites: Charisma 15, Intimidate 9
  ranks.
  Benefit: When the character uses this feat,
  all opponents within 10 feet who have fewer
  levels than the character must make a Will
  saving throw (DC 10 + ½ the character’s
  level + the character’s Charisma modifier).
  An opponent who fails his or her save is
  shaken, taking a –2 penalty on attack rolls,
  saves, and skill checks for a number of
  rounds equal to 1d6 + the character’s
  Charisma modifier. The character can use
  the feat once per round as a free action.
  A successful save 
  indicates that 
  the
  opponent is immune to the character’s use
  of this feat for 24 hours. This feat does not
  affect creatures with an Intelligence of 3 or
  lower.
  If the character has the Renown feat, the
  Will saving throw’s DC increases by 5.
  Gearhead
  Benefit: The character gets a +2 bonus on
  all Computer Use checks and Repair
  checks.
  Special: Remember that the Computer Use
  skill and the Repair skill can only be used
  untrained in certain situations.
  Guide
  Benefit: The character gets a +2 bonus on
  all Navigate checks and Survival checks.
  Heroic Surge
  Benefit: The character may take an extra
  move action or attack action in a round,
  either before or after the character’s regular
  actions. The character may use Heroic
  Surge a number of times per day depending
  on his or her character level (as shown
  below), but never more than once per round.
  Character Level
  Times per Day
  1st–4th
  1
  5th–8th
  2
  9th–12th
  3
  13th–16th
  4
  17th–20th
  5
  
  Improved Brawl
  Prerequisites: Brawl, base attack bonus +3.
  Benefit: When making an unarmed attack,
  the character receives a +2 competence
  bonus on his or her attack roll, and the
  character deals nonlethal damage equal to
  1d8 + the character’s Strength modifier.
  Normal: Unarmed attacks normally deal
  nonlethal damage equal to 1d3 + Strength
  modifier.
  Improved Bull Rush
  Prerequisites: Strength 13, Power Attack.
  Benefit: When the character performs a bull
  rush, the character does not provoke an
  attack of opportunity from the defender.
  Improved Combat Martial Arts
  Prerequisites: Combat Martial Arts, base
  attack bonus +4.
  Benefit: The character’s threat range on an
  unarmed strike improves to 19–20.
  Normal: A character without this feat
  threatens a critical hit with an unarmed strike
  only on a 20.
  Improved Combat Throw
  Prerequisites: 
  Defensive 
  Martial 
  Arts,
  Combat Throw, and base attack bonus +3.
  Benefit: In melee combat, if an opponent
  attacks and misses the character, the
  character may immediately make a trip
  attack against the opponent. This counts as
  an attack of opportunity.
  Special: 
  This 
  feat 
  doesn’t 
  grant 
  the
  character more attacks of opportunity than
  he or she is normally allowed in a round.
  Improved Damage Threshold
  Benefit: The character increases his or her
  massive damage threshold by 3 points.
  Normal: A character without this feat has a
  massive damage threshold equal to his or
  her current Constitution score. With this feat,
  the character’s massive damage threshold is
  current Con +3.
  Special: A character may gain this feat
  multiple times. Its effects stack.
  Improved Disarm
  Prerequisites: 
  Intelligence 
  13, 
  Combat
  Expertise.
  Benefit: The character does not provoke an
  attack of opportunity when the character
  attempts to disarm an opponent, nor does
  the opponent get a chance to disarm the
  character.
  Improved Feint
  Prerequisites: Intelligence 13, Brawl, and
  Streetfighting.
  Benefit: The character can make a Bluff
  check in combat as a move action. The
  character receives a +2 bonus on Bluff
  checks made to feint in melee combat.
  Normal: Feinting in combat requires an
  attack action.
  Improved Knockout Punch
  Prerequisites: Brawl, Knockout Punch, and
  base attack bonus +6.
  Benefit: When making the character’s first
  unarmed 
  attack 
  against 
  a 
  flat-footed
  opponent, treat a successful attack as a
  critical hit. This critical hit deals triple
  damage. The damage is nonlethal damage.
  Special: Even if the character has the ability
  to treat unarmed damage as lethal damage,
  the damage from a knockout punch is
  always nonlethal.
  Improved Trip
  Prerequisites: 
  Intelligence 
  13, 
  Combat
  Expertise.
  Benefit: The character does not provoke an
  attack of opportunity when the character
  tries to trip an opponent while the character
  is unarmed.
  If the character trips an opponent in melee
  combat, the character immediately gets to
  make a melee attack against that opponent
  as if the character had not used his or her
  attack action for the trip attempt.
  Improved Two-Weapon Fighting
  Prerequisites: Dexterity 13, Two-Weapon
  Fighting, base attack bonus +6.
  Benefit: The character gets a second attack
  with his or her offhand weapon, albeit at a –
  5 penalty.  Also, this feat allows the
  character to use a melee weapon in one
  hand and a ranged weapon in the other.
  Normal: Without this feat, a character can
  only get a single extra attack with an off-
  hand weapon, and both weapons must be of
  the same type (either both ranged weapons
  or both melee weapons).
  Knockout Punch
  Prerequisites: Brawl, base attack bonus +3.
  
  Benefit: When making the character’s first
  unarmed 
  attack 
  against 
  a 
  flat-footed
  opponent, treat a successful attack as a
  critical 
  hit. This damage is 
  nonlethal
  damage.
  Special: Even if the character has the ability
  to treat unarmed damage as lethal damage,
  the damage from a knockout punch is
  always nonlethal.
  Lightning Reflexes
  Benefit: The character gets a +2 bonus on
  all Reflex saving throws.
  Low Profile
  Benefit: Reduce the character’s Reputation
  bonus by 3 points.
  Medical Expert
  Benefit: The character gets a +2 bonus on
  all Craft (pharmaceutical) checks and Treat
  Injury checks.
  Special: 
  Remember 
  that 
  the 
  Craft
  (pharmaceutical) 
  skill 
  can’t 
  be 
  used
  untrained.
  Meticulous
  Benefit: The character gets a +2 bonus on
  all Forgery checks and Search checks.
  Nimble
  Benefit: The character gets a +2 bonus on
  all Escape Artist checks and Sleight of Hand
  checks.
  Special: Remember that the Sleight of Hand
  skill can’t be used untrained.
  Personal Firearms Proficiency
  Benefit: The character can fire any personal
  firearm without penalty.
  Normal: Characters without this feat take a –
  4 penalty on attack rolls made with personal
  firearms.
  Point Blank Shot
  Benefit: The character gets a +1 bonus on
  attack and damage rolls with ranged
  weapons against opponents within 30 feet.
  Power Attack
  Prerequisite: Strength 13.
  Benefit: On the character’s action, before
  making attack rolls for a round, the character
  may choose to subtract a number from all
  melee attack rolls and add the same number
  to all melee damage rolls. This number may
  not exceed the character’s base attack
  bonus. The penalty on attacks and bonus on
  damage applies until the character’s next
  action.
  Quick Reload
  Prerequisite: Base attack bonus +1.
  Benefit: Reloading a firearm with an already
  filled box magazine or speed loader is a free
  action. Reloading a revolver without a speed
  loader, or reloading any firearm with an
  internal magazine, is a move action.
  Normal: Reloading a firearm with an already
  filled box magazine or speed loader is a
  move action. Reloading a revolver without a
  speed loader, or reloading any firearm with
  an internal magazine, is a full-round action.
  Renown
  Benefit: The character’s Reputation bonus
  increases by +3.
  Skip Shot
  Prerequisites: Point Blank Shot, Precise
  Shot.
  Benefit: If the character has a solid,
  relatively smooth surface on which to skip a
  bullet (such as a street or a concrete wall),
  and a target within 10 feet of that surface,
  the character may ignore cover between the
  character and the target. However, the
  character receives a –2 penalty on his or her
  attack roll, and the character’s attack deals –
  1 die of damage.
  Special: The surface doesn’t have to be
  perfectly smooth and level; a brick wall or an
  asphalt road can be used. The target can
  have no more than nine-tenths cover for A
  character to attempt a skip shot.
  Stealthy
  Benefit: The character gets a +2 bonus on
  all Hide checks and Move Silently checks.
  Strafe
  Prerequisites: 
  Personal 
  Firearms
  Proficiency, Advanced Firearms Proficiency.
  Benefit: When using a firearm on autofire,
  the character can affect an area four 5-foot
  squares long and one square wide (that is,
  any four squares in a straight line).
  Normal: A firearm on autofire normally
  affects a 10-foot-by-10-foot area.
  Streetfighting
  Prerequisites: Brawl, base attack bonus +2.
  
  Benefit: Once per round, if the character
  makes a successful melee attack with an
  unarmed strike or a light weapon, the
  character deals an extra 1d4 points of
  damage.
  Studious
  Benefit: The character gets a +2 bonus on
  all Decipher Script checks and Research
  checks.
  Sunder
  Prerequisites: Strength 13, Power Attack.
  Benefit: When the character strikes an
  object held or carried by an opponent, such
  as a weapon, the character does not
  provoke an attack of opportunity.
  The character gains a +4 bonus on any
  attack roll made to attack an object held or
  carried by another character. The character
  deals double normal damage to objects,
  whether they are held or carried or not.
  Normal: A character without this feat incurs
  an attack of opportunity when he or she
  strikes at an object held or carried by
  another character.
  Surface Vehicle Operation
  Select a class of surface vehicle (heavy
  wheeled, powerboat, sailboat, ship, or
  tracked). The character is proficient at
  operating that class of vehicle.
  The heavy wheeled class includes all kinds
  of semi-trucks and tractor-trailers, as well as
  wheeled construction vehicles (such as
  earth 
  movers) 
  and 
  wheeled 
  armored
  vehicles (such as some armored personnel
  carriers). Powerboats are engine-powered
  water vessels designed for operation by a
  single person and usually no more than 100
  feet in length. Sailboats are wind-powered
  water vessels. Ships are large, multicrewed
  water vessels. Tracked vehicles include
  bulldozers and tanks and other military
  vehicles.
  Prerequisite: Drive 4 ranks.
  Benefit: The character takes no penalty on
  Drive checks or attack rolls made when
  operating a surface vehicle of the selected
  class.
  Normal: Characters without this feat take a –
  4 penalty on Drive checks made to operate
  a surface vehicle that falls under any of
  these classes, and to attacks made with
  vehicle weapons. There is no penalty when
  you operate a general-purpose surface
  vehicle.
  Special: A character can gain this feat as
  many as five times. Each time the character
  takes the feat, he or she selects a different
  class of surface vehicle.
  Surgery
  Prerequisite: Treat Injury 4 ranks.
  Benefit: The character can use the Treat
  Injury skill to perform surgery without
  penalty.
  Normal: Characters without this feat take a –
  4 penalty on Treat Injury checks made to
  perform surgery.
  Two-Weapon Fighting
  Prerequisite: Dexterity 13.
  Benefit: The character’s penalties for fighting
  with two weapons are lessened by 2.
  The weapons used must both be melee
  weapons or both be ranged weapons (the
  character can’t mix the types).
  Unbalance Opponent
  Prerequisites: Defensive Martial Arts, base
  attack bonus +6.
  Benefit: During the character’s action, the
  character designates an opponent no more
  than one size category larger or smaller than
  the character. That opponent doesn’t get to
  add his or her Strength modifier to attack
  rolls when targeting the character. (If the
  opponent has a Strength penalty, he or she
  still takes that penalty.)
  The opponent’s Strength modifier applies to
  damage, as usual.
  The character can select a new opponent on
  any action.
  Vehicle Dodge
  Prerequisites: Dexterity 13, Drive 6 ranks,
  Vehicle Expert.
  Benefit: When driving a vehicle, during the
  character’s action the character designates
  an opposing vehicle or a single opponent.
  The character’s vehicle 
  and 
  everyone
  aboard it receive a +1 dodge bonus to
  Defense against attacks from that vehicle or
  opponent. The character can select a new
  vehicle or opponent on any action.
  Vehicle Expert
  Benefit: The character gets a +2 bonus on
  all Drive checks and Pilot checks.
  
  Weapon Focus
  Choose a specific weapon. A character can
  choose unarmed strike or grapple for your
  weapon for purposes of this feat.
  Prerequisites: Proficient with weapon, base
  attack bonus +1.
  Benefit: The character adds +1 to all attack
  rolls he or she makes using the selected
  weapon.
  Special: A character can gain this feat
  multiple times. Each time the character
  takes the feat, the character must select a
  different weapon.
  Windfall
  Benefit: The character’s Wealth bonus
  increases by +3. Also, this feat provides a
  +1 bonus on all Profession checks.
  Special: A character can select this feat
  multiple times. Each time, both of its effects
  stack.
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  Wealth
  Every character has a Wealth bonus that
  reflects 
  his 
  or 
  her 
  buying 
  power—a
  composite of income, credit rating, and
  savings. A character’s Wealth bonus serves
  as the basis of the character’s Wealth
  check, which is used to purchase equipment
  and services for the character.
  Wealth Bonus
  To determine a character’s starting Wealth
  bonus, roll 2d4 and add the wealth bonus for
  the character’s starting occupation, plus (if
  appropriate) the bonus from the Windfall
  feat.
  Over the course of play, the hero’s Wealth
  bonus will decrease as the hero purchases
  expensive items and increase as the hero
  gains levels.
  A character’s Wealth bonus can never fall
  below +0, and there is no limit to how high
  the Wealth bonus can climb.
  Since Wealth is an abstract concept, it’s
  sometimes 
  difficult 
  to 
  determine 
  how
  financially well off a character is. To get a
  general sense of how financially solvent a
  character is at any given time, check the
  table below.
  Wealth Bonus
  Financial Condition
  0
  Impoverished or in debt
  +1 to +4
  Struggling
  +5 to +10
  Middle class
  +11 to +15
  Affluent
  +16 to +20
  Wealthy
  +21 to +30
  Rich
  +31 or higher
  Very rich
  Purchasing Equipment
  Wealth checks are used to determine what
  characters can afford and what gear they
  might reasonably have access to. Every
  character has a Wealth bonus that reflects
  his or her buying power. Every object and
  service has a purchase DC. To purchase an
  object, make a Wealth check against the
  purchase DC.
  The Wealth Check
  A Wealth check is a 1d20 roll plus a
  character’s current Wealth bonus. The
  Wealth bonus is fluid. It increases as a
  character gains Wealth and decreases as
  the character makes purchases.
  If the character succeeds on the Wealth
  check, the character gains the object. If the
  character fails, he or she can’t afford the
  object at the time.
  If the character’s current Wealth bonus is
  equal to or greater than the DC, the
  character automatically succeeds.
  If the character successfully purchases an
  object or service with a purchase DC that’s
  higher than his or her current Wealth bonus,
  the character’s Wealth bonus decreases.
  Wealth and the Starting Hero
  A newly created 1st-level character’s Wealth
  bonus is +0 plus:
  • Wealth provided by the character’s starting
  occupation.
  • Bonus from the Windfall feat, if taken.
  • 2d4 die roll.
  • +1 for having 1 to 4 ranks in the Profession
  skill.
  Shopping and Time
  Buying less common objects generally takes
  a number of hours equal to the purchase DC
  of the object or service, reflecting the time
  needed to locate the wanted materials and
  close the deal. Getting a license or buying
  an object with a restriction rating increases
  the time needed to make purchases.
  
  Taking 10 and Taking 20
  A character can usually take 10 or take 20
  when making a Wealth check. Taking 20
  requires 20 times as long as normal.
  Also, there is a penalty for spending beyond
  a character’s means. Whenever a character
  buys an object that has a purchase DC
  higher than his or her current Wealth bonus,
  the character’s Wealth bonus decreases
  (see below).
  Try Again?
  A character can try again if he or she fails a
  Wealth check, but not until the character has
  spent an additional number of hours
  shopping equal to the purchase DC of the
  object or service.
  Aid Another
  One other character can make an aid
  another 
  attempt 
  to 
  help 
  a 
  character
  purchase an object or service. If the attempt
  is successful, that character provides the
  purchaser with a +2 bonus on his or her
  Wealth check.  The character that provides
  the aid reduces his or her Wealth bonus by
  +1.
  Losing Wealth
  Any time a character purchases an object or
  service with a purchase DC higher than his
  or her current Wealth bonus, or one with a
  purchase DC of 15 or higher, the character’s
  Wealth bonus goes down. How much the
  Wealth bonus is reduced depends on how
  expensive the object is.
  Object or Service Purchase DC
  Wealth Bonus
  Decrease
  15 or higher
  1 point
  1–10 points higher than current
  Wealth bonus
  1 point
  11–15 points higher than current
  Wealth bonus
  1d6 points
  16 or more points higher than
  current
  2d6 points
  Along with this loss, any time a character
  buys an object or service with a purchase
  DC of 15 or higher, the character reduces
  his or her current Wealth bonus by an
  additional 1 point.
  A character’s Wealth bonus only goes down
  if he or she successfully buys an object or
  service. If the character attempts to buy
  something and the check fails, his or her
  Wealth bonus is unaffected.
  Wealth Bonus of +0
  A character’s Wealth bonus can never
  decrease to less than +0. If a character’s
  Wealth bonus is +0, the character doesn’t
  have the buying power to purchase any
  object or service that has a purchase DC of
  10 or higher, and can’t take 10 or take 20.
  Regaining Wealth
  A character’s Wealth bonus recovers as the
  character advances.
  Every time a character gains a new level,
  make a Profession check. (If the character
  has no ranks in the skill, this check is a
  Wisdom check.) The DC is equal to the
  character’s current Wealth bonus. If the
  character succeeds, his or her current
  Wealth bonus increases by +1. For every 5
  points by which the character exceeds the
  DC, he or she gains an additional +1 to his
  or her Wealth bonus.
  Wealth Awards
  Adventuring may result in characters finding
  valuable items. In such cases, the benefit
  translates into a Wealth award.
  Selling Stuff
  To sell something, a character first needs to
  determine its sale value. Assuming the
  object is undamaged and in working
  condition, the sales value is equal to the
  object’s purchase DC (as if purchased new)
  minus 3.
  Selling an object can provide an increase to
  a character’s Wealth bonus. The increase is
  the same amount as the Wealth bonus loss
  the character would experience if the
  character purchased an object with a
  purchase DC equal to the sale value.
  Regardless of the character’s current Wealth
  bonus, he or she gains a Wealth bonus
  increase of 1 whenever the character sells
  an object with a sale value of 15 or higher. If
  A character sells an object with a sale value
  less than or equal to his or her current
  Wealth bonus, and that sale value is 14 or
  lower, the character gains nothing.
  A character cannot legally sell restricted
  objects unless the character is licensed to
  own them. A character also cannot legally
  sell objects that have been reported as
  stolen. Selling objects 
  illegally 
  usually
  
  requires that the character have contacts in
  the black market, and reduces the sale
  value by an additional 3.
  Character 
  Equipment 
  and
  Realistic Play
  On-Hand Objects
  To account for the mundane and innocuous
  objects that most people have among their
  possessions—and not force every character
  to specifically purchase such objects in
  order to employ them—use the following
  rules.
  With the GM’s permission, a character can
  make a Wealth check to see if he or she has
  a mundane object on hand, as long as the
  object has a purchase DC of 10 or lower.
  (The GM determines the purchase DC for an
  object that’s not mentioned in this chapter,
  using similarly priced objects as a guide.)
  The Wealth check works the same as for
  buying the object, except that the character
  takes a –10 penalty on the check and he or
  she can’t take 10 or take 20. Also, a
  character can’t make a Wealth check to see
  if he or she has a mundane object on hand
  during character generation or between
  adventures—only 
  during 
  play. 
  If 
  the
  character succeeds, his or her Wealth bonus
  is unaffected, even if the purchase DC is
  higher than his or her Wealth bonus.
  Depending on the situation, the GM can rule
  that a certain mundane object is not
  available; for an object to be obtainable, the
  character must be in a place where the
  object logically would be.
  Restricted Objects
  Some objects require licenses to own or
  operate, or are restricted in use to qualifying
  organizations or individuals. In such cases,
  a character must purchase a license or pay
  a fee to legally own the object. A license or
  fee is a separate item, purchased in addition
  to (and usually before) the object to which it
  applies. The four levels of restriction are as
  follows.
  Licensed: The owner must obtain a license
  to own or operate the object legally.
  Generally, the license is not expensive, and
  obtaining it has few (if any) additional legal
  requirements.
  Restricted: 
  Only 
  specially 
  qualified
  individuals or organizations are technically
  allowed to own the object. However, the real
  obstacles to ownership are time and money;
  anyone with sufficient patience and cash
  can 
  eventually 
  acquire 
  the 
  necessary
  license.
  Military: The object is sold primarily to
  legitimate police and military organizations.
  A military rating is essentially the same as
  restricted 
  (see 
  above), 
  except 
  that
  manufacturers and dealers are generally
  under tight government scrutiny and are
  therefore especially wary of selling to private
  individuals.
  Illegal: The object is illegal in all but specific,
  highly regulated circumstances.
  Table: Restricted Objects
  Restriction
  Rating
  License
  Fee
  Black Market
  Purchase DC
  Purchas
  e DC 1
  Time
  Licensed
  10
  1
  1 day
  Restricted
  15
  2
  2 days
  Military
  20
  3
  3 days
  Illegal
  25
  4
  4 days
  1 Add to the object’s purchase DC if the
  character tries to buy it on the black market
  without first obtaining a license; see The Black
  Market, below.
  Purchasing a License
  To purchase a license or pay necessary
  fees, make a Wealth check against the
  purchase DC given in Table: Restricted
  Objects. With a success, the license is
  issued to the character after the number of
  days indicated. To speed the process, the
  hero can make a Knowledge (business)
  check against a DC equal to the license
  purchase DC. Success results in the license
  being issued in 1d6 hours. (During the
  process of character creation, a character
  just needs to purchase the license or pay
  the fee; the time required takes place before
  game play begins.)
  As a general rule, a character must obtain
  the appropriate license before buying a
  restricted object. Legitimate dealers will not
  sell restricted objects to a character that
  does not have the necessary license.
  However, a character may be able to turn to
  the black market (see below) to obtain
  restricted objects without a license.
  The Black Market
  Sometimes a character wants to obtain an
  object without going through the hassle of
  getting a license first. Almost anything is
  available on the black market. Knowledge
  
  (streetwise) checks can be used to locate a
  black market merchant. The DC is based on
  the location in question: 15 to find a black
  market merchant in a big city, or 20, 25 or
  higher in small towns and rural areas.
  Objects purchased on the black market are
  more expensive than those purchased
  legally. Add the black market purchase DC
  modifier from Table: Restricted Objects to
  the purchase DC.
  Obtaining an object on the black market
  takes a number of days according to the
  Time Required column on Table: Restricted
  Objects.  The process can be hurried, but
  each day cut out of the process (to a
  minimum 
  of 
  one 
  day) 
  increases 
  the
  purchase DC by an additional +1.
  Requisitioning Equipment
  When a hero working for Department-7
  needs more equipment than he or she has
  on hand, the hero may try to requisition it.
  Department-7 
  evaluates 
  whether 
  the
  character really needs the object, how soon
  the agency can supply it, and whether the
  agency can reasonably expect to get it back
  when the hero is done with it.
  The result is determined by a level check
  (1d20 + character level) against a DC equal
  to the equipment’s purchase DC. Add the
  character’s Charisma bonus to the check.
  Table: Requisition Modifiers lists modifiers
  that may affect the check.
  The result of the check determines whether
  and how quickly Department-7 can provide
  the hero with the requested equipment. With
  a success, the object is issued to the hero.
  Generally, it takes 24 hours to obtain an
  object through requisition, but if the object is
  especially common, or if the hero beats the
  check DC by 5 or more, it is available in 1d4
  hours.
  Requisitioned objects are loaned, not given,
  to the hero. Obviously, expendable objects
  like ammunition don’t have to be returned if
  used.
  Table: Requisition Modifiers
  Situation
  Modifier
  Object is necessary for assignment
  6
  Object has obvious application for assignment
  4
  Object has peripheral application for assignment
  2
  Object has no obvious application for assignment
  –2
  Object is rare
  –2
  Object restriction
  Licensed
  –2
  Restricted
  –4
  Military
  –6
  Illegal
  –8
  Hero is skilled or proficient in use of object
  2
  Hero returned all gear undamaged on previous
  mission
  2
  Mastercraft Objects
  Weapons, armor, and some other types of
  equipment 
  can 
  be 
  constructed 
  as
  mastercraft objects. The exceptional quality
  of these objects provides the user a bonus
  on attack rolls, damage, Defense, or some
  other characteristic that improves when the
  object is used.
  A mastercraft object that provides a +1
  bonus can usually be purchased on the
  open market as a custom version of a
  common object. The increased cost of such
  an object adds +3 to the purchase DC.
  A rare few objects are of mastercraft quality
  even without customization—the off-the-
  shelf version of the object is of such high
  quality that it is always provides a bonus of
  +1. In these cases, the purchase DC is not
  increased (such objects are already priced
  higher than similar objects of lower quality).
  Mastercraft objects with a bonus of +2 or +3
  are not common and are generally not for
  sale. If a mastercraft +2 object could be
  found for purchase, its cost would add +6 to
  the normal purchase DC. The cost of a
  mastercraft +3 object would add +9 to the
  normal purchase DC.
  Concealed Weapons and Objects
  It’s assumed that, when attempting to
  conceal a weapon or other object, a
  character is wearing appropriate clothing.
  Drawing a concealed weapon is more
  difficult than drawing a regularly holstered
  weapon, and normally requires an attack
  action. Keeping the weapon in an easier-to-
  draw position makes concealing it more
  difficult.
  Sleight of Hand Checks
  To conceal a weapon or other object, make
  a Sleight of Hand check. A character
  concealing an object before he or she heads
  out into public can usually take 10 unless he
  or she is rushed, trying to conceal it when
  others might see, or under other unusual
  constraints. Sleight of Hand can be used
  untrained in this instance, but the character
  must take 10.
  
  Size and Concealment
  The object’s size affects the check result, as
  shown on Table: Concealing Weapons and
  Objects. The type of holster used or clothing
  worn, and any attempt to make a weapon
  easier to draw, can also affect the check.
  Spotting Concealed Objects
  Noticing a concealed weapon or other object
  requires a Spot check. The DC varies: If the
  target made a roll when concealing an
  object, the DC of the Spot check to notice
  the object is the same as the target’s check
  result (an opposed check, in other words). If
  the target took 10 on his or her Sleight of
  Hand check, use this formula:
  Spot DC = Target’s Sleight of Hand skill
  modifier (including modifiers from Table:
  Concealing Weapons and Objects) + 10
  
  An observer attempting to spot a concealed
  object receives a –1 penalty for every 10
  feet between him or herself and the target,
  and a –5 penalty if distracted.
  Patting someone down for a hidden weapon
  requires a similar check. However, the skill
  employed in Search, and the searcher gets
  a +4 circumstance bonus for the hands-on
  act of frisking the target. Some devices may
  also 
  offer 
  bonuses 
  under 
  certain
  circumstances (a metal detector offers a
  bonus to Search checks to find metal
  objects, for example).
  Table: Concealing Weapons and Objects
  Condition
  Sleight of Hand Modifier
  Size of weapon or object
  Fine
  12
  Diminutive
  8
  Tiny
  4
  Small
  0
  Medium-size
  –4
  Large
  –8
  Huge or larger
  can’t conceal
  Clothing is tight or small
  –4
  Clothing is especially loose or bulky
  2
  Clothing is specifically modified for
  concealing object
  2
  Weapon is carried in concealed carry
  holster
  4
  Weapon can be drawn normally
  –2
  Weapon can be drawn as free action
  with Quick Draw feat
  –4
  Spotting Concealable Armor
  Concealable armor can be worn under
  clothing if the wearer wants it to go
  unnoticed. Don’t use the modifiers from
  Table: Concealing Weapons and Objects
  when wearing concealable armor. Instead,
  anyone attempting to notice the armor must
  make a Spot check (DC 30).
  Living in Luxury
  The purchase DCs given are for average-
  quality items. It’s possible to purchase
  similar items with luxury features, generally
  by increasing the purchase DC by 1.
  Although such items are more expensive,
  they offer no additional features or game
  benefits.
  Weapons
  The weapons covered here are grouped into
  three categories based on their general
  utility: ranged weapons, explosives and
  splash weapons, and melee weapons.
  Ranged Weapons
  Ranged weapons fall into three general
  groups: handguns, longarms, and other
  ranged weapons such as crossbows.
  When using a ranged weapon, the wielder
  applies his or her Dexterity modifier to the
  attack roll.
  Handguns and longarms are personal
  firearms. A personal firearm is any firearm
  designed to be carried and used by a single
  person.
  Ranged Weapons Table
  Ranged weapons are described by a
  number of statistics, as shown on Table:
  Ranged Weapons.
  Damage: The damage the weapon deals on
  a successful hit.
  Critical: The threat range for a critical hit. If
  the threat is confirmed, a weapon deals
  double damage on a critical hit (roll damage
  twice, as if hitting the target two times).
  Damage Type: Ranged weapon damage is
  classified according to type: ballistic (all
  firearms), energy (of a specific type),
  piercing (some simple ranged weapons), or
  slashing (a whip). Some creatures or
  characters may be resistant or immune to
  some forms of damage.
  Range Increment: Any attack at less than
  this distance is not penalized for range.
  However, each full range increment causes
  a cumulative –2 penalty on the attack roll.
  Ranged weapons have a maximum range of
  ten range increments, except for thrown
  weapons, which have a maximum range of
  five range increments.
  Rate of Fire: Some ranged weapons have a
  rate of fire of 1, which simply means they
  can be employed once per round and then
  must be reloaded or replaced. Firearms,
  which operate through many different forms
  of internal mechanisms, have varying rates
  of fire. The three possible rates of fire for
  handguns, longarms, and heavy weapons
  are 
  single 
  shot, 
  semiautomatic, 
  and
  automatic.
  Single Shot: A weapon with the single shot
  rate of fire requires the user to manually
  operate the action (the mechanism that
  feeds and cocks the weapons) between
  each shot. Pump shotguns and bolt-action
  rifles are examples of firearms with single
  shot rates of fire. A weapon with the single
  shot rate of fire can fire only one shot per
  attack, even if the user has a feat or other
  
  abilities that normally allow more than one
  shot per attack.
  Semiautomatic (S): Most firearms have the
  semiautomatic rate of fire. These firearms
  feed and cock themselves with each shot. A
  semiautomatic weapon fires one shot per
  attack (effectively acting as a single shot
  weapon), but some feats allow characters
  armed with semiautomatic weapons to fire
  shots in rapid successions, getting in more
  than one shot per attack.
  Automatic (A): Automatic weapons fire a
  burst or stream of shots with a single
  squeeze of the trigger. Only weapons with
  the automatic rate of fire can be set on
  autofire or be used with feats that take
  advantage of automatic fire.
  Magazine: The weapon’s magazine capacity
  and type are given in this column. The
  amount of ammunition a weapon carries,
  and hence how many shots it can fire before
  needing to be reloaded, is determined by its
  magazine capacity. How the firearm is
  reloaded depends upon its magazine type.
  The number in this entry is the magazine’s
  capacity in shots; the word that follows the
  number indicates the magazine type: box,
  cylinder, or internal. A fourth type, linked,
  has an unlimited capacity; for this reason the
  entry does not also have a number.
  Weapons with a dash in this column have no
  magazines; they are 
  generally 
  thrown
  weapons, or weapons (such as bows) that
  are loaded as part of the firing process.
  Box: A box magazine is any type of
  magazine 
  that 
  can 
  be 
  removed 
  and
  reloaded separately from the weapon.
  Cylinder: A revolver keeps its ammunition in
  a cylinder, which is part of the weapon and
  serves as the firing chamber for each, round
  as well. Unlike box magazines, cylinders
  can’t be removed, and they must be
  reloaded by hand. However, most revolvers
  can be used with a speed loader. Using a
  speed loader is much like inserting a box
  magazine into a weapon. Without a speed
  loader, a firearm with a cylinder magazine
  must be loaded by hand.
  Internal: 
  Some 
  weapons 
  keep 
  their
  ammunition in an internal space, which must
  be loaded by hand. This is the case with
  most shotguns, as well as some rifles.
  Linked: Some machine guns use linked
  ammunition. 
  The 
  bullets 
  are 
  chained
  together with small metal clips, forming a
  belt. Typically, a belt holds 50 bullets; any
  number of belts can be clipped together. In
  military units, as the gunner fires, an
  assistant 
  clips 
  new 
  ammunition 
  belts
  together, keeping the weapon fed.
  Size: Size categories for weapons and other
  objects are defined differently from the size
  categories for creatures. The relationship
  between a weapon’s size and that of its
  wielder defines whether it can be used one-
  handed, if it requires two hands, and if it’s a
  light weapon.
  A Medium-size or smaller weapon can be
  used one-handed or two-handed. A Large
  weapon requires two hands. A Huge
  weapon requires two hands and a bipod or
  other mount.
  A Small or smaller weapon is considered a
  light weapon. It can be used one-handed
  and, as a light weapon, is easier to use in
  your off hand.
  Weight: This column gives the weapon’s
  weight when fully loaded.
  Purchase DC: This is the purchase DC for a
  Wealth check to acquire the weapon. This
  number reflects the base price and doesn’t
  include any modifier for purchasing the
  weapon on the black market.
  Restriction: The restriction rating for the
  weapon, if any, and the appropriate black
  market purchase DC modifier. Remember to
  apply this modifier to the purchase DC when
  making a Wealth check to acquire the
  weapon on the black market.
  Reloading Firearms
  Reloading a firearm with an already filled
  box magazine or speed loader is a move
  action. Refilling a box magazine or a speed
  loader, or reloading a revolver without a
  speed loader or any weapon with an internal
  magazine, is a full-round action.
  Loading a belt of linked ammunition is a full-
  round action. Linking two belts together is a
  move action.
  
  Table: Ranged Weapons
  Handguns (require the Personal Firearms Proficiency feat)
  Weapon
  Damage Critical
  Range
  Rate
  of Fire
  Damage
  Type
  Increment
  Size
  Magazine Weight Purchase
  DC
  Restriction
  Beretta 92F (9mm
  autoloader)
  2d6
  20
  S
  Ballistic
  40 ft.
  Small
  15 box
  3 lb.
  16
  Lic (+1)
  Beretta 93R (9mm
  machine pistol)
  2d6
  20
  S,A
  Ballistic
  30 ft.
  Med
  20 box
  3 lb.
  18
  Res (+2)
  Colt Double Eagle
  (10mm autoloader)
  2d6
  20
  S
  Ballistic
  30 ft.
  Small
  9 box
  3 lb.
  16
  Lic (+1)
  Colt M1911 (.45
  autoloader)
  2d6
  20
  S
  Ballistic
  30 ft.
  Small
  7 box
  3 lb.
  15
  Lic (+1)
  Colt Python1(.357
  revolver)
  2d6
  20
  S
  Ballistic
  40 ft.
  Med
  6 cyl.
  3 lb.
  5
  Lic (+1)
  Derringer(.45)
  2d6
  20
  Single
  Ballistic
  10 ft.
  Tiny
  2 int.
  1 lb.
  14
  Lic (+1)
  Desert Eagle (.50AE
  autoloader)
  2d8
  20
  S
  Ballistic
  40 ft.
  Med
  9 box
  4 lb.
  18
  Lic (+1)
  Glock 171(9mm
  autoloader)
  2d6
  20
  S
  Ballistic
  30 ft.
  Small
  17 box
  2 lb.
  18
  Lic (+1)
  Glock 201(10mm
  autoloader)
  2d6
  20
  S
  Ballistic
  40 ft.
  Small
  15 box
  3 lb.
  18
  Lic (+1)
  MAC Ingram M10 (.45
  machine pistol)
  2d6
  20
  S, A
  Ballistic
  40 ft.
  Med
  30 box
  6 lb.
  15
  Res (+2)
  Pathfinder(.22
  revolver)
  2d4
  20
  S
  Ballistic
  20 ft.
  Tiny
  6 cyl.
  1 lb.
  14
  Lic(+1)
  Ruger Service-Six
  (.38S revolver)
  2d6
  20
  S
  Ballistic
  30 ft.
  Small
  6 cyl.
  2 lb.
  14
  Lic (+1)
  S&W M29(.44
  magnum revolver)
  2d8
  20
  S
  Ballistic
  30 ft.
  Med
  6 cyl.
  3 lb.
  15
  Lic (+1)
  SITES M9(9mm
  autoloader)
  2d6
  20
  S
  Ballistic
  30 ft.
  Tiny
  8 box
  2 lb.
  15
  Lic (+1)
  Skorpion(.32 machine
  pistol)
  2d4
  20
  S, A
  Ballistic
  40 ft.
  Med
  20 box
  4 lb.
  17
  Res (+2)
  TEC-9(9mm machine
  pistol)
  2d6
  20
  S or A
  Ballistic
  40 ft.
  Med
  32 box
  4 lb.
  14
  Res (+2)
  Walther PPK(.32
  autoloader)
  2d4
  20
  S
  Ballistic
  30 ft.
  Small
  7 box
  1 lb.
  15
  Lic (+1)
  Longarms (require the Personal Firearms Proficiency feat)
  Weapon
  Damage Critical
  Range
  Rate
  of Fire
  Damage
  Type
  Increment
  Size
  Magazine Weight Purchase
  DC
  Restriction
  AKM/AK-47
  2d8
  20
  S, A
  Ballistic
  70 ft.
  Large
  30 box
  10 lb.
  15
  Res (+2)
  Barrett Light Fifty
  2d12
  20
  S
  Ballistic
  120 ft.
  Huge
  11 box
  35 lb.
  22
  Lic (+1)
  Beretta M3P
  2d8
  20
  S
  Ballistic
  30 ft.
  Large
  5 box
  9 lb.
  16
  Lic (+1)
  Browning BPS
  2d10
  20
  S
  Ballistic
  30 ft.
  Large
  5 int.
  11 lb.
  16
  Lic (+1)
  HK G3
  2d10
  20
  S, A
  Ballistic
  90 ft.
  Large
  20 box
  11 lb.
  19
  Res (+2)
  HK MP51
  2d6
  20
  S, A
  Ballistic
  50 ft.
  Large
  30 box
  7 lb.
  20
  Res (+2)
  HK MP5K
  2d6
  20
  S, A
  Ballistic
  40 ft.
  Med
  15 box
  5 lb.
  19
  Res (+2)
  HK PSG11
  2d10
  20
  S
  Ballistic
  90 ft.
  Large
  5 box
  16 lb.
  22
  Lic (+1)
  M16A2
  2d8
  20
  S, A
  Ballistic
  80 ft.
  Large
  30 box
  8 lb.
  16
  Res (+2)
  M4 Carbine
  2d8
  20
  S, A
  Ballistic
  60 ft.
  Large
  30 box
  7 lb.
  16
  Res (+2)
  Mossberg
  2d8
  20
  S
  Ballistic
  30 ft.
  Large
  6 int.
  7 lb.
  15
  Lic (+1)
  Remington 700
  2d10
  20
  Single
  Ballistic
  80 ft.
  Large
  5 int.
  8 lb.
  17
  Lic (+1)
  Sawed-off shotgun
  2d8
  20
  S
  Ballistic
  10 ft.
  Med
  2 int.
  4 lb.
  15
  Lic (+1)
  Steyr AUG
  2d8
  20
  S, A
  Ballistic
  80 ft.
  Large
  30 box
  9 lb.
  19
  Res (+2)
  Uzi
  2d6
  20
  S, A
  Ballistic
  40 ft.
  Large
  20 box
  8 lb.
  18
  Res (+2)
  Winchester 94
  2d10
  20
  S
  Ballistic
  90 ft.
  Large
  6 int.
  7 lb.
  15
  Lic (+1)
  
  Heavy Weapons (each requires a specific Exotic Firearms Proficiency feat)
  Weapon
  Damage Critical
  Range
  Damage
  Type
  Increment
  Rate
  of Fire
  Magazine
  Size
  Weight Purchase
  DC
  Restriction
  M-60
  2d8
  20
  Ballistic
  100 ft.
  A
  Linked
  Huge
  22 lb.
  21
  Mil (+3)
  M2HB
  2d12
  20
  Ballistic
  110 ft.
  A
  Linked
  Huge
  75 lb.
  22
  Mil (+3)
  M72A3 LAW
  10d62
  —
  —
  150 ft.
  1
  1 int.
  Large
  5 lb.
  15
  Mil (+3)
  M79
  Varies2
  —
  —
  70 ft.
  1
  1 int.
  Large
  7 lb.
  14
  Mil (+3)
  Other Ranged Weapons (Weapons Proficiency feat needed given in parentheses)
  Compound
  bow
  1d8
  20
  Piercing
  40 ft.
  1
  —
  Large
  3 lb.
  10
  —
  Crossbow
  1d10
  19–20
  Piercing
  40 ft.
  1
  1 int.
  Med
  7 lb.
  9
  —
  Flamethrower
  3d6
  —
  Fire
  —
  1
  10 int.
  Large
  50 lb.
  17
  Mil (+3)
  Javelin
  1d6
  20
  Piercing
  30 ft.
  1
  —
  Med
  2 lb.
  4
  —
  Pepper spray
  Special2
  —
  Special2
  5 ft.
  1
  1 int.
  Tiny
  0.5 lb.
  5
  —
  Shuriken
  1
  20
  Piercing
  10 ft.
  1
  —
  Tiny
  0.5 lb.
  3
  —
  Taser
  1d42
  —
  Electricity
  5 ft.
  1
  1 int.
  Small
  2 lb.
  7
  —
  Whip
  1d2
  20
  Slashing
  15 ft.3
  1
  —
  Small
  2 lb.
  4
  —
  1 This mastercraft weapon grants a +1 bonus on attack rolls.
  2 This weapon does special damage. See the weapon description.
  3 See the description of this weapon for special rules.
  Handguns
  A handgun is a personal firearm that can be
  used one-handed without penalty. This
  includes all pistols and some submachine
  guns and shotguns. All handguns require
  the Personal Firearms Proficiency feat.
  Using a handgun without this feat imposes a
  –4 penalty on attack rolls.
  Handguns can be broken down into three
  smaller groups: autoloaders, revolvers, and
  machine pistols.
  Autoloaders (sometimes called “automatics”)
  feature removable box magazines, and
  some models hold quite a lot of ammunition.
  They work by using the energy of a shot
  fired to throw back a slide, eject the shot’s
  shell casing, and scoop the next round into
  the chamber. They are more complex than
  revolvers, but nevertheless have become
  increasingly popular in the modern age.
  Revolvers are relatively simple firearms that
  store several rounds (usually six) in a
  revolving cylinder. As the trigger is pulled,
  the cylinder revolves to bring the next bullet
  in line with the barrel.
  Machine pistols are automatic weapons
  small enough to be fired with one hand.
  Some are autoloader pistols modified to fire
  a burst of bullets in a single pull of the
  trigger, 
  while 
  others 
  are 
  modified
  submachine guns, cut down in size and
  weight to allow one-handed use.
  Ranged weapons that use box magazines
  come with one full magazine.
  Beretta 92F
  The standard service pistol of the United
  States military and many American law
  enforcement agencies.
  Beretta 93R
  This close relative of the Beretta 92F looks
  like a large autoloader but can fire on
  automatic. It sports a fold-down grip in front
  of the trigger guard, an extendable steel
  shoulder stock that is attached to the butt of
  the pistol, and an extended magazine.
  This weapon features a three-round burst
  setting. When used with the Burst Fire feat,
  it fires only three bullets instead of five and
  can be used with only three bullets in the
  weapon. This setting does not grant the
  ability to make burst fire attacks without the
  Burst Fire feat; if a character uses the
  setting without the feat, he or she makes a
  normal attack, and the extra two bullets are
  wasted.
  Colt Double Eagle
  Based on the M1911 mechanism, this pistol
  is an updated civilian version that fires a
  10mm round.
  Colt M1911
  The United States military used this .45
  semiautomatic pistol for decades until it was
  recently replaced by the Beretta 92F.
  Manufactured at three locations in the
  United States alone, the M1911 can be
  found all over the world, and is still in use in
  several other military forces.
  Colt Python
  
  The Python has a well-deserved reputation
  for accuracy.  Due to its high quality of
  manufacture, the Colt Python is always
  considered a mastercraft weapon. As such,
  it grants a +1 bonus on attack rolls.
  Derringer
  This pistol breaks open at the breech like a
  double-barreled 
  shotgun. 
  The 
  two-shot
  weapon has one barrel atop the other and is
  barely 5 inches long, making it easy to
  conceal.
  Desert Eagle
  Manufactured by Israeli Military Industries,
  the Desert Eagle is the king of large-frame,
  heavy-caliber autoloaders. The version on
  Table: Ranged Weapons fires the massive
  .50 Action Express round. The Desert Eagle
  also comes in .357 Magnum and .44
  Magnum models.
  Glock 17
  The Glock is typical of 9mm self-loading
  pistols carried by many police officers and
  military personnel.
  Due to its high quality of manufacture, the
  Glock 17 is always considered a mastercraft
  weapon. As such, it grants a +1 bonus on
  attack rolls.
  Glock 20
  This slightly larger version of the Glock 17 is
  chambered for the slightly more powerful
  10mm round.
  Due to its high quality of manufacture, the
  Glock 20 is always considered a mastercraft
  weapon. As such, it grants a +1 bonus on
  attack rolls.
  MAC Ingram M10
  No longer in production, about 10,000 of
  these small submachine guns were made
  and supplied to United States police forces,
  the U.S. Army, Cuba, and Peru. Light
  pressure on the trigger produces single
  shots, while increased pressure brings
  automatic fire.
  The M10 accepts a suppressor without
  modification.
  Pathfinder
  The Pathfinder is a high-quality weapon
  used as a concealed backup weapon by
  police officers or for personal defense. The
  Pathfinder is typical of a number of short-
  barreled (3 inches) small-caliber revolvers.
  Ruger Service-Six
  This revolver, designed specifically for police
  use, fires the .38 Special round. It was very
  popular with United States police forces
  prior to the increasing use of autoloaders in
  recent decades, and is still in service with
  many police forces today.
  S&W M29
  The Smith & Wesson Model 29-. 44
  Magnum revolver fires one of the most
  powerful pistol cartridges in the world. The
  M29 is known for its deafening sound, bright
  muzzle flash, and powerful recoil.
  SITES M9 Resolver
  The compact SITES weapon is very narrow,
  making it easy to conceal.
  Skorpion
  The CZ61 Skorpion is a Czech machine
  pistol seen increasingly in the West since
  the collapse of the Soviet Union. Originally
  intended for military vehicle crews, who
  don’t have space for an unwieldy longarm, it
  was 
  widely 
  distributed 
  to 
  Communist
  countries and in central Africa, and can now
  be found anywhere in the world.
  TEC-9
  The Intratec TEC-9 is an inexpensive
  machine 
  pistol 
  popular 
  with 
  criminals
  because it can be modified (Repair check
  DC 15) to fire on automatic. The pistol only
  works on semiautomatic fire or, if modified,
  only on automatic. Once modified to fire on
  automatic, the TEC-9 cannot be changed
  back to semiautomatic.
  Walther PPK
  The PPK is a small, simple, and reliable
  autoloader with a design that dates back to
  the 1930s. It remains in widespread service
  among 
  European 
  police, 
  military, 
  and
  government agencies.
  Longarms
  Longarms are personal firearms that require
  two hands to be fired without penalty. This
  group includes hunting and sniping rifles,
  assault 
  rifles 
  shotguns, 
  and 
  most
  submachine guns.
  
  The basic longarm is the rifle, a group that
  includes both hunting rifles and sniper rifles.
  Most rifles are autoloaders, and they
  function internally in a manner very similar to
  autoloader 
  pistols. 
  Some 
  models 
  are
  operated manually, however, with the user
  having to work a bolt or lever between each
  shot. Assault rifles are rifles designed for
  military use and feature automatic as well as
  semiautomatic fire.
  Shotguns are large-bore weapons that
  primarily fire shells full of small projectiles.
  They tend to be powerful, but only at short
  range. Reduce shotgun damage by 1 point
  for every range increment of the attack.
  Submachine guns are relatively compact
  longarms 
  that 
  generally 
  fire 
  pistol
  ammunition. They can fire on automatic.
  All longarms are covered by the Personal
  Firearms Proficiency feat.
  Longarms are not well suited to close
  combat. A character takes a –4 penalty on
  the attack roll when firing at an adjacent
  target.
  AKM/AK-47
  This assault rifle of the old Soviet Union is
  one of the most popular firearms in the
  world, having found common use in scores
  of bush wars and insurrections—on all sides
  of such conflicts.
  Barrett Light Fifty
  The heavy but rugged Light Fifty is an
  incredibly powerful weapon for its size.
  Although it’s a sniper rifle, it fires a .50-
  caliber machine gun bullet, a round much
  more 
  powerful 
  than 
  any 
  other 
  rifle
  ammunition.
  Benelli M1
  The Benelli 121 M1 semiautomatic shotgun
  is reliable, simple, and sturdy, with one of
  the fastest shotgun actions in the world.
  Many military and law enforcement agencies
  use this or similar weapons.
  Beretta M3P
  Designed for police and security work, the
  M3P can fire either single shots or on
  semiautomatic. The M3P comes equipped
  with a tubular steel stock that folds over the
  top of the weapon to form a carrying handle,
  and its ammunition feeds from a box
  magazine—an uncommon feature in a
  shotgun.
  Browning BPS
  This heavy longarm fires the largest shotgun
  round available, the 10-gauge shell.
  HK G3
  The G3 fires the powerful 7.62mm cartridge,
  a round used in many light machine guns
  but increasingly uncommon in assault rifles.
  At one time, over sixty of the world’s armies
  used this rifle.
  HK MP5
  The Heckler & Koch MP5 family of weapons
  is among the most recognizable in the world.
  Many different designs exist; described here
  is the most basic model.
  Due to its high quality of manufacture, the
  MP5 is always considered a mastercraft
  weapon. As such, it grants a +1 bonus on
  attack rolls.
  This weapon features a three-round burst
  setting. When used with the Burst Fire feat,
  it fires only three bullets instead of five and
  can be used with only three bullets in the
  weapon. This setting does not grant the
  ability to make burst fire attacks without the
  Burst Fire feat; if a character uses the
  setting without the feat, he or she makes a
  normal attack, and the extra two bullets are
  wasted.
  HK MP5K
  A radically shortened version of the MP5,
  this weapon is optimized to be concealable.
  The steps taken to reduce the weapon’s size
  and weight negate the benefits of the parent
  weapon’s extraordinary quality, and as a
  result the MP5K is not a mastercraft
  weapon.
  Although 
  it 
  comes 
  with 
  a 
  15-round
  magazine, the MP5K can also accept the
  same 30-round magazine as the MP5 (use
  of the larger magazine increases the
  weapon’s size to Large, though).
  This weapon features a three-round burst
  setting. When used with the Burst Fire feat,
  it fires only three bullets instead of five and
  can be used with only three bullets in the
  weapon. This setting does not grant the
  ability to make burst fire attacks without the
  Burst Fire feat; if a character uses the
  setting without the feat, he or she makes a
  normal attack, and the extra two bullets are
  wasted.
  
  HK PSG1
  This high-precision sniper rifle, based on the
  design of the HK G3, has a fully adjustable
  trigger and stock for individual users. The
  PSG1 comes with a standard scope.
  Due to its high quality of manufacture, the
  PSG1 is always considered a mastercraft
  weapon. As such, it grants a +1 bonus on
  attack rolls.
  M16A2
  Typical of the assault rifles used by militaries
  around the world, the Colt M16A2 is the
  current service rifle of the United States
  military, and is common with other armies
  and in the civilian world.
  This weapon features a three-round burst
  setting. When used with the Burst Fire feat,
  it fires only three bullets instead of five and
  can be used with only three bullets in the
  weapon. This setting does not grant the
  ability to make burst fire attacks without the
  Burst Fire feat; if a character uses the
  setting without the feat, he or she makes a
  normal attack, and the extra two bullets are
  wasted.
  M4 Carbine
  This is a cut-down version of the Colt
  M16A2, shortened by about a third by
  means of a telescoping stock and a shorter
  barrel.
  Mossberg
  The Mossberg Model 500 ATP6C is a pump-
  action shotgun designed for military and
  police work.
  Remington 700
  A bolt-action rifle with a reputation for
  accuracy, the Remington 700 has been
  popular with hunters and target shooters
  since its introduction in the 1940s.
  Sawed-Off Shotgun
  This is a 12-gauge, double-barreled shotgun
  with the stock and barrels sawed short. All
  that’s left of the stock is a pistol grip and the
  barrels are roughly 12 inches long. Sawed-
  off shotguns are generally illegal; most are
  homemade by cutting down a standard
  shotgun.
  Steyr AUG
  An unusual and exotic-looking weapon, the
  bullpup AUG is the standard rifle of the
  Austrian 
  and 
  Australian 
  armies. 
  Its
  completely ambidextrous components make
  it equally convenient for left- and right-
  handed users, and it features a built-in
  optical sight.
  This weapon features a three-round burst
  setting. When used with the Burst Fire feat,
  it fires only three bullets instead of five and
  can be used with only three bullets in the
  weapon. This setting does not grant the
  ability to make burst fire attacks without the
  Burst Fire feat; if a character uses the
  setting without the feat, he or she makes a
  normal attack, and the extra two bullets are
  wasted.
  Uzi
  Designed in the 1950s for the Israeli army,
  the Uzi has become the most popular
  submachine gun in the world. It features a
  collapsible 
  stock, 
  making 
  it 
  extremely
  compact.
  Winchester 94
  The Winchester Model 94 Big Bore is a
  lever-action rifle typical of big-bore hunting
  rifles found around the world.
  Heavy Weapons
  The weapons covered in this section fall
  under the Exotic Firearms Proficiency feat.
  Someone who wields a heavy weapon
  without the appropriate proficiency takes a –
  4 penalty on all attack rolls with the weapon.
  M-60
  Introduced in the Vietnam War era, this
  medium machine gun is still in widespread
  use with the U.S. military and that of several
  other 
  armies. 
  The 
  Exotic 
  Firearms
  Proficiency (heavy machine guns) feat
  applies to this weapon.
  M2HB
  This heavy-duty .50-caliber machine gun
  has been in service since World War II, and
  remains a very common vehicle-mounted
  military weapon around the world. The
  Exotic Firearms Proficiency (heavy machine
  guns) feat applies to this weapon.
  M72A3 LAW
  The LAW (light antitank weapon) is a
  disposable, one-shot rocket launcher. It
  comes as a short, telescoped fiberglass and
  aluminum tube. Before using the weapon,
  
  the firer must first arm and extend the tube,
  which is a move action.
  When the LAW hits its target, it explodes like
  a grenade or other explosive, dealing its
  10d6 points of damage to all creatures
  within a 10-foot radius (Reflex save DC 18
  for half damage). Because its explosive
  features a shaped charge designed to
  penetrate the armor of military vehicles, the
  LAW ignores up to 10 points of hardness if it
  strikes 
  a 
  vehicle, 
  building, 
  or 
  object.
  However, this only applies to the target
  struck, not to other objects within the burst
  radius.
  The M72 has a minimum range of 30 feet. If
  fired against a target closer than 30 feet
  away, it does not arm and will not explode.
  The Exotic Firearms Proficiency (rocket
  launchers) feat applies to this weapon.
  M79
  This simple weapon is a single-shot grenade
  launcher. It fires 40mm grenades (see under
  Grenades and Explosives, below). These
  grenades look like huge bullets an inch and
  a half across; they can’t be used as hand
  grenades, and the M79 can’t shoot hand
  grenades.
  Attacking with an M79 is identical to
  throwing an explosive: you make a ranged
  attack against a specific 5-foot square
  (instead of targeting a person or creature).
  The differences between using the M79 and
  throwing an explosive lie in the range of the
  weapon (which far exceeds the distance a
  hand grenade can be thrown) and the fact
  that the M79 requires a weapon proficiency
  to operate without penalty.
  The Exotic Firearms Proficiency (grenade
  launchers) feat applies to this weapon.
  Other Ranged Weapons
  Ranged weapons, which are not firearms,
  include such diverse objects as crossbows,
  tasers, and pepper spray. The feat that
  provides proficiency with these weapons
  varies from weapon to weapon as indicated
  on Table: Ranged Weapons.
  Compound Bow
  Bow hunting remains a popular sport in
  North America. A character’s Strength
  modifier applies to damage rolls made when
  using this weapon.
  Crossbow
  A crossbow requires two hands to use.
  Pulling a lever draws the bow. Loading a
  crossbow is a move action that provokes
  attacks of opportunity.
  Flamethrower
  A flamethrower consists of a pressurized
  backpack containing fuel, connected to a
  tube with a nozzle. It shoots a 5-foot-wide,
  30-foot-long line of flame that deals 3d6
  points of fire damage to all creatures and
  objects in its path. No attack roll is
  necessary, and thus no feat is needed to
  operate the weapon effectively. Any creature
  caught in the line of flame can make a
  Reflex save (DC 15) to take half damage.
  Creatures with cover get a bonus on their
  Reflex save.
  A flamethrower’s backpack has hardness 5
  and 5 hit points. When worn, the backpack
  has a Defense equal to 9 + the wearer’s
  Dexterity modifier + the wearer’s class
  bonus. A backpack reduced to 0 hit points
  ruptures and explodes, dealing 6d6 points of
  fire damage to the wearer (no save allowed)
  and 3d6 points of splash damage to
  creatures and objects in adjacent 5-foot
  squares (Reflex save, DC 15, for half
  damage).
  Any creature or flammable object that takes
  damage from a flamethrower catches on
  fire, taking 1d6 points of fire damage each
  subsequent round until the flames are
  extinguished. A fire engulfing a single
  creature or object can be doused or
  smothered 
  as 
  a 
  full-round 
  action.
  Discharging a fire extinguisher is a move
  action and instantly smothers flames in a 10-
  foot-by-10-foot area.
  A flamethrower can shoot 10 times before
  the fuel supply is depleted. Refilling or
  replacing a fuel pack has a purchase DC of
  13.
  Javelin
  This light, flexible spear built for throwing
  can be used in melee, but since it’s not
  designed for it, characters using it in this
  manner are always considered nonproficient
  and take a –4 penalty on their melee attack
  rolls.
  Pepper Spray
  A chemical irritant that can temporarily blind
  a target, pepper spray comes in a single-
  shot container. To use it, make a ranged
  
  touch attack against the target. The target
  must make a Fortitude saving throw (DC 15)
  or be blinded for 1d4 rounds.
  Shuriken
  A 
  shuriken 
  is 
  a 
  thrown, 
  star-shaped
  projectile with four to eight razor-sharp
  points. A character may draw a shuriken as
  a free action.
  Taser
  A taser uses springs or compressed air to
  fire a pair of darts at a target. On impact, the
  darts release a powerful electrical current.
  On a successful hit, the darts deal 1d4
  points of electricity damage and the target
  must make a Fortitude saving throw (DC 15)
  or be paralyzed for 1d6 rounds. Reloading a
  taser is a full-round action that provokes
  attacks of opportunity.
  Whip
  Whips deal a small amount of lethal
  damage. Although a character doesn’t “fire”
  the weapon, treat a whip as a ranged
  weapon with a maximum range of 15 feet
  and no range penalties.
  Because a whip can wrap around an
  enemy’s leg or other limb, a character can
  make a trip attack with it by succeeding at a
  ranged touch attack. The character does not
  provoke an attack of opportunity when using
  a whip in this way. If the character is tripped
  during his or her own trip attempt, the
  character can drop the whip to avoid being
  tripped.
  When using a whip, a character gets a +2
  bonus on your opposed attack roll when
  attempting to disarm an opponent (including
  the roll to keep from being disarmed if the
  character fails to disarm the opponent).
  Ammunition
  Ammunition for firearms and other ranged
  weapons is covered on Table: Ammunition.
  Table: Ammunition
  Ammunition Type
  (Quantity)
  Purchase
  DC
  5.56mm (20)
  4
  7.62mm (20)
  4
  7.62mmR (20)
  4
  .444 caliber (20)
  6
  .50 caliber (20)
  6
  9mm (50)
  5
  10mm (50)
  5
  .22 caliber (50)
  4
  .32 caliber (50)
  5
  .38 special (50)
  5
  .357 caliber (50)
  5
  .44 caliber (50)
  5
  .45 caliber (50)
  5
  .50AE caliber (50)
  6
  10-gauge buckshot (10)
  5
  12-gauge buckshot (10)
  4
  Arrow (12)
  8
  Crossbow bolt (12)
  7
  5.56mm, 7.62mm, 7.62mmR, .444, .50
  These calibers of ammunition are generally
  used in rifles, assault rifles, or machine
  guns, and are sold in boxes of 20 bullets
  each. The 7.62mmR is used in the AKM and
  other ex-Soviet weapon types, and is not
  compatible with the larger 7.62mm cartridge.
  The .50 caliber is a huge cartridge generally
  fired from heavy machine guns, but also
  adapted to a few models of powerful sniper
  rifles.
  9mm, 10mm, .22, .32, .38 S, .357, .44, .45,
  .50AE
  These calibers are generally used in pistols
  or submachine guns, and are sold in boxes
  of 50 bullets each. The .50AE pistol round is
  not compatible with the much larger .50 rifle-
  caliber cartridge (see above).
  10-gauge Buckshot, 12-gauge Buckshot
  Shotgun 
  cartridges, 
  also 
  known 
  as
  buckshot, are sold in boxes of ten.
  Arrow
  Arrows come in quivers of 12 and are used
  with the compound bow and other types of
  archery weapons. These missile weapons
  consist of a slender shaft and a pointed
  head.
  Crossbow Bolt
  A shaft or missile designed to be shot from a
  crossbow; bolts come in quivers of 12.
  Explosives and Splash Weapons
  These weapons explode or burst, dealing
  damage to creatures or objects within an
  area.
  Explosives can be thrown or set off in place,
  depending on the type of explosive device.
  
  Dynamite and hand grenades are examples
  of these weapons.
  All explosives must be detonated. Some,
  such 
  as 
  grenades, 
  include 
  built-in
  detonators. (Pulling the pin on a grenade is
  a free action.) Others require timers or other
  devices to set them off. Detonators are
  covered in Weapon Accessories.
  A splash weapon is a projectile that bursts
  on impact, spewing its contents over an area
  and damaging any creature or object within
  that area. Generally, creatures directly hit by
  splash weapons take the most damage,
  while those nearby take less damage.
  Splash weapons usually must be thrown to
  have effect.
  Explosives and splash weapons require no
  feat to use with proficiency unless they are
  fired or propelled from some sort of launcher
  or 
  other 
  device, 
  in 
  which 
  case 
  the
  appropriate Weapon Proficiency feat for the
  launcher is necessary to avoid the –4
  nonproficient penalty.
  Explosives and Splash Weapons Table
  Explosives 
  and 
  splash 
  weapons 
  are
  described by a number of statistics, as
  shown on Table: Explosives and Splash
  Weapons.
  Damage/Direct Hit Damage: The primary
  damage 
  dealt 
  by 
  the 
  weapon. 
  For
  explosives, the Damage column shows the
  damage dealt to all creatures within the
  explosive’s 
  burst 
  radius. 
  For 
  splash
  weapons, the Direct Hit Damage column is
  used for a target directly struck by the
  weapon.
  Burst 
  Radius/Splash 
  Damage: 
  For
  explosives, the burst radius is the area
  affected by the explosive. All creatures or
  objects within the burst radius take damage
  from the explosive.
  For splash weapons, all creatures within 5
  feet of the weapon’s impact point take
  splash damage equal to the amount shown
  in this column.
  Damage Type: Damage from explosives and
  splash weapons is classified according to
  type: energy (of a specific type) or slashing.
  Some creatures or characters may be
  resistant or immune to some forms of
  damage.
  Critical: The threat range for a critical hit. If
  the threat is confirmed, a weapon deals
  double damage on a critical hit (roll damage
  twice, as if hitting the target two times).
  Reflex DC: Any creature caught within the
  burst radius of an explosive may make a
  Reflex save against the DC given in this
  column for half damage.
  Range Increment: If the weapon can be
  thrown, its range increment is shown in this
  column. Explosives with no range increment
  must be set in place before being detonated.
  (See the Demolitions skill)
  Size: Size categories for weapons and other
  objects are defined differently from the size
  categories for creatures. The relationship
  between a weapon’s size and that of its
  wielder defines whether it can be used one-
  handed, if it requires two hands, and if it’s a
  light weapon.
  A Medium-size or smaller weapon can be
  used one-handed or two-handed.
  A Small or smaller weapon is considered a
  light weapon. It can be used one-handed
  and, as a light weapon, is easier to use in a
  character’s off hand.
  Weight: This column gives the weapon’s
  weight.
  Purchase DC: This is the purchase DC for a
  Wealth check to acquire the weapon. This
  number reflects the base price and doesn’t
  include any modifier for purchasing the
  weapon on the black market.
  Restriction: The restriction rating for the
  weapon, if any, and the appropriate black
  market purchase DC modifier. Remember to
  apply this modifier to the purchase DC when
  making a Wealth check to acquire the
  weapon on the black market.
  Grenades and Explosives
  Grenades and Explosives
  Many explosives require detonators, which
  are described in Weapon Accessories.
  40mm Fragmentation Grenade
  This small explosive device must be fired
  from a 40mm grenade launcher, such as the
  M79. It sprays shrapnel in all directions
  when it explodes.
  The 40mm fragmentation grenade has a
  minimum range of 40 feet. If fired against a
  target closer than 40 feet away, it does not
  arm and will not explode.
  The purchase DC given is for a box of 6
  grenades.
  C4/Semtex
  
  So-called 
  “plastic” 
  explosives 
  resemble
  slabs of wax. Hard and translucent when
  cold, these explosives warm up when
  kneaded, and then can be coaxed to take
  various shapes. The information on the table
  represents a 1-pound block. Additional
  blocks can be wired together, increasing the
  damage and burst radius; each additional
  block increases the damage by +2d6 and
  the burst radius by 2 feet, and requires a
  Demolitions check (DC 15) to link them.
  Although the damage statistics on the table
  represent a 1-pound block, C4 is sold in 4-
  block packages. The purchase DC given
  represents a package of 4 blocks.
  C4/Semtex requires a detonator to set off. It
  is considered to be a moderate explosive for
  the purpose of using a Craft (chemical)
  check to manufacture it.
  Det Cord
  Det cord is an explosive in a ropelike form.
  Technically, det cord doesn’t explode—but it
  burns so fast (4,000 yards per second) that
  it might as well be exploding. Normally used
  to string multiple explosive charges together
  for simultaneous detonation (allowing a
  single detonator to set them all off), det cord
  can also be looped around a tree or post or
  other object to cut it neatly in half.
  Table: Explosives and Splash Weapons
  Weapon
  Damage
  Critical
  Damage
  Type
  Burst
  Radius
  Reflex
  DC
  Range
  Increment
  Size
  Weight Purchase
  DC
  Restriction
  40mm fragmentation
  grenade
  3d6
  —
  Slashing
  10 ft.
  15
  —
  Tiny
  1 lb.
  16
  Mil (+3)
  C4/Semtex
  4d6
  —
  Concussion
  10 ft.
  18
  —
  Small
  1 lb.
  12
  Mil (+3)
  Det cord
  2d6
  —
  Fire
  See text
  12
  —
  Med
  2 lb.
  8
  Res (+2)
  Dynamite
  2d6
  —
  Concussion
  5 ft.
  15
  10 ft.
  Tiny
  1 lb.
  12
  Lic (+1)
  Fragmentation grenade
  4d6
  —
  Slashing
  20 ft.
  15
  10 ft.
  Tiny
  1 lb.
  15
  Mil (+3)
  Smoke grenade
  —
  —
  —
  See text
  —
  10 ft.
  Small
  2 lb.
  10
  —
  Tear gas grenade
  See text
  —
  —
  See text
  —
  10 ft.
  Small
  2 lb.
  12
  Res (+2)
  Thermite grenade
  6d6
  —
  Fire
  5 ft.
  12
  10 ft.
  Small
  2 lb.
  17
  Mil (+3)
  White phosphorus
  grenade
  2d6
  —
  Fire
  20 ft.
  12
  10 ft.
  Small
  2 lb.
  15
  Mil (+3)
  Splash Weapons
  Weapon
  Direct Hit
  Damage
  Splash
  Damage
  Damage
  Critical2
  Reflex
  Type
  Range
  DC
  Increment Size
  Weight Purchase
  DC
  Restriction
  Acid, mild
  1d6
  1
  20
  Acid
  —
  10 ft.
  Tiny
  1 lb.
  6
  —
  Molotov cocktail1
  1d6
  1
  20
  Fire
  —
  10 ft.
  Small
  1 lb.
  6
  —
  1 This weapon cannot be purchased as an item; the purchase DC given is for the weapon’s components.
  2 Threat range applies to direct hits only; splash damage does not threaten a critical hit.
  The information on the table represents a
  50-foot length. A length of det cord can be
  spread out to pass through up to ten 5-foot
  squares. When this is the case, it deals the
  indicated damage to all creatures in each 5-
  foot square through which it passes.
  It can also be doubled up; for each
  additional 5 feet of cord within a single 5-foot
  square, increase the damage by +1d6 to a
  maximum increase of +4d6.
  Det cord requires a detonator to set it off. It
  is considered to be a simple explosive for
  the purpose of using a Craft (chemical)
  check to manufacture it.
  Dynamite
  Perhaps one of the most common and
  straightforward explosives, dynamite is very
  stable under normal conditions. A stick of
  dynamite requires a fuse or detonator to set
  it off. Additional sticks can be set off at the
  same time if they are within the burst radius
  of the first stick, increasing the damage and
  burst 
  radius 
  of 
  the 
  explosion. 
  Each
  additional stick increases the damage by
  +1d6 (maximum 10d6) and the burst radius
  by 5 feet (maximum 20 feet).
  It’s possible to wire together several sticks of
  dynamite for even greater explosive effect.
  Doing so requires a Demolitions check (DC
  10 + 1 per stick). If the character succeeds
  on the check, the damage or the burst
  radius of the explosion increases by 50%
  (the character’s choice).
  Dynamite is sold in boxes of 12 sticks. It is
  considered to be a simple explosive for the
  purpose of using a Craft (chemical) check to
  manufacture it.
  To set off dynamite using a fuse, the fuse
  must first be lit, requiring a move action (and
  
  a lighter or other source of flame). The
  amount of time until the dynamite explodes
  depends on the length of the fuse—a fuse
  can be cut short enough for the dynamite to
  detonate in the same round (allowing it to be
  used much like a grenade), or long enough
  to take several minutes to detonate. Cutting
  the fuse to the appropriate length requires a
  move action.
  Fragmentation Grenade
  The most common military grenade, this is a
  small explosive device that sprays shrapnel
  in all directions when it explodes.
  The purchase DC given is for a box of 6
  grenades.
  Smoke Grenade
  Military 
  and 
  police 
  forces 
  use 
  these
  weapons to create temporary concealment.
  On the round when it is thrown, a smoke
  grenade fills the four squares around it with
  smoke. On the following round, it fills all
  squares within 10 feet, and on the third
  round it fills all squares within 15 feet. The
  smoke obscures all sight, including the
  darkvision ability granted by night vision
  goggles. Any creature within the area has
  total concealment (attacks suffer a 50%
  miss chance, and the attacker can’t use
  sight to locate the target). It disperses after
  10 rounds, though a moderate wind (11+
  mph) disperses the smoke in 4 rounds and a
  strong wind (21+ mph) disperses it in 1
  round. Smoke grenades are available in
  several colors, including white, red, yellow,
  green, and purple. As such, they can be
  used as signal devices.
  The purchase DC given is for a box of 6
  grenades.
  Tear Gas Grenade
  Military 
  and 
  police 
  forces 
  use 
  these
  weapons to disperse crowds and smoke out
  hostage takers. On the round that it is
  thrown, a tear gas grenade fills a 5-foot
  radius with a cloud of irritant that causes
  eyes to fill with tears. On the following
  round, it fills a 10-foot radius, and on the
  third round it fills a 15-foot radius. It
  disperses 
  after 
  10 
  rounds, 
  though 
  a
  moderate wind (11+ mph) disperses the
  smoke in 4 rounds and a strong wind (21+
  mph) disperses it in 1 round.
  A character caught in a cloud of tear gas
  must make a Fortitude save (DC 15) or be
  nauseated.  This effect lasts as long as the
  character is in the cloud and for 1d6 rounds
  after he or she leaves the cloud. Those who
  succeed at their saves but remain in the
  cloud must continue to save each round. A
  gas mask renders the target immune to the
  effects. A wet cloth held over the eyes,
  nose, and mouth provides a +2 bonus on
  the Fortitude save.
  Thermite Grenade
  Thermite does not technically explode.
  Instead, it creates intense heat meant to
  burn or melt through an object upon which
  the grenade is set. Military forces use
  thermite grenades to quickly destroy key
  pieces of equipment.
  The purchase DC given is for a box of 6
  grenades.
  White Phosphorus Grenade
  White 
  phosphorus 
  grenades 
  use 
  an
  explosive 
  charge 
  to 
  distribute 
  burning
  phosphorus across the burst radius. Any
  target that takes damage from a White
  Phosphorus grenade is dealt an additional
  1d6 points of fire damage in the following
  round and risks catching on fire.
  In addition, a WP grenade creates a cloud of
  smoke. Treat a white phosphorus grenade
  as a smoke grenade (see above), except
  that it only fills squares within 5 feet of the
  explosion point.
  The purchase DC given is for a box of 6
  grenades.
  Splash Weapons
  Many splash weapons, such as Molotov
  cocktails, are essentially homemade devices
  (improvised explosives). The purchase DC
  given in Table: Explosives and Splash
  Weapons reflects the typical cost of the
  necessary components. See the Craft
  (chemical) skill for details on making
  improvised explosives.
  Acid, Mild
  A character can throw a flask of acid as a
  grenade-like weapon. A flask is made of
  ceramic, metal, or glass (depending on the
  substance it has to hold), with a tight
  stopper, and holds about 1 pint of liquid.
  This entry represents any mild caustic
  substance. Acid may be purchased in many
  places, including hardware stores.
  
  Molotov Cocktail
  A Molotov cocktail is a flask containing a
  flammable liquid, plugged with a rag. A
  Molotov cocktail is easily made by hand
  (Craft [chemical] check DC 10 or Intelligence
  check DC 15). To use it, the rag must first
  be lit, requiring a move action (and a lighter
  or other source of flame). The cocktail
  detonates in 2 rounds or on impact with a
  solid object, whichever comes first. A target
  that takes a direct hit is dealt an additional
  1d6 points of fire damage in the following
  round and risks catching on fire.
  Melee Weapons
  Melee weapons are used in close combat,
  and they are generally among the simplest
  types of weapons. The feat that provides
  proficiency with these weapons varies from
  weapon to weapon; some are considered
  simple weapons (covered by the Simple
  Weapons Proficiency feat); others are
  archaic (Archaic Weapons Proficiency) or
  exotic (Exotic Melee Weapon Proficiency).
  A character’s Strength modifier is always
  added to a melee weapon’s attack roll and
  damage roll.
  Melee Weapons Table
  Melee weapons are described by a number
  of statistics, as shown on Table: Melee
  Weapons.
  Damage: The damage the weapon deals on
  a successful hit.
  Critical: The threat range for a critical hit. If
  the threat is confirmed, a weapon deals
  double damage on a critical hit (roll damage
  twice, as if hitting the target two times).
  Damage Type: Melee weapon damage is
  classified according to type: bludgeoning
  (weapons with a blunt striking surface),
  energy 
  (of 
  a 
  specific 
  type), 
  piercing
  (weapons with a sharp point), and slashing
  (weapons with an edged blade). Some
  creatures or characters may be resistant or
  immune to some forms of damage.
  Range Increment: Melee weapons that are
  designed to be thrown can be used to make
  ranged attacks. As such, they have a range
  increment just as other ranged weapons
  do—but the maximum range for a thrown
  weapon is five range increments instead of
  ten.
  Any attack at less than the given range
  increment is not penalized for range.
  However, each full range increment causes
  a cumulative –2 penalty on the attack roll.
  Size: Size categories for weapons and other
  objects are defined differently from the size
  categories for creatures. The relationship
  between a weapon’s size and that of its
  wielder defines whether it can be used one-
  handed, if it requires two hands, and if it’s a
  light weapon.
  A Medium-size or smaller weapon can be
  used one-handed or two-handed. A Large
  weapon requires two hands.
  A Small or smaller weapon is considered a
  light weapon. It can be used one-handed
  and, as a light weapon, is easier to use in a
  character’s off hand.
  Weight: This column gives the weapon’s
  weight.
  Purchase DC: This is the purchase DC for a
  Wealth check to acquire the weapon.
  Restriction: None of the following melee
  weapons 
  have 
  restrictions 
  on 
  their
  purchase.
  Simple Melee Weapons
  Generally inexpensive and light in weight,
  simple 
  weapons 
  get 
  the 
  job 
  done
  nevertheless.
  Brass Knuckles
  These pieces of molded metal fit over the
  outside of a character’s fingers and allow
  him or her to deal lethal damage with an
  unarmed strike instead of nonlethal damage.
  A strike with brass knuckles is otherwise
  considered an unarmed attack.
  When used by a character with the Brawl
  feat, brass knuckles increase the base
  damage dealt by an unarmed strike by +1
  and turn the damage into lethal damage.
  The cost and weight given are for a single
  item.
   Cleaver
  Heavy kitchen knives can be snatched up
  for 
  use 
  as 
  weapons 
  in 
  homes 
  and
  restaurants. These weapons are essentially
  similar to the twin butterfly swords used in
  some kung fu styles.
  Club
  Almost anything can be used as a club. This
  entry represents the wooden nightsticks
  sometimes carried by police forces.
  
  Table: Melee Weapons
  Simple Weapons (require the Simple Weapons Proficiency feat)
  Weapon
  Damage
  Critical
  Damage
  Type
  Range
  Increment
  Size
  Weight
  Purchase
  DC
  Restriction
  Brass
  knuckles
  1
  20
  Bludgeoning
  —
  Tiny
  1 lb.
  5
  —
  Cleaver
  1d6
  19–20
  Slashing
  —
  Small
  2 lb.
  5
  —
  Club
  1d6
  20
  Bludgeoning
  10 ft.
  Med
  3 lb.
  4
  —
  Knife
  1d4
  19–20
  Piercing
  10 ft.
  Tiny
  1 lb.
  7
  —
  Metal baton
  1d6
  19–20
  Bludgeoning
  —
  Med
  2 lb.
  8
  —
  Pistol whip
  1d4
  20
  Bludgeoning
  —
  Small
  —
  —
  —
  Rifle butt
  1d6
  20
  Bludgeoning
  —
  Large
  —
  —
  —
  Sap
  1d61
  20
  Bludgeoning
  —
  Small
  3 lb.
  2
  —
  Stun gun1
  1d3
  20
  Electricity
  —
  Tiny
  1 lb.
  5
  —
  Tonfa1
  1d4
  20
  Bludgeoning
  —
  Med
  2 lb.
  6
  —
  Archaic Weapons (require the Archaic Weapons Proficiency feat)
  Weapon
  Damage
  Critical
  Damage
  Type
  Range
  Increment
  Size
  Weight
  Purchase
  DC
  Restriction
  Bayonet
  (fixed)1
  1d4/1d6
  20
  Piercing
  —
  Large
  1 lb.
  7
  —
  Hatchet
  1d6
  20
  Slashing
  10 ft.
  Small
  4 lb.
  4
  —
  Longsword
  1d8
  19–20
  Slashing
  —
  Med
  4 lb.
  11
  —
  Machete
  1d6
  19–20
  Slashing
  —
  Small
  2 lb.
  5
  —
  Rapier
  1d6
  18–20
  Piercing
  —
  Med
  3 lb.
  10
  —
  Spear
  1d8
  20
  Piercing
  —
  Large
  9 lb.
  6
  —
  Straight
  razor
  1d4
  19–20
  Slashing
  —
  Tiny
  0.5 lb.
  4
  —
  Sword
  cane1
  1d6
  18–20
  Piercing
  —
  Med
  3 lb.
  9
  —
  Exotic Melee Weapons (each requires a specific Exotic Melee Weapon Proficiency feat)
  Weapon
  Damage
  Critical
  Damage
  Type
  Range
  Increment
  Size
  Weight
  Purchase
  DC
  Restriction
  Chain1
  1d6/1d6
  20
  Bludgeoning
  —
  Large
  5 lb.
  5
  —
  Chain saw
  3d6
  20
  Slashing
  —
  Large
  10 lb.
  9
  —
  Kama
  1d6
  20
  Slashing
  —
  Small
  2 lb.
  5
  —
  Katana
  2d6
  19–20
  Slashing
  —
  Large
  6 lb.
  12
  —
  Kukri
  1d4
  18–20
  Slashing
  —
  Small
  1 lb.
  5
  —
  Nunchaku
  1d6
  20
  Bludgeoning
  —
  Small
  2 lb.
  3
  —
  Tri-staff1
  1d10/1d10
  20
  Bludgeoning
  —
  Large
  3 lb.
  4
  —
  1 See the description of this weapon for special rules.
  Knife
  This category of weapon includes hunting
  knives, 
  butterfly 
  or 
  “balisong” 
  knives,
  switchblades, and bayonets (when not
  attached to rifles). A character can select the
  Weapon Finesse feat to apply his or her
  Dexterity 
  modifier 
  instead 
  of 
  Strength
  modifier to attack rolls with a knife.
  Metal Baton
  This weapon can be collapsed to reduce its
  size and increase its concealability. A
  collapsed baton is Small and can’t be used
  as a weapon. Extending or collapsing the
  baton is a free action.
  Pistol Whip
  Using a pistol as a melee weapon can deal
  greater damage than attacking unarmed. No
  weight or purchase DC is given for this
  weapon, since both vary depending on the
  pistol used.
  Rifle Butt
  The butt of a rifle can be used as an
  impromptu club.
  
  Sap
  This weapon, essentially a smaller version
  of a club, deals nonlethal damage instead of
  lethal damage.
  Stun Gun
  Although the name suggests a ranged
  weapon, a stun gun requires physical
  contact to affect its target. (The taser is a
  ranged weapon with a similar effect.) On a
  successful hit, the stun gun deals 1d3 points
  of electricity damage, and the target must
  make a Fortitude saving throw (DC 15) or be
  paralyzed for 1d6 rounds.
  Tonfa
  This is the melee weapon carried by most
  police forces, used to subdue and restrain
  criminals. A character can deal nonlethal
  damage with a tonfa without taking the usual
  –4 penalty.
  Archaic Melee Weapons
  Most of these weapons deal damage by
  means of a blade or a sharp point. Some of
  them are moderately expensive, reflecting
  their archaic nature in modern-day society.
  Bayonet (Fixed)
  The statistics given describe a bayonet fixed
  at the end of a longarm with an appropriate
  mount. With the bayonet fixed, the longarm
  becomes a double weapon—club-like at one
  end and spear-like at the other. A character
  can fight with it as if fighting with two
  weapons, but if the character does so, he or
  she incurs all the normal attack penalties
  associated with fighting with two weapons,
  as if using a one-handed weapon and a light
  weapon.
  Hatchet
  This light axe is a chopping tool that deals
  slashing damage when employed as a
  weapon.
  Longsword
  This classic, straight blade is the weapon of
  knighthood and valor.
  Machete
  This long-bladed tool looks much like a
  short, lightweight sword.
  Rapier
  The rapier is a lightweight sword with a thin
  blade. A character can select the Weapon
  Finesse feat to apply his or her Dexterity
  modifier instead of Strength modifier to
  attack rolls with a rapier.
  Spear
  This primitive device is a reach weapon. A
  character can strike opponents 10 feet away
  with it, but can’t use it against an adjacent
  foe.
  Straight Razor
  Favored by old-school organized crime
  “mechanics,” this item can still be found in
  some barbershops and shaving kits.
  Sword Cane
  This is a lightweight, concealed sword that
  hides its blade in the shaft of a walking stick
  or 
  umbrella. 
  Because 
  of 
  this 
  special
  construction, a sword cane is always
  considered to be concealed; it is noticed
  only with a Spot check (DC 18). (The
  walking stick or umbrella is not concealed,
  only the blade within.)
  Exotic Melee Weapons
  Most exotic weapons are either atypical in
  form or improved variations of other melee
  weapons. Because each exotic weapon is
  unique in how it is manipulated and
  employed, a separate Exotic Melee Weapon
  Proficiency feat is required for each one in
  order to avoid the –4 nonproficient penalty.
  Chain
  Also called the manriki-gusari, this is a
  simple chain with weighted ends. It can be
  whirled quickly, striking with hard blows from
  the weights. One end can also be swung to
  entangle an opponent.
  The chain can be used either as a double
  weapon or as a reach weapon. A character
  can fight with it as if fighting with two
  weapons, incurring all the normal attack
  penalties as if using a one-handed weapon
  and a light weapon. In this case, the
  character can only strike at an adjacent
  opponent.
  If a character uses the chain as a reach
  weapon, he or she can strike opponents up
  to 10 feet away. In addition, unlike other
  weapons with reach, the character can use it
  against an adjacent foe. In this case, the
  character can only use one end of the chain
  effectively; he or she can’t use it as a double
  weapon.
  
  Because a chain can wrap around an
  enemy’s leg or other limb, a character can
  make a trip attack with it by succeeding at a
  melee touch attack. If the character is
  tripped during his or her own trip attempt,
  the character can drop the chain to avoid
  being tripped.
  When using a chain, the character gets a +2
  equipment bonus on his or her opposed
  attack roll when attempting to disarm an
  opponent (including the roll to avoid being
  disarmed if the character fails to disarm the
  opponent).
  A character can select the Weapon Finesse
  feat to apply his or her Dexterity modifier
  instead of Strength modifier to attack rolls
  with a chain.
  Chain Saw
  Military and police units use powered saws
  to cut through fences and open doors
  rapidly. They are sometimes pressed into
  service as weapons, often by people who
  watch too many movies.
  Kama
  A kama is a wooden shaft with a scythe
  blade extending at a right angle out from the
  shaft. Kama are traditional weapons in
  various styles of karate.
  Katana
  The katana is the traditional Japanese
  samurai sword. When used with the Exotic
  Melee Weapon Proficiency feat, it can be
  used with one hand. For a wielder without
  the feat, the katana must be used with two
  hands, and the standard –4 nonproficiency
  penalty applies.
  Kukri
  This heavy, curved dagger has its sharp
  edge on the inside of the curve.
  Nunchaku
  A 
  popular 
  martial 
  arts 
  weapon, 
  the
  nunchaku is made of two wooden shafts
  connected by a short length of rope or chain.
  Three-Section Staff
  Originally a farm implement for threshing
  grain, this weapon is composed of three
  sections of wood of equal lengths, joined at
  the ends by chain, leather, or rope. The
  three-section staff requires two hands to
  use.
  The three-section staff is a double weapon.
  A character can fight with it as if fighting with
  two weapons, but if he or she does, the
  character incurs all the normal attack
  penalties associated with fighting with two
  weapons, as if using a one-handed weapon
  and a light weapon.
  Improvised Weapons
  Any portable object can be used as a
  weapon in a pinch. In most cases, an object
  can be wielded either as a melee weapon or
  a ranged weapon.
  A character takes a –4 penalty on his or her
  attack roll when wielding or throwing an
  improvised weapon. An improvised weapon
  is not considered simple, archaic, or exotic,
  so weapon proficiency feats cannot offset
  the –4 penalty.
  Table: Improvised Weapon Damage by Size
  Object Size
  Examples
  Damage
  Diminutive
  Ashtray, CD disk case,
  1
  crystal paperweight
  1
  Tiny
  Fist-sized rock, mug, screwdriver,
  1d2
  softball, flashlight, wrench
  1d2
  Small
  Bottle, drill, fire extinguisher,
  1d3
  flower pot, helmet,
  1d3
  metal hubcap, vase
  1d3
  Medium-size
  Bar stool, brick, briefcase,
  1d4
  bowling ball, garbage can lid,
  1d4
  hockey stick, nail gun
  1d4
  Large
  Empty garbage can, guitar,
  1d6
  computer monitor, office chair,
  1d6
  tire iron
  1d6
  Huge
  10-foot ladder, mailbox,
  1d8
  oil barrel, park bench, sawhorse
  1d8
  Gargantuan
  Desk, dumpster, file cabinet,
  2d6
  large sofa, soda machine
  2d6
  Colossal
  Junked vehicle, stoplight,
  2d8
  telephone pole
  2d8
  A character can effectively wield or throw an
  object of his or her size category or smaller
  using one hand. A character can effectively
  wield or throw an object one-size category
  larger than him or herself using two hands.
  An improvised thrown weapon has a range
  increment of 10 feet. Increase the range
  increment for creatures of Large size or
  larger as follows: Large 15 feet, Huge 30
  feet, Gargantuan 60 feet, Colossal 120 feet.
  Damage: Improvised weapons deal lethal
  damage based on their size, although the
  GM may adjust the damage of an object that
  
  is especially light or heavy for its size. The
  wielder’s Strength modifier applies only to
  damage from Tiny or larger improvised
  weapons; do not apply the wielder’s
  Strength 
  modifier 
  to 
  damage 
  from
  Diminutive 
  objects. 
  Table: 
  Improvised
  Weapon Damage by Size gives the damage
  for improvised weapons of varying size.
  Improvised weapons threaten a critical hit on
  a natural roll of 20. Improvised weapons of
  Fine size deal no damage.
  Unlike real weapons, improvised weapons
  are not designed to absorb damage. They
  tend to shatter, bend, crumple, or fall apart
  after a few blows. An improvised weapon
  has a 50% chance of breaking each time it
  deals damage or, in the case of thrown
  objects, strikes a surface (such as a wall) or
  an object larger than itself.
  Armor
  Body armor comes in a variety of shapes
  and sizes, providing varying degrees of
  coverage 
  and 
  varying 
  heaviness 
  of
  materials.
  Three feats cover proficiency in the use of
  armor: Armor Proficiency (light), Armor
  Proficiency (medium), and Armor Proficiency
  (heavy).
  Armor Table
  Armor is described by a number of statistics,
  as shown on Table: Armor.
  Type: Armor comes in four types: archaic,
  impromptu, concealable, and tactical.
  Archaic armor is old-fashioned armor, such
  as medieval chainmail and plate mail.
  Impromptu armor includes items that provide
  protection 
  even 
  though 
  they 
  weren’t
  designed for that purpose, such as leather
  biker’s jackets and football pads.
  Concealable armor is modern body armor
  designed to fit underneath regular clothing. It
  can be worn for extended periods of time
  without fatiguing the wearer.
  Tactical armor is modern body armor that
  fits over clothing and can’t be easily
  concealed. Its weight and bulk make it
  impractical to wear all the time, and it’s
  generally only donned when a specific
  dangerous confrontation is likely. Because
  it’s worn over clothing in tactical situations,
  tactical armor often has pockets, clips, and
  velcro 
  attachment 
  points 
  for 
  carrying
  weapons, grenades, ammunition, flashlights,
  first aid kits, and other items.
  Equipment Bonus: The protective value of
  the armor. This bonus adds to the wearer’s
  Defense.
  Nonproficient Bonus: The maximum amount
  of the armor’s equipment bonus that can be
  applied to the wearer’s Defense if the
  wearer is using armor with which he or she
  isn’t proficient (doesn’t have the appropriate
  feat).
  Maximum Dex Bonus: This number is the
  maximum Dexterity bonus to Defense that
  this type of armor allows. Heavier armor
  limits mobility, reducing a character’s ability
  to avoid attacks.
  Even if A character’s Dexterity bonus drops
  to +0 because of armor, the character are
  not considered to have lost his or her
  Dexterity bonus.
  Armor Penalty: The heavier or bulkier the
  armor, the more it affects certain skills. This
  penalty applies to checks involving the
  following skills: Balance, Climb, Escape
  Artist, Hide, Jump, Move Silently, and
  Tumble.
  Speed (30 ft.): Medium and heavy armor
  slows a character down. The number in this
  column is the character’s speed while in
  armor, assuming his or her base speed is 30
  feet (the normal speed for most human
  beings).
  Weight: This column gives the armor’s
  weight.
  Purchase DC: This is the purchase DC for a
  Wealth check to acquire the armor. This
  number reflects the base price and doesn’t
  include any modifier for purchasing the
  armor on the black market.
  Restriction: The restriction rating for the
  armor, if any, and the appropriate black
  market purchase DC modifier. Remember to
  apply this modifier to the purchase DC when
  making a Wealth check to acquire the armor
  on the black market.
  Light Armor
  For the character that doesn’t want to be
  bogged down by more cumbersome armor
  types, a leather garment or some sort of
  concealable armor is just the ticket.
  Leather Jacket
  This armor is represented by a heavy
  leather biker’s jacket. A number of other
  impromptu armors, such as a football pads
  and a baseball catcher’s pads, offer similar
  protection and game statistics.
  
  Table: Armor
  Light Armor
  Armor
  Type
  Equipment
  Bonus
  Nonprof.
  Bonus
  Maximum
  Dex Bonus
  Armor
  Penalty
  Speed
  (30 ft.)
  Weight Purchase
  DC
  Restriction
  Leather jacket
  Impromptu
  1
  1
  8
  –0
  30
  4 lb.
  10
  —
  Leather armor
  Archaic
  2
  1
  6
  –0
  30
  15 lb.
  12
  —
  Light undercover
  Concealable
  2
  1
  7
  –0
  30
  2 lb.
  13
  Lic (+1)
  Pull-up pouch vest
  Concealable
  2
  1
  6
  –1
  30
  2 lb.
  13
  Lic (+1)
  Undercover vest
  Concealable
  3
  1
  5
  –2
  30
  3 lb.
  14
  Lic (+1)
  Medium Armor
  Armor
  Type
  Equipment
  Bonus
  Nonprof.
  Bonus
  Maximum
  Dex Bonus
  Armor
  Penalty
  Speed
  (30 ft.)
  Weight Purchase
  DC
  Restriction
  Concealable vest
  Concealable
  4
  2
  4
  –3
  25
  4 lb.
  15
  Lic (+1)
  Chainmail shirt
  Archaic
  5
  2
  2
  –5
  20
  40 lb.
  18
  —
  Light-duty vest
  Tactical
  5
  2
  3
  –4
  25
  8 lb.
  16
  Lic (+1)
  Tactical vest
  Tactical
  6
  2
  2
  –5
  25
  10 lb.
  17
  Lic (+1)
  Heavy Armor
  Armor
  Type
  Equipment
  Bonus
  Nonprof.
  Bonus
  Maximum
  Dex Bonus
  Armor
  Penalty
  Speed
  (30 ft.)
  Weight Purchase
  DC
  Restriction
  Special response
  Tactical
  7
  3
  1
  –6
  20
  15 lb.
  18
  Lic (+1)
  Plate mail
  Archaic
  8
  3
  1
  –6
  20
  50 lb.
  23
  —
  Forced entry unit
  Tactical
  9
  3
  0
  –8
  20
  20 lb.
  19
  Lic (+1)
  Leather Armor
  This archaic armor consists of a breastplate
  made of thick, lacquered leather, along with
  softer leather coverings for other parts of the
  body.
  Light Undercover Shirt
  Designed for deep undercover work in which
  it’s critical that the wearer not appear to be
  armed or armored, this garment consists of
  a T-shirt with a band of light protective
  material sewn in around the lower torso.
  Pull-Up Pouch Vest
  This garment, consisting of a torso apron of
  light protective material held up by a loop
  around the neck, can be stored in an
  innocuous fanny pack.  Deploying the apron
  is a move action. This garment provides no
  equipment bonus (and has no armor penalty
  or 
  maximum 
  Dexterity 
  bonus) 
  when
  undeployed.
  Undercover Vest
  Covering a larger area of the torso, this vest
  provides better protection than the light
  undercover shirt—but it’s also more easily
  noticed. It’s best used when the armor
  should remain unseen but the wearer
  doesn’t expect to face much scrutiny,
  granting a +2 bonus on Spot checks to
  notice the armor.
  Medium Armor
  Most medium armor (except for the archaic
  chainmail shirt) is not terribly heavy, but
  nonetheless provides a significant amount of
  protection—at the expense of some speed.
  Concealable Vest
  Standard issue in many police forces, this
  vest provides maximum protection in a
  garment that can be worn all day long under
  regular clothing. While it may go unnoticed
  by a quick glance, it is usually visible to
  anyone looking closely for it, granting a +4
  bonus on Spot checks to notice the armor.
  Chainmail Shirt
  This medieval-era armor is a long shirt made
  of interlocking metal rings, with a layer of
  padding underneath. It’s heavy, making it
  uncomfortable to wear for long periods of
  time.
  Light-Duty Vest
  A lightweight tactical vest designed for
  extended use by riot police and forces on
  alert 
  for 
  potential 
  attack, 
  this 
  armor
  sacrifices a degree of protection for a
  modicum of comfort—at least compared to
  other tactical body armors.
  Tactical Vest
  The standard body armor for police tactical
  units, this vest provides full-torso protection
  
  in the toughest flexible protective materials
  available.
  Heavy Armor
  For the best protection money can buy, go
  with heavy armor, but watch out for the
  armor penalty.
  Plate Mail
  This medieval-era armor consists of metal
  plates that cover the entire body. It’s heavy
  and cumbersome compared to most modern
  armor, but it does provide a great deal of
  protection.
  Special Response Vest
  Built like the tactical vest, but incorporating
  groin and neck protection as well as a
  ceramic plate over the chest, this armor
  provides additional protection in battles
  against heavily armed opponents.
  Forced Entry Unit
  The most powerful protection available is
  built into this suit, which consists of a heavy
  torso jacket with ceramic plates over the
  chest and back, neck and groin guards, arm
  protection, and a helmet. Heavy and
  cumbersome, this armor is generally only
  donned by tactical officers heading into a
  dangerous assault.
  General Equipment
  This section covers the wide variety of
  general gear available to adventurers of all
  sorts.
  Many of the objects in this section are
  battery-operated. Any device that uses
  batteries comes with them. As a general
  rule, ignore battery life—assume that heroes
  (and their antagonists) are smart enough to
  recharge or replace their batteries between
  adventures, and that the batteries last as
  long as needed during adventures. If battery
  life is important in the game, roll 1d20 every
  time a battery-operated item is used. On a
  result of 1, the batteries are dead and the
  object is useless. New batteries have a
  purchase DC of 2 and can be changed as a
  move action.
  Equipment Tables
  Equipment is described by a number of
  statistics, as shown on Table: General
  Equipment.
  Size: The size category of a piece of
  equipment helps to determine how easy that
  object is to conceal, and it also indicates
  whether using the object requires one hand
  or two. In general, a character needs only
  one hand to use any object that is of his or
  her size category or smaller.
  Weight: This column gives the item’s weight.
  Purchase DC: This is the purchase DC for a
  Wealth check to acquire the item. This
  number reflects the base price and doesn’t
  include any modifier for purchasing the item
  on the black market.
  Restriction: The restriction rating for the
  object, if any, and the appropriate black
  market purchase DC modifier. Remember to
  apply this modifier to the purchase DC when
  making a Wealth check to acquire the item
  on the black market.
  Bags and Boxes
  With the wide variety of equipment available
  to modern adventurers, it’s often critical to
  have something to store the equipment in or
  carry it around in.
  Aluminum Travel Case
  A travel case is a reinforced metal box with
  foam inserts. Wing-style clamps keep it from
  opening accidentally.
  Briefcase
  A briefcase can carry up to 5 pounds worth
  of gear. A briefcase can be locked, but its
  cheap lock is not very secure (Disable
  Device DC 20; break DC 10).
  Table: General Equipment
  Object
  Description
  Size
  Weight Purchase
  DC
  Restriction
  Bags and Boxes
  —
  —
  —
  —
  —
  Aluminum travel case
  —
  —
  —
  —
  —
  —
  10 lb. Capacity
  Med
  5 lb.
  10
  —
  —
  40 lb. Capacity
  Large
  10 lb.
  11
  —
  —
  75 lb. capacity
  Large
  15 lb.
  12
  —
  Briefcase
  —
  Med
  2 lb.
  7
  —
  Contractor’s field bag
  —
  Med
  2 lb.
  6
  —
  
  Object
  Description
  Size
  Weight Purchase
  DC
  Restriction
  Day pack
  —
  Small
  2 lb.
  5
  —
  Handbag
  —
  Small
  1 lb.
  4
  —
  —
  Range pack
  —
  —
  —
  —
  —
  Standard
  Small
  2 lb.
  7
  —
  —
  Oversized
  Med
  3 lb.
  9
  —
  Patrol box
  —
  Med
  4 lb.
  9
  —
  Clothing
  —
  —
  —
  —
  —
  Clothing outfit
  —
  —
  —
  —
  —
  —
  Business
  Med
  3 lb.
  12
  —
  —
  Casual
  Med
  2 lb.
  8
  —
  —
  Formal
  Med
  3 lb.
  15
  —
  Fatigues
  —
  Med
  3 lb.
  9
  —
  Uniform
  —
  Med
  2 lb.
  9
  —
  Ghillie suit
  —
  Med
  5 lb.
  6
  —
  Outerwear
  —
  —
  —
  —
  —
  Coat
  —
  Med
  2 lb.
  8
  —
  Fatigue jacket
  —
  Med
  2 lb.
  7
  —
  Overcoat
  —
  Med
  3 lb.
  9
  —
  Parka
  —
  Med
  3 lb.
  9
  —
  Photojournalist’s vest
  —
  Med
  1 lb.
  9
  —
  Windbreaker
  —
  Med
  1 lb.
  6
  —
  Tool belt
  —
  Small
  2 lb.
  9
  —
  Computers and Consumer Electronics
  Object
  Description
  Size
  Weight Purchase
  DC
  Restriction
  Camera
  —
  —
  —
  —
  —
  —
  35mm
  Small
  2 lb.
  17
  —
  —
  Digital
  Tiny
  0.5 lb.
  14
  —
  —
  Disposable
  Tiny
  0.5 lb.
  4
  —
  —
  Film
  Dim
  —
  3
  —
  —
  Film developing (roll)
  —
  —
  3
  —
  Cell phone
  —
  Dim
  —
  9
  —
  Computer
  —
  —
  —
  —
  —
  —
  Desktop
  Large
  10 lb.
  22
  —
  —
  Notebook
  Med
  5 lb.
  23
  —
  —
  Upgrade
  —
  —
  See text
  —
  Digital audio recorder
  —
  Tiny
  1 lb.
  10
  —
  Modem
  —
  —
  —
  —
  —
  —
  Broadband
  Tiny
  1 lb.
  3
  —
  —
  Cellular
  Tiny
  1 lb.
  6
  —
  PDA
  —
  Tiny
  0.5 lb.
  16
  —
  Portable satellite phone
  —
  Small
  2 lb.
  17
  —
  Portable video camera
  —
  Small
  2 lb.
  16
  —
  Printer
  —
  Med
  3 lb.
  12
  —
  Scanner
  —
  Med
  3 lb.
  12
  —
  Walkie-talkie
  —
  —
  —
  —
  —
  —
  Basic
  Tiny
  1 lb.
  7
  —
  —
  Professional
  Tiny
  1 lb.
  15
  —
  
  Surveillance Gear
  Object
  Description
  Size
  Weight Purchase
  DC
  Restriction
  Black box
  —
  Tiny
  0.5 lb.
  4
  Illegal (+4)
  Caller ID defeater
  —
  Tiny
  1 lb.
  5
  —
  Cellular interceptor
  —
  Tiny
  0.5 lb.
  23
  —
  Lineman’s buttset
  —
  Tiny
  1 lb.
  13
  Lic (+1)
  Metal detector
  —
  Small
  2 lb.
  11
  —
  Night vision goggles
  —
  Small
  3 lb.
  17
  —
  Tap detector
  —
  Tiny
  1 lb.
  7
  —
  Telephone tap
  —
  —
  —
  —
  —
  —
  Line tap
  Tiny
  0.5 lb.
  13
  Lic (+1)
  —
  Receiver tap
  Tiny
  0.5 lb.
  3
  Res (+2)
  —
  Telephone line tracer
  Med
  5 lb.
  23
  —
  Professional Equipment
  Object
  Description
  Size
  Weight Purchase
  DC
  Restriction
  Bolt cutter
  —
  Med
  5 lb.
  6
  —
  Caltrops (25)
  —
  Small
  2 lb.
  5
  —
  Car opening kit
  —
  Tiny
  1 lb.
  6
  Lic (+1)
  Chemical kit
  —
  Med
  6 lb.
  16
  —
  Demolitions kit
  —
  Med
  5 lb.
  13
  Lic (+1)
  Disguise kit
  —
  Med
  5 lb.
  12
  —
  Duct tape
  —
  Tiny
  1 lb.
  4
  —
  Electrical tool kit
  —
  —
  —
  —
  —
  —
  Basic
  Large
  12 lb.
  14
  —
  —
  Deluxe
  Huge
  33 lb.
  21
  —
  Evidence kit
  —
  —
  —
  —
  —
  —
  Basic
  Med
  6 lb.
  7
  —
  —
  Deluxe
  Med
  8 lb.
  15
  —
  Fake ID
  —
  Fine
  —
  See text
  Illegal (+4)
  First aid kit
  —
  Small
  3 lb.
  5
  —
  Forgery kit
  —
  Small
  3 lb.
  12
  —
  Handcuffs
  —
  —
  —
  —
  —
  —
  Steel
  Tiny
  1 lb.
  7
  —
  —
  Zip-tie (25)
  Dim
  0.5 lb.
  6
  —
  Instrument, keyboard
  —
  Large
  12 lb.
  12
  —
  Instrument, percussion
  —
  Huge
  50 lb.
  14
  —
  Instrument, stringed
  —
  Large
  7 lb.
  13
  —
  Instrument, wind
  —
  Tiny
  1 lb.
  8
  —
  Lockpick set
  —
  Tiny
  1 lb.
  9
  Lic (+1)
  Lock release gun
  —
  Tiny
  0.5 lb.
  12
  Res (+2)
  Mechanical tool kit
  —
  —
  —
  —
  —
  —
  Basic
  Large
  22 lb.
  13
  —
  —
  Deluxe
  Huge
  45 lb.
  20
  —
  Medical kit
  —
  Med
  5 lb.
  15
  —
  Multipurpose tool
  —
  Tiny
  0.5 lb.
  9
  —
  Pharmacist kit
  —
  Med
  6 lb.
  17
  Res (+2)
  Search-and-rescue kit
  —
  Med
  7 lb.
  12
  —
  Spike strip
  —
  Huge
  22 lb.
  13
  —
  Surgery kit
  —
  Med
  5 lb.
  16
  Lic (+1)
  Survival Gear
  Object
  Description
  Size
  Weight Purchase
  DC
  Restriction
  Backpack
  —
  Med
  3 lb.
  10
  —
  Binoculars
  —
  —
  —
  —
  —
  —
  Standard
  Small
  2 lb.
  7
  —
  —
  Rangefinding
  Small
  3 lb.
  15
  —
  —
  Electro-optical
  Small
  4 lb.
  16
  —
  Chemical light sticks (5)
  —
  Tiny
  1 lb.
  2
  —
  
  Object
  Description
  Size
  Weight Purchase
  DC
  Restriction
  Climbing gear
  —
  Large
  10 lb.
  11
  —
  Compass
  —
  Dim
  0.5 lb.
  5
  —
  Fire extinguisher
  —
  Med
  3 lb.
  8
  —
  Flash goggles
  —
  Tiny
  2 lb.
  15
  —
  Flashlight
  —
  —
  —
  —
  —
  —
  Penlight
  Dim
  0.5 lb.
  3
  —
  —
  Standard
  Tiny
  1 lb.
  4
  —
  —
  Battery flood
  Small
  2 lb.
  6
  —
  Gas mask
  —
  Small
  5 lb.
  13
  —
  GPS receiver
  —
  Tiny
  1 lb.
  15
  —
  Map
  —
  —
  —
  —
  —
  —
  Road atlas
  Tiny
  1 lb.
  4
  —
  —
  Tactical map
  Tiny
  0.5 lb.
  3
  —
  Mesh vest
  —
  Med
  7 lb.
  8
  —
  Portable stove
  —
  Tiny
  1 lb.
  9
  —
  Rope (150 ft.)
  —
  Large
  12 lb.
  5
  —
  Sleeping bag
  —
  Med
  4 lb.
  9
  —
  Tent
  —
  —
  —
  —
  —
  —
  2-person dome
  Med
  4 lb.
  11
  —
  —
  4-person dome
  Med
  7 lb.
  12
  —
  —
  8-person dome
  Large
  10 lb.
  13
  —
  Trail rations (12)
  —
  Tiny
  1 lb.
  5
  —
  Weapon Accessories
  Object
  Description
  Size
  Weight Purchase
  DC
  Restriction
  Box magazine
  —
  Tiny
  0.5 lb.
  4
  —
  Detonator
  —
  —
  —
  —
  —
  —
  Blasting cap
  Tiny
  0.5 lb.
  4
  Lic (+1)
  —
  Radio controlled
  Tiny
  0.5 lb.
  10
  Lic (+1)
  —
  Timed
  Tiny
  0.5 lb.
  7
  Lic (+1)
  —
  Wired
  Tiny
  1 lb.
  6
  Lic (+1)
  Holster
  —
  —
  —
  —
  —
  —
  Hip
  Tiny
  1 lb.
  5
  —
  —
  Concealed carry
  Tiny
  0.5 lb.
  5
  —
  Illuminator
  —
  Tiny
  0.5 lb.
  7
  —
  Laser sight
  —
  Tiny
  0.5 lb.
  15
  —
  Scope
  —
  —
  —
  —
  —
  —
  Standard
  Tiny
  0.5 lb.
  11
  —
  —
  Electro-optical
  Small
  3 lb.
  18
  —
  Speed loader
  —
  Tiny
  0.5 lb.
  3
  —
  Suppressor
  —
  —
  —
  —
  —
  —
  Pistol
  Tiny
  1 lb.
  12
  Mil (+3)
  —
  Rifle
  Small
  4 lb.
  14
  Mil (+3)
  Contractor’s Field Bag
  A combination tool bag and notebook
  computer case, this has pockets for tools,
  pens, notepads, and cell phones. It even
  has a clear plastic flap for maps or plans.
  Made of durable fabric, it holds 10 pounds
  worth of equipment and comes with a
  shoulder strap.
  Day Pack
  This is a small backpack, the sort often used
  by students to carry their books around, or
  by outdoor enthusiasts on short hikes. It
  holds 8 pounds of gear and fits comfortably
  over one or both shoulders.
  Handbag
  Handbags provide another way to carry 2
  pounds of equipment. The purchase DC
  shown is for a basic bag; high-fashion
  purses can increase the DC by as much as
  5.
  Range Pack
  This lightweight black bag has a spacious
  inner compartment capable of holding
  roughly 8 pounds of gear and can hold an
  additional 4 pounds in six zippered external
  
  compartments. The larger version holds 12
  pounds 
  of 
  equipment 
  in 
  the 
  internal
  compartment and another 6 pounds in the
  zippered external pouches. A range pack
  easily 
  holds 
  several 
  pistols 
  and 
  a
  submachine gun, and the larger version can
  hold disassembled rifles.
  Patrol Box
  Originally developed for use by police
  officers, this portable file cabinet has found
  favor with traveling salespeople. This hard-
  sided briefcase takes up the passenger seat
  of an automobile and provides easy access
  to files, storage for a laptop computer, and a
  writing surface. It holds 5 pounds worth of
  equipment and has an average lock (Disable
  Device DC 25; break DC 15).
  Clothing
  The items described here represent special
  clothing types, or unusual outfits that a
  character might need to purchase.
  For the most part, clothing choice is based
  on 
  character 
  concept. 
   
  It’s 
  generally
  assumed that a hero owns a reasonable
  wardrobe of the sorts of clothes that fit his or
  her lifestyle.  Sometimes, however, a
  character might need something out of the
  ordinary. When that’s the case, he or she
  will have to purchase it like any other piece
  of gear. Clothes have two effects on game
  mechanics: one on Disguise checks, and
  one on Sleight of Hand checks.
  First, clothing is part of a disguise. See the
  Disguise skill description for more on how
  appropriate dress affects Disguise checks.
  Clothes also help to hide firearms, body
  armor, and small objects. Tightly tailored
  clothing imposes a penalty on an attempt to
  conceal 
  an 
  object; 
  clothing 
  purposely
  tailored to conceal objects provides a bonus.
  Clothing Outfit
  An outfit of clothing represents everything a
  character needs to dress a part: pants or
  skirt, 
  shirt, 
  undergarments, 
  appropriate
  shoes or boots, socks or stockings, and any
  necessary belt or suspenders. The clothes a
  character wears does not count against the
  weight limit for encumbrance.
  Business: 
  A 
  business 
  outfit 
  generally
  includes a jacket or blazer, and it tends to
  look sharp and well groomed without being
  overly formal.
  Casual: Casual clothes range from cut-off
  jeans and a T-shirt to neatly pressed khakis
  and a hand-knit sweater.
  Formal: From a little black dress to a fully
  appointed 
  tuxedo, 
  formal 
  clothes 
  are
  appropriate for “black tie” occasions. Special
  designer creations can have purchase DCs
  much higher than shown on the table.
  Fatigues: Called “battle dress uniforms” (or
  BDUs) in the United States Army, these are
  worn by hardened veterans and wannabes
  alike. They’re rugged, comfortable, and
  provide lots of pockets. They are also
  printed in camouflage patterns: woodland,
  desert, winter (primarily white), urban (gray
  patterned), and black are available. When
  worn in an appropriate setting, fatigues grant
  a +2 bonus on Hide checks.
  Uniform: From the cable guy to a senior Air
  Force officer, people on the job tend to wear
  uniforms—making such clothing an essential
  part of some disguises, since a uniform
  inclines people to trust the wearer.
  Ghillie Suit
  The ultimate in camouflage, a ghillie suit is a
  loose mesh overgarment covered in strips of
  burlap in woodland colors, to which other
  camouflaging elements can easily be added.
  A figure under a ghillie suit is nearly
  impossible to discern.
  A character wearing a ghillie suit with
  appropriate coloration gains a +10 bonus on
  Hide checks. (The suit’s coloration can be
  changed with a move action. However, the
  bulky suit imposes a penalty of –4 on all
  Dexterity 
  checks, 
  Dexterity-based 
  skill
  checks (except Hide), and melee attack
  rolls.
  Outerwear
  In addition to keeping a character warm and
  dry, coats and jackets provide additional
  concealment for things a character is
  carrying (they often qualify as loose or bulky
  clothing; see Concealed Weapons and
  Objects).
  Coat: An outer garment worn on the upper
  body. Its length and style vary according to
  fashion and use.
  Fatigue Jacket: A lightweight outer garment
  fashioned after the fatigue uniforms worn by
  military personnel when performing their
  standard duties.
  Overcoat: A warm coat worn over a suit
  jacket or indoor clothing.
  
  Parka: This winter coat grants the wearer a
  +2 equipment bonus on Fortitude saves
  made to resist the effects of cold weather.
  Photojournalist’s Vest: Made of cotton with
  mesh panels to keep the wearer cool, the
  photojournalist’s 
  vest 
  has 
  numerous
  obvious—and hidden—pockets. It counts as
  loose and bulky clothing when used to
  conceal Small or smaller weapons, and also
  grants the “specially modified to conceal
  object” bonus when used to conceal Tiny or
  smaller objects. See Concealed Weapons
  and Objects.
  Windbreaker: This is a lightweight jacket
  made of wind-resistant material.
  Tool Belt
  This sturdy leather belt has numerous
  pockets and loops for tools, nails, pencils,
  and 
  other 
  necessities 
  for 
  repair 
  and
  construction work, making it easy to keep
  about 10 pounds of items on hand. The
  pockets are open, however, and items can
  easily fall out if the belt is tipped.
  Computers and Consumer Electronics
  Rules for operating computers appear under
  the Computer Use skill.  Some of the items
  in this section have monthly subscription
  costs as well as initial purchase costs. The
  purchase DC accounts for both costs; once
  a character has obtained the item, he or she
  doesn’t have to worry about ongoing
  subscription costs.
  Camera
  Still cameras let a character capture a
  record of what he or she has seen.
  35mm: The best choice for the professional
  photographer, this camera can accept
  different lenses and takes the highest-quality
  picture. A camera is needed to use the
  photography aspect of the Craft (visual art)
  skill. The film used in a camera must be
  developed.
  Digital: A digital camera uses no film;
  instead, its pictures are simply downloaded
  to a computer as image files. No film
  developing is necessary.
  Disposable: A 35mm camera with film built in
  can be purchased from vending machines,
  tourist traps, drugstores, and hundreds of
  other places. Once the film is used, the
  entire camera is turned in to have the film
  developed.
  Film: The medium upon which photographs
  are stored, film comes in a variety of sizes
  and speeds. The purchase DC represents
  the cost of a roll of 24 exposures of high-
  speed (ASA 400) film.
  Film Developing: In most areas, drugstores
  and photo shops provide 1-hour service; in
  others, it takes 24 hours. In really remote
  areas, film may have to be sent away for
  developing, taking a week or longer. The
  purchase DC represents the cost of getting
  two prints of each shot on a roll of film, or
  one of each and any two also blown up to a
  larger size.
  Cell Phone
  A digital communications device that comes
  in a hand-held model or as a headset, a cell
  phone uses a battery that lasts for 24 hours
  before it must be recharged. It works in any
  area covered by cellular service.
  Computer
  Whether a desktop or notebook model, a
  computer includes a keyboard, a mouse, a
  monitor, speakers, a CD-ROM drive, a dial-
  up modem, and the latest processor. A
  character needs a computer to make
  Computer 
  Use 
  checks 
  and 
  to 
  make
  Research checks involving the Internet.
  Desktop: Bulky but powerful, these machines
  are common on desks everywhere.
  Notebook: Slim, lightweight, and portable,
  notebook computers have most of the
  functions available on desktop computers.
  Upgrade: A character can upgrade a desktop
  or notebook computer’s processor to provide
  a +1 equipment bonus on Computer Use
  checks. Increase the purchase DC of a
  desktop by +1 or a notebook by +2 to
  purchase an upgrade.
  Digital Audio Recorder
  These tiny recorders (about the size of a
  deck of playing cards) can record up to eight
  hours of audio and can be connected to a
  computer to download the digital recording.
  Digital audio recorders don’t have extremely
  sensitive microphones; they only pick up
  sounds within 10 feet.
  Modem
  A modem allows a character to connect a
  computer to the Internet. To use a modem, a
  character must have a computer and an
  
  appropriate data line (or a cell phone, in the
  case of a cellular modem).
  All computers come with dial-up modems,
  which allow connection to the Internet but
  without the speed of broadband or the
  flexibility of cellular. A dial-up modem uses a
  standard 
  telephone 
  line; 
  while 
  it’s
  connected, that telephone line can’t be used
  for another purpose.
  Broadband: 
  Cable 
  modems 
  and 
  DSL
  services bring high-speed Internet access
  into the homes of millions. A broadband
  modem gives a character on-demand, high-
  speed access to data, allowing Computer
  Use and Research checks involving the
  Internet to be made in half the normal time.
  Cellular: 
  A 
  cellular 
  modem 
  allows 
  a
  character to connect her notebook computer
  to the Internet anywhere he or she can use
  a cell phone. However, access speed is
  slow, and any Computer Use or Research
  check involving the Internet takes half again
  the normal time (multiply by 1.5).
  PDA
  Personal data assistants are handy tools for
  storing data. They can be linked to a
  notebook or desktop computer to move files
  back and forth, but can’t be used for
  Computer Use or Research checks.
  Portable Satellite Telephone
  This object looks much like a bulky cell
  phone, and functions in much the same way
  as well. However, because it communicates
  directly via satellite, it can be used anywhere
  on earth, even in remote areas well beyond
  the extent of cell phone service.
  Portable satellite phones are very expensive
  to use. When used in a place not served by
  regular cellular service, each call requires a
  Wealth check (DC 6).
  Portable Video Camera
  Portable video cameras use some format of
  videotape to record activity. The tape can be
  played back through a VCR or via the
  camera eyepiece.
  Printer
  The color inkjet printer described here is
  suited for creating hard copies of text and
  image files from computers.
  Scanner
  A color flatbed scanner allows the user to
  transfer images and documents from hard
  copy into a computer in digital form.
  Walkie-Talkie
  This 
  hand-held 
  radio 
  transceiver
  communicates with any similar device
  operating on the same frequency and within
  range.
  Basic: This dime-store variety has only a few
  channels. Anyone else using a similar
  walkie-talkie within range can listen in on the
  character’s conversations. It has a range of
  2 miles.
  Professional: This high-end civilian model
  allows a character to program in twenty
  different frequencies from thousands of
  choices—making it likely that the character
  can find a frequency that’s not being used
  by anyone else within range. The device can
  be used with or without a voice-activated
  headset (included). It has a range of 15
  miles.
  Surveillance Gear
  Keeping an eye on suspects or tracking the
  moves of potential enemies is a crucial part
  of the modern adventurer’s job.
  Black Box
  This device, easily concealed in the palm of
  one hand, emits digital tones that convince
  the phone system to make a long-distance
  connection free of charge. They also let a
  user “bounce” a call through multiple
  switches, making the call harder to trace
  (the DC of any Computer Use check to trace
  the call is increased by 5).
  Caller ID Defeater
  When a phone line contains a caller ID
  defeater, phones attempting to connect with
  that line show up as “anonymous” or
  “unavailable” on a caller ID unit. Such a call
  can still be traced as normal, however.
  Cellular Interceptor
  About the size of a small briefcase, a cellular
  interceptor can detect and monitor a cell
  phone conversation within a 5-mile area by
  listening in on the cellular service’s own
  transmitters. Intercepting the calls of a
  particular cell phone requires a Computer
  Use check (DC 35); if the user knows the
  phone number of the phone in question, the
  DC drops to 10. Obviously, the phone must
  
  be in use for someone to intercept the call. A
  cellular interceptor cannot be used to
  intercept 
  regular 
  (ground 
  line) 
  phone
  connections.
  Lineman’s Buttset
  This 
  device 
  resembles 
  an 
  oversized
  telephone handset with a numeric keypad
  on the back and wire leads hanging from the
  bottom. It functions as a portable, reusable
  telephone line tap. With a Repair check (DC
  10), a user can connect to a phone wire and
  hear any conversation that crosses it. A
  lineman’s buttset is a common tool for
  telephone repair personnel.
  Metal Detector
  This handheld device provides a +10
  equipment bonus on all Search checks
  involving metal objects.
  Night Vision Goggles
  Night vision goggles use passive light
  gathering to improve vision in near-dark
  conditions. They grant the user the ability to
  see in darkness, also called darkvision—but
  because of the restricted field of view and
  lack of depth perception these goggles
  provide, they impose a –4 penalty on all
  Spot and Search checks made by someone
  wearing them.
  Night vision goggles must have at least a
  little light to operate. A cloudy night provides
  sufficient ambient light, but a pitch-black
  cave or a sealed room doesn’t. For
  situations of total darkness, the goggles
  come with an infrared illuminator that, when
  switched on, operates like a flashlight whose
  light is visible only to the wearer (or anyone
  else wearing night vision goggles).
  Tap Detector
  Plug this into a telephone line between the
  phone and the outlet, and it helps detect if
  the line is tapped. To detect a tap, make a
  Computer Use check (the DC varies
  according to the type of telephone tap used;
  see below). With a success, the tap detector
  indicates that a tap is present. It does not
  indicate the type or location of the tap
  however. Also, it can’t be used to detect a
  lineman’s buttset.
  Telephone Tap
  These devices allow a character to listen to
  conversations over a particular phone line.
  Line Tap: This tap can be attached to a
  phone line at any point between a phone
  and the nearest junction box (usually on the
  street nearby). Installing it requires a Repair
  check 
  (DC 
  15). 
  It 
  broadcasts 
  all
  conversations on the line over a radio
  frequency that can be picked up by any
  professional walkie-talkie. Detecting a line
  tap by using a tap detector requires a
  Computer Use check (DC 25).
  Receiver Tap: This item can be easily
  slipped into a telephone handset as a Repair
  check 
  (DC 
  5). 
  It 
  broadcasts 
  all
  conversations over a radio frequency that
  can be picked up by any professional
  walkie-talkie. Detecting a receiver tap by
  using a tap detector requires a Computer
  Use check (DC 15).
  Telephone Line Tracer
  Essentially a highly specialized computer, a
  line tracer hooked to a phone line can trace
  phone calls made to that line, even if there’s
  a caller ID defeater hooked up at the other
  end. All it takes is time.
  Operating a line tracer is a full-round action
  requiring a Computer Use check (DC 10).
  Success gains one digit of the target phone
  number, starting with the first number of the
  area code.
  Professional Equipment
  This category covers a wide variety of
  specialized 
  equipment 
  used 
  by
  professionals in adventure-related fields.
  Some objects contain the tools necessary to
  use certain skills optimally. Without the use
  of these items, often referred to as kits, skill
  checks made with these skills are at a –4
  penalty. Skills and the kits they are
  associated with are listed below. See the
  descriptions of the kits for additional details.
  Note 
  that 
  kits 
  should 
  be 
  restocked
  periodically (purchase DC 5 less than the
  original purchase DC.
  Note that some skills, by their nature,
  require a piece of equipment to utilize.
  Bolt Cutter
  An exceptionally heavy wire cutter, a bolt
  cutter can snip through padlocks or chain-
  link fences. Using a bolt cutter requires a
  Strength check (DC 10).
  
  Skill
  Associated Item
  Climb
  Climbing gear
  Craft (chemical)
  Chemical kit
  Craft (electronic)
  Electrical tool kit
  Craft (mechanical)
  Mechanical tool kit
  Craft (pharmaceutical)
  Pharmacist kit
  Craft (structural)
  Mechanical tool kit
  Demolitions
  Demolitions kit
  Disable Device
  Car opening kit
  -
  Electrical tool kit
  -
  Lockpick set
  -
  Lock release gun
  Disguise
  Disguise kit
  Forgery
  Forgery kit
  Investigate
  Evidence kit
  Perform (keyboards)
  Instrument, keyboard
  Perform (percussion)
  Instrument, percussion
  Perform (stringed)
  Instrument, stringed
  Perform (wind)
  Instrument, wind
  Repair
  Electrical tool kit
  -
  Mechanical tool kit
  -
  Multipurpose tool
  Treat Injury
  First aid kit
  -
  Medical kit
  -
  Surgery kit
  Caltrops
  Caltrops 
  are 
  four-pronged 
  iron 
  spikes
  designed so that one prong is pointing up
  when the caltrop rests on a surface. A
  character scatters caltrops on the ground to
  injure opponents, or at least slow them
  down. One bag of twenty-five caltrops
  covers a single 5-foot square. Each time a
  creature moves through a square containing
  caltrops at any rate greater than half speed,
  or each round a creature spends fighting in
  such an area, the caltrops make a touch
  attack roll (base attack bonus +0). A caltrop
  deals 1 point of damage on a successful hit,
  and the injury reduces foot speed to half
  normal (a successful Treat Injury check, DC
  15, or one day’s rest removes this penalty).
  A charging or running creature must
  immediately stop if it steps on a caltrop. See
  the avoid hazard stunt for the effect of
  caltrops on vehicles.
  Car Opening Kit
  This set of odd-shaped flat metal bars can
  be slipped into the window seam of a car
  door to trip the lock. The DC of a Disable
  Device check to accomplish this varies with
  the quality of the lock; see the skill
  description.
  Chemical Kit
  A portable laboratory for use with the Craft
  (chemical) skill, a chemical kit includes the
  tools and components necessary for mixing
  and analyzing acids, bases, explosives,
  toxic gases, and other chemical compounds.
  Demolitions Kit
  This kit contains everything needed to use
  the Demolitions skill to set detonators, wire
  explosive devices, and disarm explosive
  devices. Detonators must be purchased
  separately.
  Disguise Kit
  This kit contains everything needed to use
  the 
  Disguise 
  skill, 
  including 
  makeup,
  brushes, 
  mirrors, 
  wigs, 
  and 
  other
  accoutrements. It doesn’t contain clothing or
  uniforms, however.
  Duct Tape
  The usefulness of duct tape is limited only
  by a character’s imagination. Duct tape can
  support up to 200 pounds indefinitely, or up
  to 300 pounds for 1d6 rounds. Characters
  bound with duct tape must make a Strength
  or Escape Artist check (DC 20) to free
  themselves.
  A roll provides 70 feet of tape, 2 inches
  wide.
  Electrical Tool Kit
  This collection of hand tools and small parts
  typically includes a variety of pliers, drivers,
  cutting devices, fasteners, power tools, and
  leads and wires.
  Basic: This small kit allows a character to
  make 
  Repair 
  checks 
  to 
  electrical 
  or
  electronic devices without penalty.
  Deluxe: This kit consists of a number of
  specialized diagnostic and repair tools as
  well as thousands of spare parts. It grants a
  +2 equipment bonus on Repair checks for
  electrical or electronic devices and allows a
  character to make Craft (electronic) checks
  without penalty.
  Evidence Kits
  Law enforcement agencies around the world
  use generally the same tools to gather
  evidence. Having an evidence kit does not
  grant access to a law enforcement agency’s
  crime lab; it merely assists in the proper
  gathering and storing of evidence for use by
  such a lab. Without an evidence kit, a
  character receives a –4 penalty to use the
  
  collect evidence option of the Investigate
  skill.
  Basic: A basic evidence kit includes clean
  containers, labels, gloves, tweezers, swabs,
  and other items to gather bits of physical
  evidence and prevent them from becoming
  contaminated.
  Deluxe: A deluxe kit includes all the
  materials in a basic kit, plus supplies for
  analyzing narcotic substances at the scene
  and for gathering more esoteric forms of
  physical evidence such as casts and molds
  of footprints or vehicle tracks, as well as
  chemical residues and organic fluids. It also
  contains the necessary dusts, sprays,
  brushes, adhesives, and cards to gather
  fingerprints. It grants a +2 equipment bonus
  on Investigate checks under appropriate
  circumstances (whenever the GM rules that
  the equipment in the kit can be of use in the
  current situation).
  Using a deluxe kit to analyze a possible
  narcotic 
  substance 
  or 
  basic 
  chemical
  requires a Craft (chemical) check (DC 15).
  In this case, the +2 equipment bonus does
  not apply.
  Fake ID
  Purchasing a falsified driver’s license from a
  black market source can produce mixed
  results, depending on the skill of the forger.
  Typically, a forger has 1 to 4 ranks in the
  Forgery skill, with a +1 ability modifier.
  When a character purchases a fake ID, the
  GM secretly makes a Forgery check for the
  forger, which serves as the DC for the
  opposed check when someone inspects the
  fake ID. The purchase DC of a fake ID is 10
  + the forger’s ranks in the Forgery skill.
  First Aid Kit
  Available at most drugstores and camping
  supply stores, this kit contains enough
  supplies (and simple instructions for their
  use) to treat an injury before transporting the
  injured person to a medical professional. A
  first aid kit can be used to help a dazed,
  unconscious, or stunned 
  character 
  by
  making a Treat Injury check (DC 15). A first
  aid kit can be used only once. Skill checks
  made without a first aid kit incur a –4
  penalty.
  Forgery Kit
  This kit contains everything needed to use
  the Forgery skill to prepare forged items.
  Depending on the item to be forged, a
  character might need legal documents or
  other items not included in the kit.
  Handcuffs
  Handcuffs are restraints designed to lock
  two 
  limbs—normally 
  the 
  wrists—of 
  a
  prisoner together. They fit any Medium-size
  or Small human or other creature that has
  an appropriate body structure.
  Steel: 
  These 
  heavy-duty 
  cuffs 
  have
  hardness 10, 10 hit points, a break DC of
  30, and require a Disable Device check (DC
  25) or Escape Artist check (DC 35) to
  remove without the key.
  Zip-Tie: These are single-use disposable
  handcuffs, much like heavy-duty cable ties.
  They have hardness 0, 4 hit points, and a
  break DC of 25. They can only be removed
  by cutting them off (Disable Device and
  Escape Artist checks automatically fail).
  Instrument, Keyboard
  A portable keyboard, necessary in order to
  use the Perform (keyboard instrument) skill.
  Instrument, Percussion
  A set of drums, necessary in order to use
  the Perform (percussion instrument) skill.
  Instrument, Stringed
  An electric guitar, necessary in order to use
  the Perform (stringed instrument) skill.
  Instrument, Wind
  A flute, necessary in order to use the
  Perform (wind instrument) skill.
  Lockpick Set
  A lockpick set includes picks and tension
  bars for opening locks operated by standard
  keys. A lockpick set allows a character to
  make Disable Device checks to open
  mechanical locks (deadbolts, keyed entry
  locks, and so forth) without penalty.
  Lock Release Gun
  This small, pistollike device automatically
  disables cheap and average mechanical
  locks operated by standard keys (no Disable
  Device check necessary).
  Mechanical Tool Kit
  This collection of hand tools and small parts
  typically includes a variety of pliers, drivers,
  
  cutting devices, fasteners, and even power
  tools.
  Basic: This kit, which fits in a portable
  toolbox, allows a character to make Repair
  checks for mechanical devices without
  penalty.
  Deluxe: This kit fills a good-sized shop
  cabinet. It includes a broad variety of
  specialized hand tools and a selection of
  high-quality power tools. It grants a +2
  equipment bonus on Repair checks for
  mechanical devices and allows a character
  to 
  make 
  Craft 
  (mechanical) 
  or 
  Craft
  (structural) checks without penalty.
  Medical Kit
  About the size of a large tackle box, this is
  the sort of kit commonly carried by military
  medics and civilian EMTs. It contains a wide
  variety of medical supplies and equipment.
  A medical kit can be used to treat a dazed,
  unconscious, or stunned character, to
  provide long-term care, to restore hit points,
  to treat a diseased or poisoned character, or
  to stabilize a dying character (see the Treat
  Injury skill). Skill checks made without a
  medical kit incur a –4 penalty.
  Multipurpose Tool
  This 
  device 
  contains 
  several 
  different
  screwdrivers, a knife blade or two, can
  opener, bottle opener, file, short ruler,
  scissors, tweezers, and wire cutters. The
  whole thing unfolds into a handy pair of
  pliers. A multipurpose tool can lessen the
  penalty 
  for 
  making 
  Repair, 
  Craft
  (mechanical), Craft (electronic), or Craft
  (structural) checks without appropriate tools
  to –2 instead of the normal –4. The tool is
  useful for certain tasks, as determined by
  the GM, but may not be useful in all
  situations.
  Pharmacist Kit
  A portable pharmacy for use with the Craft
  (pharmaceutical) skill, a pharmacist kit
  includes everything needed to prepare,
  preserve, compound, analyze, and dispense
  medicinal drugs.
  Search-and-Rescue Kit
  This waist pack contains a first aid kit, a
  compass, waterproof matches, a lightweight
  “space” blanket, a standard flashlight, 50
  feet of durable nylon rope, two smoke
  grenades, and one signal flare.
  Spike Strip
  This device is designed to help the police
  end car chases. The strip comes rolled in a
  spool about the size of a small suitcase.
  Deploy it by rolling it across a roadway,
  where it lies like a flat, segmented belt. (The
  user can roll it out onto the road without
  entering the lane of traffic.) Until the strip is
  activated, the spikes do not protrude, and
  cars can pass safely over it. When the user
  activates it (via a control device attached to
  the end of the strip by a 10-foot-long cord),
  the spikes extend.
  Each time a creature moves through a
  square containing an activated spike strip at
  any rate greater than half speed, or each
  round a creature spends fighting in such an
  area, the spike strip makes a touch attack
  roll (base attack bonus +0). The strip deals 2
  points of damage on a successful hit, and
  the injury reduces foot speed to half normal
  (a successful Treat Injury check, DC 15, or
  one day’s rest removes this penalty).
  Wheeled vehicles passing over the strip are
  automatically 
  hit—although 
  vehicles
  equipped with puncture-resistant tires are
  not affected.
  Survival Gear
  Survival 
  gear 
  helps 
  characters 
  keep
  themselves alive in the great outdoors.
  Backpack
  This is a good-sized backpack, made of
  tough water-resistant material. It has one or
  two central sections, as well as several
  exterior pockets and straps for attaching
  tents, bedrolls, or other gear. It can carry up
  to 60 pounds of gear.
  A backpack gives a character a +1
  equipment bonus to Strength for the
  purpose of determining carrying capacity.
  Binoculars
  Binoculars 
  are 
  useful 
  for 
  watching
  opponents, wild game, and sporting events
  from a long distance.
  Standard: Standard binoculars reduce the
  range penalty for Spot checks to –1 for
  every 50 feet (instead of –1 for every 10
  feet). Using binoculars for Spot checks takes
  five times as long as making the check
  unaided.
  Rangefinding: In addition to the benefit of
  standard binoculars, rangefinding binoculars
  
  include a digital readout that indicates the
  exact distance to the object on which they
  are focused.
  Electro-Optical: 
  Electro-optical 
  binoculars
  function the same as standard binoculars in
  normal light. In darkness, however, users
  looking through them see as if they had the
  darkvision ability granted by night vision
  goggles.
  Chemical Light Stick
  This 
  disposable 
  plastic 
  stick, 
  when
  activated, uses a chemical reaction to create
  light for 6 hours. It illuminates an area only 5
  feet in radius. Once activated, it can’t be
  turned off or reused. The listed purchase DC
  is for a pack of 5 sticks.
  Climbing Gear
  All of the tools and equipment that climbing
  enthusiasts use to make climbing easier
  and, in some cases, possible, including
  ropes, pulleys, helmet and pads, gloves,
  spikes, 
  chocks, 
  ascenders, 
  pitons, 
  a
  handaxe, and a harness. It takes 10 minutes
  to remove the gear from its pack and outfit it
  for use. Use this gear with the Climb skill.
  Compass
  A compass relies on the Earth’s magnetic
  field to determine the direction of magnetic
  north. A compass grants its user a +2
  equipment bonus on Navigate checks.
  Fire Extinguisher
  This portable apparatus uses a chemical
  spray to extinguish small fires. The typical
  fire extinguisher ejects enough extinguishing
  chemicals to put out a fire in a 10-foot-by-
  10-foot area as a move action. It contains
  enough material for two such uses.
  Flash Goggles
  These eye coverings provide total protection
  against blinding light.
  Flashlight
  Flashlights come in a wide variety of sizes
  and quality levels. Those covered here are
  professional, heavy-duty models, rugged
  enough to withstand the rigors of modern
  adventuring. Flashlights negate penalties for
  darkness within their illuminated areas.
  Penlight: This small flashlight can be carried
  on a key ring. It projects a beam of light 10
  feet long and 5 feet wide at its end.
  Standard: 
  This 
  heavy 
  metal 
  flashlight
  projects a beam 30 feet long and 15 feet
  across at its end.
  Battery 
  Flood: 
  Practically 
  a 
  handheld
  spotlight, this item projects a bright beam
  100 feet long and 50 feet across at its end.
  Gas Mask
  This 
  apparatus 
  covers 
  the 
  face 
  and
  connects to a chemical air filter canister to
  protect the lungs and eyes from toxic gases.
  It provides total protection from eye and lung
  irritants. The filter canister lasts for 12 hours
  of use. Changing a filter is a move action.
  The purchase DC for one extra filter canister
  is 6.
  GPS Receiver
  Global positioning system receivers use
  signals from GPS satellites to determine the
  receiver’s location to within a few dozen
  feet. A GPS receiver grants its user a +4
  equipment bonus on Navigate checks, but
  because the receiver must be able to pick
  up satellite signals, it only works outdoors.
  Map
  While a compass or GPS receiver can help
  characters find their way through the
  wilderness, a map can tell a character where
  he or she is going and what to expect when
  he or she gets there.
  Road Atlas: Road atlases are available for
  the entire United States, showing all major
  roads in each state. They can also be
  purchased for most major metropolitan
  areas, detailing every street in the entire
  region.
  Tactical Map: A tactical map covers a small
  area—usually a few miles on a side—in
  exacting detail. Generally, every building is
  represented, along with all roads, trails, and
  areas of vegetation. Tactical maps are not
  available 
  for 
  all 
  areas, 
  and, 
  though
  inexpensive, they generally have to be
  ordered from federal mapping agencies
  (taking a week or longer to obtain).
  Mesh Vest
  This is a lightweight vest with a series of
  pockets for items such as a compass, spare
  ammunition magazines, pressure bandages,
  and a radio, along with loops for attaching
  grenades, knives, or tools. It can hold up to
  40 pounds of equipment.
  
  A mesh vest provides a +2 equipment bonus
  to Strength for the purpose of determining
  carrying capacity.
  Portable Stove
  This small stove works on kerosene or white
  gasoline, and can easily be broken down
  and carried for backpacking.
  Rope
  Climbing rope can support up to 1,000
  pounds.
  Sleeping Bag
  This lightweight sleeping bag rolls up
  compactly. It can keep a character warm
  even in severe weather and can also double
  as a stretcher in an emergency.
  Tent
  A tent keeps a character warm and dry in
  severe weather, providing a +2 equipment
  bonus on Fortitude saves against the effects
  of cold weather.
  Trail Rations
  Trail 
  rations 
  come 
  in 
  a 
  number 
  of
  commercial options. They all provide the
  necessary energy and nutrition for survival.
  The purchase DC given is for a case of 12
  meals.
  Weapon Accessories
  As if modern weapons weren’t dangerous
  enough, a number of accessories can
  increase their utility or efficiency.
  Box Magazine
  For weapons that use box magazines, a
  character can purchase extras. Loading
  these extra magazines ahead of time and
  keeping them in a handy place makes it
  easy to reload a weapon in combat.
  Detonator
  A detonator activates an explosive, causing
  it to explode. The device consists of an
  electrically activated blasting cap and some
  sort of device that delivers the electrical
  charge 
  to 
  set 
  off 
  the 
  blasting 
  cap.
  Connecting a detonator to an explosive
  requires a Demolitions check (DC 15).
  Failure means that the explosive fails to go
  off as planned. Failure by 10 or more means
  the explosive goes off as the detonator is
  being installed.
  Blasting Cap: This is a detonator without a
  built-in controller. It can be wired into any
  electrical device, such as a light switch or a
  car’s ignition switch, with a Demolitions
  check (DC 10). When the electrical device is
  activated, the detonator goes off.
  Radio Control: This device consists of two
  parts: the detonator itself and the activation
  device. The activation device is an electronic
  item about the size of a deck of cards, with
  an antenna, a safety, and an activation
  switch. When the switch is toggled, the
  activation device sends a signal to the
  detonator by radio, setting it off. It has a
  range of 500 feet.
  Timed: This is an electronic timer connected
  to the detonator. Like an alarm clock, it can
  be set to go off at a particular time.
  Wired: This is the simplest form of detonator.
  The blasting cap connects by a wire to an
  activation device, usually a small pistol-grip
  device 
  that 
  the 
  user 
  squeezes. 
  The
  detonator comes with 100 feet of wire, but
  longer lengths can be spliced in with a
  Demolitions check (DC 10).
  Holster
  Holsters are generally available for all
  Medium-size or smaller firearms.
  Hip: This holster holds the weapon in an
  easily accessed—and easily seen—location.
  Concealed Carry: A concealed carry holster
  is designed to help keep a weapon out of
  sight 
  (see 
  Concealed 
  Weapons 
  and
  Objects). In most cases, this is a shoulder
  holster (the weapon fits under the wearer’s
  armpit, presumably beneath a jacket). Small
  or Tiny weapons can be carried in waistband
  holsters (often placed inside the wearer’s
  waistband against his or her back). Tiny
  weapons can also be carried in ankle or
  boot holsters.
  Illuminator
  An illuminator is a small flashlight that
  mounts to a firearm, freeing up one of the
  user’s hands. It functions as a standard
  flashlight.
  Laser Sight
  This small laser mounts on a firearm, and
  projects a tiny red dot on the weapon’s
  target. A laser sight grants a +1 equipment
  bonus on all attack rolls made against
  targets no farther than 30 feet away.
  
  However, a laser sight can’t be used
  outdoors during the daytime.
  Scope
  A scope is a sighting device that makes it
  easier to hit targets at long range. However,
  although a scope magnifies the image of the
  target, it has a very limited field of view,
  making it difficult to use.
  Standard: A standard scope increases the
  range increment for a ranged weapon by
  one-half (multiply by 1.5). However, to use a
  scope a character must spend an attack
  action acquiring his or her target. If the
  character changes targets or otherwise lose
  sight of the target, he or she must reacquire
  the target to gain the benefit of the scope.
  Electro-Optical: An electro-optical scope
  functions the same as a standard scope in
  normal light. In darkness, however, the user
  sees through it as if he or she had the
  darkvision ability granted by night vision
  goggles.
  Speed Loader
  A speed loader holds a number of bullets in
  a ring, in a position that mirrors the
  chambers in a revolver cylinder. Using a
  speed loader saves time in reloading a
  revolver, since a character can insert all the
  bullets at once.
  Suppressor
  A suppressor fits on the end of a firearm,
  capturing the gases traveling at supersonic
  speed that propel a bullet as it is fired. This
  eliminates the noise from the bullet’s firing,
  dramatically reducing the sound the weapon
  makes when it is used. For handguns, the
  only sound is the mechanical action of the
  weapon (Listen check, DC 15, to notice). For
  longarms, the supersonic speed of the bullet
  itself still makes noise. However, it’s difficult
  to tell where the sound is coming from,
  requiring a Listen check (DC 15) to locate
  the source of the gunfire.
  Modifying a weapon to accept a suppressor
  requires a Repair check (DC 15). Once a
  weapon has been modified in this manner, a
  suppressor can be attached or removed as
  a move action.
  Suppressors cannot be used on revolvers or
  shotguns. A suppressor purchased for one
  weapon can be used for any other weapon
  that fires the same caliber of ammunition.
  Lifestyle
  Lifestyle items include travel expenses,
  entertainment 
  and 
  meals 
  beyond 
  the
  ordinary, and housing, for those characters
  interested in buying a home rather than
  renting. Lifestyle items are shown on the
  table below.
  Housing
  A number of types of homes are mentioned
  on Table: Lifestyle. The purchase DC covers
  the down payment, not the total cost of the
  home. (A character buying a home does not
  have to worry about mortgage payments;
  they simply replace the hero’s rent, which is
  already accounted for in the Wealth system)
  The small house and condo are one- or two-
  bedroom homes, probably with curbside
  parking. The large condo and medium
  house 
  are three-bedroom 
  homes 
  with
  garage or carport parking for one or two
  cars. The large house is a four-bedroom
  home with a two-car garage, while the
  mansion is a five- or six-bedroom home with
  an extra den, spacious rooms throughout,
  and a three-car garage. All of these homes
  are 
  of 
  typical 
  construction; 
  luxury
  appointments or avant- design is available
  with a +2 increase to the purchase DC.
  Location dramatically affects a home’s
  value. The given purchase DC assumes a
  typical suburban location. An undesirable
  location, such as a bad neighborhood or a
  remote rural site, reduces the purchase DC
  by 2. A particularly good location in an
  upscale 
  neighborhood 
  or 
  city 
  center
  increases the purchase DC by 2.
  Entertainment
  Purchase 
  DCs 
  are 
  given 
  for 
  several
  entertainment options. They represent the
  purchase of a single ticket. A pair of tickets
  can be purchased together; doing so
  increases the purchase DC by 2.
  Meals
  Several typical meal costs are provided. The
  cost of picking up the tab for additional
  diners adds +2 per person to the purchase
  DC.
  Transportation
  Airfare tickets are for a single passenger
  round trip. One-way tickets are available, but
  
  only reduce the purchase DC by 2. Car
  rentals and lodging rates are per day.
  Table : Lifestyle Items
  Housing
  Purchase DC
  Small condo
  28
  Large condo
  30
  Small house
  30
  Medium house
  32
  Large house
  34
  Mansion
  36
  Entertainment
  Purchase DC
  Movie ticket
  3
  Theater ticket
  7
  Sporting event ticket
  7
  Meals
  Purchase DC
  Fast food
  2
  Family restaurant
  4
  Upscale restaurant
  7
  Fancy restaurant
  9
  Transportation
  Purchase DC
  Airfare
  -
    Domestic, coach
  14
    Domestic, first class
  17
    International, coach
  18
    International, first class
  22
  Car rental
  -
    Economy car
  6
    Mid-size or truck
  8
    Luxury
  10
  Lodging
  Purchase DC
  Budget motel
  7
  Average hotel
  9
  Upscale hotel
  11
  Services
  The broad spectrum of services available to
  characters is only represented in overview
  here. Services are identified on Table:
  Services.
  Auto Repair
  Having a car repaired can be expensive;
  how expensive depends on the amount of
  damage the vehicle has suffered. The
  purchase DCs for damage repair assume
  the vehicle has not actually been disabled; if
  it has, increase the purchase DC by +3.
  Repair generally takes 1 day for every 10 hit
  points of damage dealt, and results in the
  vehicle being returned to full hit points. See
  page 163 for more about vehicle damage.
  Bail Bonds
  Characters jailed for crimes can seek bail.
  Bail is a monetary guarantee that the
  suspect will show up for his trial. The bail
  amount is set by a judge or magistrate,
  sometimes immediately following arrest (for
  minor crimes) and sometimes days later (for
  serious crimes). If bail is granted, a
  character can arrange for a bail bond—a
  loan that covers bail. The purchase DCs
  represent the fees associated with the loan;
  the bond itself is paid back to the bond
  agency when the hero shows up for trial. If
  the hero fails to show up, the agency loses
  the bail loan, and may send bounty hunters
  or other thugs after the character.
  Bail amounts vary dramatically, depending
  on the seriousness of the crime, the
  suspect’s criminal history, his or her role in
  society, his or her family life, and other
  factors the judge believes indicate that the
  character will or will not flee (or commit other
  crimes) before the trial. An upstanding
  citizen with a good job and a family who has
  never before been charged with a crime gets
  minimal bail; a career criminal with nothing
  to lose gets maximum bail or may not be
  granted bail at all. The purchase DCs shown
  assume the suspect is viewed positively by
  the court. If not, increase the purchase DC
  by as much as 5. Whatever the base
  purchase DC, a successful Diplomacy check
  (DC 15) by the suspect reduces the
  purchase DC by 2.
  Table: Services
  Item
  Purchase DC
  Auto repair
  -
    1 to 10 hp damage
  15
    11 to 20 hp damage
  18
    21 to 30 hp damage
  21
    30+ hp damage
  24
    Towing
  8
  Bail bonds
  -
    Property crime
  13
    Assault crime
  16
    Death crime
  22
  Bribery
  -
    Bouncer
  6
    Bureaucrat
  10
    Informant
  7
    Police officer
  10
  Legal services
  10 + lawyer’s Knowledge (civics)ranks
  Medical services
  -
    Long-term care
  10 + doctor’s Treat Injury ranks
    Restore hit points
  12 + doctor’s Treat Injury ranks
    Surgery
  15 + doctor’s Treat Injury ranks
    Treat poison/disease
  10 + doctor’s Treat Injury ranks
  Property Crime: The crime involved only the
  destruction of property; no one was attacked
  or seriously hurt as part of the crime.
  Assault Crime: The crime involved an attack
  intended to capture, kill, or seriously injure
  the victim.
  Death Crime: Someone died as a result of
  the crime.
  
  Medical Services
  A character’s medical insurance is built into
  his or her Wealth bonus; the purchase DCs
  represent 
  the 
  ancillary 
  expenses 
  not
  covered, 
  or 
  only 
  partly 
  covered, 
  by
  insurance. Medical services must be paid for
  in full regardless of whether they are
  successful. See the Treat Injury skill for
  more information on the medical services
  described below.
  Long-Term 
  Care: 
  The 
  purchase 
  DC
  represents treatment for regaining hit points
  or ability score points more quickly than
  normal on a given day.
  Restore Hit Points: The purchase DC
  represents treatment for hit point damage
  from wounds or injuries on a given day.
  Surgery: The purchase DC represents the
  cost of a single surgical procedure.
  Poison/Disease: 
  The 
  purchase 
  DC
  represents one application of treatment for a
  poison or disease.
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  Vehicles are described by a number of
  statistics, as shown on Table: Vehicles.
  Crew: The standard number of crew. In most
  cases, only one person is needed to drive
  the vehicle; other crewmembers serve as
  gunners or copilots.
  Passengers: The number of passengers (in
  addition to the crew) the vehicle is designed
  to carry. Vehicles that carry passengers can
  use that space to carry additional cargo
  when passengers aren’t present. Each
  unused passenger slot allows the vehicle to
  carry an additional 100 pounds of cargo.
  Cargo Capacity: The amount of cargo the
  vehicle is designed to carry. Many vehicles
  can carry extra passengers instead of cargo,
  but doing so is usually a cramped,
  uncomfortable, and often unsafe experience
  for those passengers. As a rule of thumb,
  one additional passenger can be carried for
  each 250 pounds of unused cargo capacity.
  Initiative: The modifier added to the driver’s
  or pilot’s initiative check when operating the
  vehicle.
  Maneuver: The modifier added to any Drive
  or Pilot checks attempted with the vehicle.
  Top Speed: The maximum number of
  squares the vehicle can cover in 1 round at
  character scale (with the number of squares
  at chase scale in parentheses). This is the
  fastest the vehicle can move.
  Defense: The vehicle’s Defense.
  Hardness: The vehicle’s hardness. Subtract
  this number from any damage dealt to the
  vehicle.
  Hit Points: The vehicle’s full normal hit
  points.
  Size: Vehicle size categories are defined
  differently from the size categories for
  weapons and other objects.
  Purchase DC: This is the purchase DC for a
  Wealth check to acquire the vehicle. This
  number reflects the base price and doesn’t
  include any modifier for purchasing the
  vehicle on the black market.
  Restriction: The restriction rating for the
  vehicle, if any, and the appropriate black
  market purchase DC modifier. Remember to
  apply this modifier to the purchase DC when
  making a Wealth check to acquire the
  vehicle on the black market.
  Civilian Aircraft
  All aircraft, from one-seaters to jumbo jets,
  are controlled by the use of the Pilot skill. A
  few examples are provided here from the
  variety of airgoing vehicles that might be
  available to characters.
  Bell Jet Ranger
  This is perhaps the most common civilian
  helicopter worldwide; it has also been
  adopted by many military forces as a light
  utility helicopter. The Jet Ranger is two
  squares wide and seven squares long. It
  provides three-quarters cover for crew and
  passengers.
  Bell Model 212
  This is the twin-engine, civilian version of the
  ubiquitous Huey helicopter. As a civilian
  aircraft, it is a sturdy, reliable helicopter used
  for passenger and cargo work all over the
  world. Military versions are still in use in
  many countries. The Bell 212 is three
  squares wide and seven squares long. It
  provides three-quarters cover for crew and
  passengers 
  (one-quarter 
  cover 
  for
  passengers if the cargo doors are open).
  Cessna 172 Skyhawk
  This common single-engine propeller plane
  is relatively inexpensive. A Cessna 172 is
  seven 
  squares 
  wide 
  (including 
  wings;
  fuselage is one square wide) and six
  squares long. It provides three-quarters
  cover for crew and passengers.
  
  Table: Vehicles
  Name
  Crew Pass
  Cargo
  Init Man Top Speed
  H P Def Hard Size Purchase
  DC
  Restriction
  Civilian Aircraft
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  Bell Jet Ranger (helicopter)
  1
  4
  250 lb.
  –4
  –4
  245 (25)
  6
  5
  28
  G
  39
  Lic (+1)
  Bell Model 212 (helicopter)
  2
  13
  5,000 lb. –4
  –4
  200(20)
  6
  5
  36
  G
  45
  Res (+2)
  Cessna 172 Skyhawk (prop plane)
  1
  3
  120 lb.
  –4
  –4
  210(21)
  6
  5
  30
  G
  36
  Lic (+1)
  Learjet Model 45 (corporate jet)
  2
  10
  500 lb.
  –4
  –4
  1,100(110)
  6
  5
  44
  G
  40
  Lic (+1)
  Civilian Cars
  Acura 3.2 TL (mid-size sedan)
  1
  4
  300 lb.
  –2
  –1
  265 (26)
  8
  5
  34
  H
  29
  Lic (+1)
  Aston-Martin Vanquish (sports
  coupe)
  1
  1
  175 lb.
  –2
  0
  335 (33)
  8
  5
  34
  H
  36
  Lic (+1)
  BMW M3 (sports coupe)
  1
  4
  200 lb.
  –2
  1
  275 (27)
  8
  5
  32
  H
  30
  Lic (+1)
  Chevrolet Cavalier (economy coupe)
  1
  4
  275 lb.
  –1
  –1
  185 (18)
  9
  5
  30
  L
  26
  Lic (+1)
  Chevrolet Corvette (sports coupe)
  1
  1
  250 lb.
  –2
  0
  310 (31)
  8
  5
  32
  H
  30
  Lic (+1)
  Dodge Neon (economy sedan)
  1
  4
  275 lb.
  –1
  –1
  220 (22)
  9
  5
  30
  L
  26
  Lic (+1)
  Ford Crown Victoria (mid-size
  sedan)
  1
  5
  425 lb.
  –2
  –1
  185 (18)
  8
  5
  34
  H
  28
  Lic (+1)
  Jaguar XJS (luxury sedan)
  1
  4
  275 lb.
  –2
  –1
  230 (23)
  8
  5
  34
  H
  32
  Lic (+1)
  Lamborghini Diablo (sports coupe)
  1
  1
  100 lb.
  –2
  1
  360 (36)
  8
  5
  34
  H
  37
  Lic (+1)
  Mercedes E55 AMG (luxury sedan)
  1
  4
  325 lb.
  –2
  0
  280 (28)
  8
  5
  34
  H
  32
  Lic (+1)
  Volkswagen Jetta (mid-size wagon)
  1
  4
  275 lb.
  –2
  0
  230 (23)
  8
  5
  32
  H
  28
  Lic (+1)
  Civilian Motorcycles
  Ducati 998R (racing bike)
  1
  0
  0 lb.
  0
  3
  370 (37)
  10
  5
  18
  M
  27
  Lic (+1)
  Harley Davidson FLSTF (street bike)
  1
  1
  0 lb.
  –1
  1
  275 (27)
  9
  5
  22
  L
  26
  Lic (+1)
  Yamaha YZ250F (dirt bike)
  1
  1
  0 lb.
  0
  2
  165 (16)
  10
  5
  18
  M
  23
  Lic (+1)
  Civilian Trucks
  AM General Hummer (SUV)
  1
  3
  1,000 lb. –2
  –2
  140 (14)
  8
  5
  38
  H
  34
  Lic (+1)
  Chevrolet Suburban (SUV)
  1
  8
  500 lb.
  –2
  –2
  175 (17)
  8
  5
  38
  H
  30
  Lic (+1)
  Dodge Caravan (minivan)
  1
  4
  325 lb.
  –2
  –2
  195 (19)
  8
  5
  34
  H
  28
  Lic (+1)
  Ford Escape XLT (SUV)
  1
  4
  300 lb.
  –2
  –2
  200 (20)
  8
  5
  32
  H
  29
  Lic (+1)
  Ford F-150 XL (pickup)
  1
  2
  1,700 lb. –2
  –2
  175 (17)
  8
  5
  36
  H
  28
  Lic (+1)
  Toyota Tacoma Xtracab (pickup)
  1
  3
  1,600 lb. –2
  –2
  185 (18)
  8
  5
  34
  H
  27
  Lic (+1)
  Civilian Water Vehicles
  Bayliner 1802 Capri (runabout)
  1
  5
  2,100 lb. –2
  –2
  55 (5)
  8
  5
  28
  H
  28
  Lic (+1)
  Fairline Targa 30 (cabin cruiser)
  1
  3
  2,100 lb. –4
  –4
  80 (8)
  6
  5
  40
  G
  32
  Lic (+1)
  Sea-Doo XP (personal watercraft)
  1
  1
  60 lb.
  –1
  1
  105 (10)
  9
  5
  22
  L
  24
  Lic (+1)
  Other Civilian Vehicles
  Armored truck
  2
  0
  3,600 lb. –2
  –2
  175 (17)
  8
  10
  36
  H
  34
  Res (+2)
  Honda TRX400FW (4-wheel ATV)
  1
  0
  675 lb.
  –1
  1
  95 (9)
  9
  5
  22
  L
  23
  Lic (+1)
  Limousine
  1
  7
  425 lb.
  –4
  –4
  195 (19)
  6
  5
  38
  G
  36
  Lic (+1)
  Moving truck
  1
  2
  33,000lb. –4
  –4
  165 (16)
  6
  5
  44
  G
  34
  Lic (+1)
  NABI Model 40LFW (city bus)
  1
  39
  0 lb.
  –4
  –4
  120 (12)
  6
  5
  48
  G
  38
  Lic (+1)
  Military Vehicles
  BMP-2 (tracked APC)
  3
  7
  250 lb.
  –2
  –2
  70 (7)
  8
  10
  52
  H
  40
  Mil (+3)
  M1A2 Abrams (tracked tank)
  4
  0
  425 lb.
  –4
  –4
  80 (8)
  6
  20
  64
  G
  47
  Mil (+3)
  M2A2 Bradley (tracked APC)
  3
  7
  425 lb.
  –4
  –4
  70 (7)
  6
  15
  58
  G
  45
  Mil (+3)
  M113A1 Gavin (tracked APC)
  2
  11
  200 lb.
  –2
  –2
  62 (6)
  8
  10
  48
  H
  39
  Mil (+3)
  UH-60 Black Hawk (helicopter)
  2
  14
  9,000 lb. –4
  –4
  325 (32)
  6
  5
  46
  G
  47
  Mil (+3)
  
  Learjet Model 45
  This is a sleek business jet introduced in the
  late 90s. Two turbofans, set on the fuselage
  above and behind the wings, provide the
  power. 
  The 
  interior 
  includes 
  luxury
  accommodations and a lavatory. A Learjet is
  ten squares wide (including wings; fuselage
  is two squares wide) and twelve squares
  long. It provides three-quarters cover for
  crew and nine-tenths cover for passengers.
  Civilian Cars
  Most new civilian cars include such standard
  features as air conditioning, air bags,
  antilock brakes, cruise control, keyless
  entry, and an AM/FM radio with CD player.
  Luxury vehicles often also include extras
  such as heated side mirrors, power seats,
  leather upholstery, and sunroofs. In general,
  these luxury amenities can be added to a
  nonluxury car with an increase of 1 to the
  vehicle’s purchase DC.
  Unless otherwise noted, civilian cars provide
  three-quarters cover for their occupants
  (although passengers who lean out of
  windows or sunroofs, perhaps to fire
  weapons, may be reduced to one-half or
  even one-quarter cover).
  Acura 3.2 TL
  The 3.2 TL is a four-door luxury sedan. It is
  two squares wide and four squares long.
  Aston-Martin Vanquish
  The Vanquish is a two-door luxury sports car
  powered by a 5.9-liter, 460-horsepower V12
  engine. A six-speed manual transmission
  with overdrive is standard. The Vanquish is
  two squares wide and four squares long.
  BMW M3
  The M3 is a two-door luxury sports car
  equipped with a standard 3.2-liter, 333-
  horsepower engine. The M3 is two squares
  wide and three squares long.
  Chevrolet Cavalier
  A two-door family coupe, the Cavalier is two
  squares wide and four squares long.
  Chevrolet Corvette
  The Corvette is a two-door sports car
  equipped with a 5.7-liter, 350-horsepower
  V8 engine. The Corvette is two squares
  wide and three squares long.
  Dodge Neon
  The Neon is an inexpensive four-door family
  sedan. It is two squares wide and three
  squares long.
  Ford Crown Victoria
  The Crown Victoria is a large four-door
  family sedan equipped with a 4.6-liter, 220-
  horsepower V8 engine. Large and durable, it
  is a favorite of police forces (police cruisers
  are commonly Crown Victorias). The Crown
  Victoria is two squares wide and four
  squares long.
  Jaguar XJ Sedan
  The XJ is a four-door luxury sedan. It is two
  squares wide and four squares long.
  Lamborghini Diablo
  The Diablo is a top-of-the-line exotic sports
  car—a two-door coupe equipped with a
  standard 
  6.0-liter, 
  550-horsepower 
  V12
  engine. The Diablo is two squares wide and
  three squares long.
  Mercedes E55 AMG
  The E-Class is a four-door luxury sedan
  equipped with a powerful 5.5-liter, 349-
  horsepower V8 engine. It is two squares
  wide and four squares long.
  Volkswagen Jetta
  The Jetta is a four-door station wagon. It is
  two squares wide and three squares long.
  Civilian Motorcycles
  Unlike getting into a car, mounting a
  motorcycle is a free action. Motorcycles tend
  to perform better than automobiles, but they
  provide no cover to their occupants.
  Ducati 998R
  This is a top-of-the-line street bike with a
  strong heritage of winning races. The 998R
  is one square wide and two squares long.
  Harley-Davidson FLSTF Fat Boy
  This huge motorcycle sports a 1,450cc
  engine. It’s designed to look cool and
  compete for space on the roads with
  automobiles. It is one square wide and two
  squares long.
  Yamaha YZ250F
  A classic dirt bike, this is very similar to the
  motorcycle used by United States Army
  
  cavalry scouts. The YZ250F is one square
  wide and two squares long.
  Civilian Trucks
  Trucks include pickups, sport utility vehicles,
  vans, and minivans. They generally have the
  same features as civilian cars.
  Like cars, trucks generally provide three-
  quarters cover to their occupants. The rear
  bed of a pickup truck, however, provides
  only one-half cover.
  AM General Hummer
  The four-door Hummer is a civilian version
  of the military’s all-terrain “humvee” utility
  vehicle. It comes equipped with a powerful
  6.5-liter, 195-horsepower V8 turbo diesel
  engine. The hummer is decked out like a
  luxury vehicle inside, but this vehicle is
  every bit as rugged as the military version.
  The military version can be configured in a
  variety of ways, including a two-door pickup,
  a four-door pickup with a short bed, and a
  completely enclosed, SUVlike body with a
  hatchback and four doors. It lacks the luxury
  accessories of the civilian version, but it is
  equipped with puncture-resistant tires.
  A Hummer is two squares wide and four
  squares long.
  Chevrolet Suburban
  One of the largest sport utility vans on the
  market, the Suburban is a four-door truck
  equipped with a standard 6.0-liter, 320-
  horsepower V8 engine. It is two squares
  wide and four squares long.
  Dodge Caravan
  The Caravan is a minivan with two
  conventional doors up front, sliding doors on
  the side, and a rear hatch-style door. It is
  two squares wide and four squares long.
  Ford Escape XLT
  The Escape is a four-door SUV with a 3.0-
  liter, 201-horsepower V6 engine. It is two
  squares wide and three squares long.
  Ford F-150 XL
  This two-door pickup truck has a 4.2-liter,
  202-horsepower V6 engine. The F-150 is
  two squares wide and four squares long.
  Toyota Tacoma Xtracab
  The Tacoma is a two-door pickup with a
  back seat in its extended cab. It is two
  squares wide and four squares long.
  Civilian Water Vehicles
  Piloting a water vehicle is covered by the
  Drive skill.
  Bayliner 1802 Capri
  This is a large runabout—a powerboat with
  an outboard engine and an open cockpit
  with a tiny cabin (about the size of the
  interior of an economy car) forward. It
  comes with a trailer; loading or unloading it
  requires a paved boat ramp and 10 minutes
  of work. The Capri provides one-half cover
  to occupants in the cockpit or stern, full
  cover to occupants in the cabin, and no
  cover to those forward of the cockpit. The
  Capri is two squares wide and four squares
  long.
  Fairline Targa 30
  This cabin cruiser is a motor yacht with two
  internal diesel engines. It comes equipped
  with four berths and a fully equipped galley.
  It provides one-half cover to occupants in
  the cockpit or stern, full cover to occupants
  below deck, and no cover to those forward
  of the cockpit. The Targa is three squares
  wide and six squares long.
  Sea-Doo XP
  This is a two-seat jet ski that propels itself
  with a powerful jet of water. The Sea-Doo
  XP is one square wide and two squares
  long, and provides no cover for its riders.
  Other Vehicles
  A few types of vehicles don’t fit neatly into
  the categories covered above. Many of
  these (such as the armored truck and the
  limousine) are usually custom built, so the
  model name isn’t specified as it is with most
  other 
  vehicles 
  in 
  this 
  section. 
  The
  description and stats reflect a typical model.
  Armored Truck
  Used 
  to 
  transport 
  money 
  between
  businesses 
  and 
  financial 
  institutions,
  armored trucks are designed to deter would-
  be thieves. The truck has three doors and
  firing ports that allow the crew to use their
  firearms without leaving the vehicle. The
  armored truck is two squares wide and four
  
  squares long. It provides nine-tenths cover
  for its occupants. It is equipped with
  puncture-resistant tires.
  Honda TRX400FW
  This all-terrain vehicle is something like a
  four-wheeled motorcycle. It is one square
  wide and two squares long. It provides no
  cover for its riders.
  Limousine
  A limousine is a big, comfortable car. The
  statistics given are for a moderate-sized
  vehicle, rather than a stretch limo or a
  conventional car with a professional driver.
  Limousines feature virtually every available
  luxury feature, often including televisions
  and small refrigerators. A partition divides
  the front seat from the rest of the vehicle. A
  limousine is two squares wide and five
  squares long. It provides three-quarters
  cover for its occupants.
  Moving Truck
  This is a large cargo truck used to move
  furniture or deliver freight. Trucks of this sort
  are often available as rentals. A moving
  truck is two squares wide and five squares
  long. It provides three-quarters cover for
  occupants in the cab and full cover for any in
  the back.
  NABI Model 40LFW
  This is a typical city bus. It has a door at the
  front and a second door about halfway down
  the right-hand side. This vehicle is two
  squares wide and eight squares long. It
  provides three-quarters cover for crew and
  passengers.
  Military Vehicles
  Several military vehicles are covered here.
  In addition, a number of the civilian vehicles
  covered above, such as the AM General
  Hummer and the Bell Model 212 helicopter,
  are commonly seen in military service.
  BMP-2
  A Soviet-era armored personnel carrier, the
  BMP is used by the Russian army and more
  than twenty ex-Soviet states or clients. It is
  crewed by a driver, a gunner, and a com-
  mander. It has three top hatches, one above
  each crew position, and a large door in back
  for infantry soldiers to load or disembark. It
  takes a full-round action to enter the vehicle
  through a top hatch and another full-round
  action to start it moving. The BMP-2 is three
  squares wide and four squares long. It
  provides full cover to its occupants.
  This vehicle comes equipped with a 30mm
  cannon (see Table: Vehicle Weapons)
  mounted in a full turret.
  M1A2 Abrams
  This is the U.S. Army’s main battle tank,
  probably the most advanced and powerful
  tank in the world. It is crewed by a driver, a
  gunner, a gun loader, and a commander. It
  has three top hatches, one for the driver and
  two on the turret. (The driver’s position
  cannot be reached from the other positions,
  which are all in the turret.) It takes a full-
  round action to enter a tank and another full-
  round action to start it moving. The Abrams
  is three squares wide and six squares long.
  It provides full cover to its occupants.
  This vehicle comes equipped with a tank
  cannon (see Table: Vehicle Weapons) and
  an M2HB heavy machine gun (see Table:
  Ranged Weapons), both mounted in full
  turrets.
  M2A2 Bradley
  This is the U.S. Army’s principal armored
  personnel carrier. It is crewed by a driver, a
  gunner, and a commander. It has three top
  hatches, one above each crew position, and
  a large door in back for infantry soldiers to
  load or disembark. It takes a full-round
  action to enter the vehicle through a top
  hatch, and another full-round action to start
  it moving. In addition to its own armament,
  the Bradley’s passenger compartment has
  ports that allow passengers to fire their
  personal weapons from within the vehicle.
  The Bradley is three squares wide and four
  squares long. It provides full cover to its
  occupants.
  This vehicle comes equipped with a 25mm
  cannon 
  (see 
  Table: 
  Vehicle
  Weapons) mounted in a full turret.
  M113A1 Gavin
  Introduced in 1960s and for many years a
  mainstay of the U.S. Army, this tracked
  armored personnel carrier is now in use by
  more than fifty countries. It is crewed by a
  driver and a commander, and features a top
  hatch above each position as well as a rear
  door. It takes a full-round action to enter the
  vehicle through a top hatch and another full-
  
  round action to start it moving. The Gavin is
  three squares wide and four squares long. It
  provides full cover to its occupants.
  UH-60 Black Hawk
  Introduced in the 1980s to replace the aging
  UH-1, the Black Hawk is the U.S. Army’s
  primary utility helicopter. The UH-60 is three
  squares wide and twelve squares long. It
  provides three-quarters cover to crew and
  passengers 
  (one-quarter 
  cover 
  to
  passengers if the cargo doors are open).
  Table: Vehicle Weapons
  Weapon
  Dmg
  Crit
  Dmg
  Type
  Range Rate Magazine Size
  Weight
  Purchase
  DC
  Restrictio
  n
  Cannons (require the Exotic Firearms
  Proficiency [cannons] feat)
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  BMP-2 30mm cannon
  4d12
  20
  Ballistic 150 ft.
  A
  Linked
  Huge
  *
  *
  *
  M1A2 Abrams tank cannon
  10d12
  20
  Ballistic 150 ft. Singl
  e
  1
  Huge
  *
  *
  *
  M2A2 Bradley 25mm cannon
  4d12
  20
  Ballistic 150 ft.
  A
  Linked
  Huge
  *
  *
  *
  * Weight, purchase DC, and restriction rating do not apply. These weapons are part of the vehicles on which
  they are mounted.
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  Special Attacks
  This 
  section 
  covers 
  firearms, 
  grappling,
  explosives, attacking objects, and an assortment
  of other special attacks.
  Aid Another
  In combat, a character can help a friend attack
  or defend by distracting or interfering with an
  opponent. If the character is in position to attack
  an opponent with whom a friend of the character
  is engaged in melee combat, the character can
  attempt to aid the friend as an attack action. The
  character makes an attack roll against Defense
  10. If the character succeeds, he or she doesn’t
  actually 
  damage 
  the 
  opponent—but 
  the
  character’s friend gains either a +2 circumstance
  bonus 
  against 
  that 
  opponent 
  or 
  a 
  +2
  circumstance bonus to Defense against that
  opponent (aiding character’s choice) on the
  friend’s next turn.
  Firearms
  The most basic form of attack with a firearm is a
  single shot. One attack is one pull of the trigger
  and fires one bullet at one target.
  The Personal Firearms Proficiency feat allows a
  character to make this sort of attack without
  penalty. If a character isn’t proficient in personal
  firearms, he or she takes a –4 penalty on attacks
  with that type of weapon.
  A number of other feats allow a character to deal
  extra damage when he or she fires more than
  one bullet as part of a single attack at a single
  target. (If a character doesn’t have those feats,
  he or she can still fire more than one bullet—but
  the extra bullets don’t have any effect, and are
  just wasted ammunition.)
  As with all forms of ranged weapons, attacking
  with a firearm while within a threatened square
  provokes an attack of opportunity.
  Because of the weapon’s unwieldy shape and
  size, an attacker using a longarm takes a –4
  penalty on attacks against adjacent opponents.
  Autofire
  If a ranged weapon has an automatic rate of fire,
  a character may set it on autofire. Autofire
  affects an area and everyone in it, not a specific
  creature. The character targets a 10-foot-by-10-
  foot area and makes an attack roll; the targeted
  area has an effective Defense of 10. (If the
  character does not have the Advanced Firearms
  Proficiency feat, he or she takes a –4 penalty on
  the attack roll.) If the attack succeeds, every
  creature within the affected area must make a
  Reflex save (DC 15) or take the weapon’s
  damage. Autofire shoots 10 bullets, and can
  only be used if the weapon has 10 bullets in it.
  Autofire is not the same thing as burst fire, which
  involves firing a short burst at a specific target.
  Firing a burst requires the Burst Fire feat. If a
  character fires a blast of automatic fire at a
  specific target without the Burst Fire feat, it’s
  treated as a standard attack. The attack, if
  successful, only deals normal damage—all the
  extra ammunition the character fired is wasted.
  Some firearms—particularly machine guns—
  only have autofire settings and can’t normally
  fire single shots.
  Grenades and Explosives
  An explosive is a weapon that, when detonated,
  affects all creatures and objects within its burst
  
  radius by means of shrapnel, heat, or massive
  concussion. Its effect is broad enough that it can
  hurt characters just by going off close to them.
  Some explosives, such as grenades, can be
  thrown, and they explode when they land.
  Others are planted, with fuses or timers, and go
  off after a preset amount of time elapses.
  Thrown Explosives
  An attack with a thrown explosive is a ranged
  attack made against a specific 5-foot square. (A
  character can target a square occupied by a
  creature.) Throwing the explosive is an attack
  action. If the square is within one range
  increment, you do not need to make an attack
  roll. Roll 1d4 and consult the table to see which
  corner of the square the explosive bounces to.
  Roll on d4
  Corner of targeted square
  1
  Upper Left
  2
  Upper Right
  3
  Lower Right
  4
  Lower Left
  If the target square is more than one range
  increment away, make an attack roll. The square
  has an effective Defense of 10. Thrown
  weapons require no weapon proficiency, so a
  character doesn’t take the –4 nonproficient
  penalty. If the attack succeeds, the grenade or
  explosive lands in the targeted square. Roll 1d4
  and consult the table above to see which corner
  of the square the explosive bounces to.
  If the character misses the target, the explosive
  lands at a corner of a square nearby in a
  random direction. Consult the tables below to
  determine where the explosive lands. If the
  weapon was thrown two to three range
  increments (11 to 30 feet), roll 1d8.
  After determining where the explosive landed, it
  deals its damage to all targets within the burst
  radius of the weapon. The targets may make
  Reflex saves (DC varies according to the
  explosive type) for half damage.
  Roll
  on d8
  Location Struck
  1
  upper left corner, one square beyond target
  2
  upper right corner, one square beyond target
  3
  upper right corner, one square right of target
  4
  lower right corner, one square right of target
  5
  lower right corner, one square short of target
  6
  lower left corner, one square short of target
  7
  lower left corner, one square left of target
  8
  upper left corner, one square left of target
  For ranges of up to five range increments (31 to 50
  feet), roll 1d12.
  Roll
  on d12 Location Struck
  1
  upper left corner, two squares beyond target
  2
  upper right corner, two squares beyond
  target
  3
  upper right corner, one square beyond and
  right of target
  4
  upper right corner, two squares right of target
  5
  lower right corner, two squares right of target
  6
  lower right corner, one square short and right
  of target
  7
  lower right corner, two squares short of target
  8
  lower left corner, two squares short of target
  9
  lower left corner, one square short and left of
  target
  10
  lower left corner, two squares left of target
  11
  upper left corner, two squares left of target
  12
  upper left corner, one square beyond and left
  of target
  Planted Explosives
  A planted explosive is set in place, with a timer
  or fuse determining when it goes off. No attack
  roll is necessary to plant an explosive; the
  explosive sits where it is placed until it is moved
  or goes off.
  When a planted explosive detonates, it deals its
  damage to all targets within the burst radius of
  the weapon. The targets may make Reflex
  saves (DC varies according to the explosive
  type) for half damage.
  Splash Weapons
  A splash weapon is a ranged weapon that
  breaks apart on impact, splashing or scattering
  its contents over its target and nearby creatures
  or objects. Most splash weapons consist of
  liquids in breakable containers.
  To attack with a splash weapon, make a ranged
  touch attack against the target. Thrown weapons
  require no weapon proficiency, so characters
  don’t take the –4 nonproficient penalty. A hit
  deals direct hit damage to the target and splash
  damage to all other creatures within 5 feet of the
  target.
  A character can instead target a specific 5-foot
  square, including a square occupied by a
  creature. Use the rules for thrown explosives.
  However, if a character targets a square,
  creatures within 5 feet are dealt the splash
  damage, and the direct hit damage is not dealt
  to any creature.
  If the character misses the target (whether
  aiming at a creature or a square), check to see
  where the weapon lands, using the rules for
  thrown explosives.  After determining where the
  
  object landed, it deals splash damage to all
  creatures within 5 feet.
  Attack an Object
  Sometimes a character needs to attack or break
  an object
  Strike an Object
  Objects are easier to hit than characters
  because they usually don’t move, but many are
  tough enough to shrug off some damage from
  each blow.
  Object Defense and Bonuses to Attack: Objects
  are harder or easier to hit depending on their
  size and whether they are immobile or being
  held, carried, or worn by opponents. The base
  Defense of objects is shown on Table: Size and
  Defense of Objects.
  Table: Size and Defense of Objects
  Size (Example)
  Defense
  Colossal (jetliner)
  –3
  Gargantuan (army tank)
  1
  Huge (typical car)
  3
  Large (big door)
  4
  Medium-size (dirt bike)
  5
  Small (chair)
  6
  Tiny (laptop computer)
  7
  Diminutive (paperback book)
  9
  Fine (pencil)
  13
  If a character uses a full-round action to make
  an attack against an inanimate, immobile object,
  the character gets an automatic hit with a melee
  weapon, or a +5 bonus on his or her attack roll
  with a ranged weapon.
  An object being held, carried, or worn has a
  Defense equal to the above figure + 5 + the
  opponent’s Dexterity modifier + the opponent’s
  class bonus to Defense. Striking a held carried,
  or worn object provokes an attack of opportunity
  from the character that holds it.  (If a character
  has the Sunder feat, he or she doesn’t incur an
  attack of opportunity for making the attempt.)
  Hardness: Each object has hardness—a number
  that represents how well it resists damage.
  Whenever an object takes damage, subtract its
  hardness from the damage. Only damage in
  excess of its hardness is deducted from the
  object’s hit points (see Table: Substance
  Hardness and Hit Points and Table: Object
  Hardness and Hit Points).
  Hit Points: An object’s hit point total depends on
  what it is made of or how big it is (see Table
  Substance Hardness and Hit Points and Table
  Object Hardness and Hit Points).
  Table: Substance Hardness and Hit Points
  Substance
  Hardness
  Hit Points
  Paper
  0
  2/inch of thickness
  Rope
  0
  2/inch of thickness
  Plastic, soft
  0
  3/inch of thickness
  Glass
  1
  1/inch of thickness
  Ceramic
  1
  2/inch of thickness
  Ice
  0
  3/inch of thickness
  Plastic, hard
  2
  5/inch of thickness
  Wood
  5
  10/inch of thickness
  Aluminum
  6
  10/inch of thickness
  Concrete
  8
  15/inch of thickness
  Steel
  10
  30/inch of thickness
  Energy Attacks: Acid and sonic attacks deal
  normal damage to most objects. Electricity and
  fire attacks deal half damage to most objects;
  divide the damage by 2 before applying the
  hardness. 
  Cold 
  attacks 
  deal 
  one-quarter
  damage to most objects; divide the damage by 4
  before applying the hardness.
  Ineffective Weapons: The GM may determine
  that certain weapons just can’t deal damage
  effectively to certain objects.
  Immunities: Objects are immune to nonlethal
  damage and to critical hits.
  Saving Throws: Unattended objects never make
  saving throws. They are considered to have
  failed their saving throws. An object attended by
  a character (being grasped, touched, or worn)
  receives a saving throw just as if the character
  herself were making the saving throw.
  Breaking Objects
  When a character tries to break something with
  sudden force rather than by dealing damage,
  use a Strength check to see whether he or she
  succeeds. The DC depends more on the
  construction of the object than on the material.
  If an object has lost half or more of its hit points,
  the DC to break it decreases by 2.
  Repairing Objects
  Repairing damage to an object takes a full hour
  of work and appropriate tools. (Without the tools,
  a character takes a –4 penalty on his or her
  Repair check.) At the end of the hour, make a
  Repair check (DC 20). Success restores 2d6 hit
  points. If damage remains, the character may
  continue to make repairs for as many hours as it
  takes to restore all the object’s hit points.
  Bull Rush
  A character can attempt a bull rush as an attack
  action made during his or her move action, or as
  part of a charge. (In general, a character can’t
  make an attack action during a move action; this
  is an exception.) In either case, the character
  doesn’t get a 5-foot step before, during, or after
  the bull rush attempt. When the character bull
  rushes, he or she attempts to push an opponent
  straight back instead of attacking the opponent.
  
  A character can only bull rush an opponent who
  is one size category larger than the character,
  the same size, or smaller.
  Initiating a Bull Rush
  Table: Object Hardness and Hit Points
  Object
  Quality
  Hardness
  Hit Points
  Break DC
  Lock
  -
  -
  -
  -
  -
  Cheap
  0
  1
  10
  -
  Average
  3
  5
  15
  -
  High quality
  5
  10
  20
  -
  High security
  10
  120
  35
  -
  Ultrahigh security
  20
  150
  40
  Object
  Size
  Hardness
  Hit Points
  Break DC
  Manufactured objects1
  -
  -
  -
  -
  Fine
  0
  1
  10
  Diminutive
  0
  1
  10
  Tiny
  1
  2
  10
  Small
  3
  3
  12
  Medium-size
  5
  5
  15
  Large
  5
  10
  15
  Huge
  8
  10
  20
  Gargantuan
  8
  20
  30
  Colossal
  10
  30
  50
  Firearm, Medium-size
  -
  5
  7
  17
  Rope
  -
  0
  2
  23
  Simple wooden door
  -
  5
  10
  13
  Strong wooden door
  -
  5
  20
  23
  Steel door
  -
  10
  120
  35
  Cinderblock wall
  -
  8
  90
  35
  Chain
  -
  10
  5
  26
  Handcuffs
  -
  10
  10
  30
  Metal bars
  -
  10
  15
  30
  1Figures for manufactured objects are minimum values. The GM may adjust these upward to account for
  objects with more strength and durability.
  First, the character moves into the target’s
  square. Moving in this way provokes an attack of
  opportunity from each foe that threatens the
  character, probably including the target.
  Second, the character and the target make
  opposed Strength checks. If the character and
  the target are different sizes, the larger
  combatant gets a bonus on the Strength check
  of +4 per difference in size category. The
  character gets a +2 bonus if he or she was
  charging. The target gets a +4 stability bonus if
  he or she has more than two legs or is otherwise
  exceptionally stable.
  Bull Rush Results
  If the character beats the target’s Strength
  check, the character pushes the opponent back
  5 feet. The character can push the target back
  an additional 5 feet for every 5 points by which
  the character exceeded the target’s check result,
  provided the character moves with the target. A
  character can’t, however, exceed his or her
  normal movement for that action. (The target
  provokes attacks of opportunity if moved. So
  does the character, if he or she moves with the
  target. The target and the character do not
  provoke attacks of opportunity from each other
  as a result of this movement.)
  If the character fails to beat the target’s Strength
  check, the character moves 5 feet straight back
  to where the character was before the character
  moved into the opponent’s square. If that square
  is occupied, the character falls prone in the
  square.
  Overrun
  A character can attempt an overrun as an attack
  action made during his or her move action, or as
  part of a charge. (In general, a character cannot
  make an attack action during a move action; this
  is an exception.) In either case, the character
  doesn’t get a 5-foot step before, during, or after
  the overrun attempt. With an overrun, the
  character 
  attempts 
  to 
  move 
  through 
  an
  opponent’s area, going past or over the
  opponent.  A character can only overrun an
  opponent who is one size category larger than
  the character, the same size, or smaller. A
  character can make only one overrun attempt
  per action.
  
  First, the character must move at least 10 feet in
  a straight line into the target’s square (provoking
  attacks of opportunity normally).
  Then the target chooses either to avoid the
  character or to block the character. If the
  opponent avoids the character, the character
  keeps moving. (A character can always move
  through a square occupied by someone who lets
  the character by.) If the opponent blocks the
  character, make a trip attack against the
  opponent (see Trip). If the character succeeds in
  tripping his or her opponent, the character can
  continue his or her movement as normal.
  If the character fails and are tripped in turn, the
  character falls prone in the target’s square. If the
  character fails but are not tripped, the character
  has to move 5 feet back the way he or she
  came, ending his or her movement there. If that
  square is occupied, the character falls prone in
  the square.
  Trip
  A character can try to trip an opponent, or
  otherwise knock him or her down, as an
  unarmed melee attack. A character can only trip
  an opponent who is one size category larger
  than the character, the same size, or smaller.
  Making a Trip Attack
  Make an unarmed melee touch attack against
  the target. Doing this incurs an attack of
  opportunity from the target as normal for
  unarmed attacks.
  If the attack succeeds, make a Strength check
  opposed by the target’s Dexterity check or
  Strength check (using whichever ability score
  has the higher modifier). If the character and the
  target are different sizes, the larger combatant
  gets a bonus on the Strength check of +4 per
  difference in size category. The target gets a +4
  stability bonus on his or her check if he or she
  has more than two legs or is otherwise
  exceptionally stable. If the character wins, he or
  she trips the target. If the character loses, the
  target may immediately react and make a
  Strength check opposed by the character’s
  Dexterity check or Strength check to try to trip
  the character.
  Being Tripped (Prone)
  A tripped character is prone (see Table: Defense
  Modifiers). Standing up from a prone position is
  a move action.
  Tripping with a Weapon
  Some weapons, such as the chain and the whip,
  can be used to make trip attacks. A character
  doesn’t incur an attack of opportunity when
  doing so. If the character is tripped during his or
  her own trip attempt, the character can drop the
  weapon to avoid being tripped.
  Disarm
  As a melee attack, a character may attempt to
  disarm his or her opponent. If the character does
  so with a weapon, he or she knocks the
  opponent’s weapon out of his or her hands and
  to the ground. If the character attempt the
  disarm while unarmed, the character ends up
  with the weapon in his or her hand.
  If a character is attempting to disarm the wielder
  of a melee weapon, follow the steps outlined
  here. Disarming the wielder of a ranged weapon
  is slightly different; see below.
  Step One: The character provokes an attack of
  opportunity from the target he or she is trying to
  disarm.
  Step Two: The character and the target make
  opposed attack rolls with their respective
  weapons. If the weapons are different sizes, the
  combatant with the larger weapon gets a bonus
  on the attack roll of +4 per difference in size
  category. If the target is using a weapon in two
  hands, he or she gets an additional +4 bonus.
  Also, if the combatants are different sizes, the
  larger combatant gets a bonus on the attack roll
  of +4 per difference in size category.
  Step Three: If the character beats the target’s
  attack roll, the target is disarmed. If the
  character attempted the disarm action unarmed,
  he or she now has the weapon. If the character
  was armed, the target’s weapon is on the
  ground at the target’s feet.
  If the character fails the disarm attempt, the
  target may immediately react and attempt to
  disarm the character with the same sort of
  opposed melee attack roll. The opponent’s
  attempt 
  does 
  not 
  provoke 
  an 
  attack 
  of
  opportunity from the character. If the opponent
  fails to disarm, the character does not get a free
  disarm attempt against the opponent.
  Ranged Weapons
  To disarm an opponent wielding a ranged
  weapon, the character makes a melee attack or
  unarmed attack to strike the weapon in the
  opponent’s hand (see Attack an Object). If the
  weapon is held in two hands, it gets a +2 bonus
  to its Defense. If the character’s attack
  succeeds, the ranged weapon falls to the ground
  or winds up in the character’s hands (if the
  character made the attack unarmed). This kind
  of disarm attempt provokes an attack of
  opportunity, but if the character fails, the target
  does not get to make a disarm attempt against
  him or her.
  
  Grabbing Objects
  A character can also use disarm to snatch away
  an object worn by a target. Doing this works the
  same as a disarm attempt (see above), except
  for the following.
  Attack of Opportunity: If the target’s attack of
  opportunity inflicts any damage, the attempt to
  grab the object automatically fails.
  Modifiers: If the object is well secured or
  otherwise difficult to grab from the target, the
  target gets a +4 bonus. On the other hand, if the
  object is poorly secured or otherwise easy to
  snatch or cut away, the attacker gets a +4
  bonus.
  Failed Attempts: Failing an attempt to grab an
  object doesn’t allow the target to attempt to
  disarm the character.
  Grapple
  Grappling means wrestling and struggling hand-
  to-hand.
  There are three stages to grappling: grabbing,
  holding, and pinning.
  Grabbing
  Normally, a grab is just the first step to starting a
  grapple. If the character grabs an opponent, but
  fails to go on to hold him or her, the character
  doesn’t actually start a grapple. However,
  sometimes all a character wants to do is grab
  the target.
  Holding
  Once a character has established a hold, he or
  she is involved in a grapple. From a hold, a
  character can attempt a number of actions,
  including damaging the opponent or pinning the
  opponent. A character can’t get a hold on any
  creature more than two size categories larger
  than the character. (However, such a creature
  can get a hold on the character—so while a
  character can’t initiate a grapple with a creature
  more than two size categories larger than, a
  character can still end up in one.)
  Pinning
  Getting the opponent in a pin is often the goal of
  a grapple. A pinned character is held immobile.
  Grapple Checks
  When a character is involved in a grapple, he or
  she will need to make opposed grapple checks
  against an opponent—often repeatedly. A
  grapple check is something like a melee attack
  roll. A character’s attack bonus on a grapple
  check is:
  Base attack bonus + Strength modifier + grapple
  modifier
  Grapple Modifier
  A creature’s size works in its favor when
  grappling, if that creature is Large or larger in
  size. Conversely, a creature of Small or smaller
  size is at a disadvantage because of its size
  when grappling. Instead of using a creature’s
  size modifier on a grapple check (as would be
  done for a melee or ranged attack roll), use the
  appropriate 
  grapple 
  modifier 
  from 
  Table:
  Grapple Modifiers.
  Table: Grapple Modifiers
  Size (Example)
  Grapple Modifier
  Colossal (blue whale [90 ft. long])
  16
  Gargantuan (gray whale [40 ft. long])
  12
  Huge (elephant)
  8
  Large (lion)
  4
  Medium-size (human)
  0
  Small (German shepherd)
  –4
  Tiny (housecat)
  –8
  Diminutive (rat)
  –12
  Fine (horsefly)
  –16
  Starting a Grapple
  To start a grapple, a character first needs to
  grab and hold his or her target. Attempting to
  start a grapple is the equivalent of making a
  melee attack. If the character gets multiple
  attacks in a round, he or she can attempt to start
  a grapple multiple times (at successively lower
  base attack bonuses). Follow these steps.
  1. Attack of Opportunity: A character provokes
  an attack of opportunity from the target he or
  she is trying to grapple. If the attack of
  opportunity deals the character damage, the
  character fails to start the grapple. If the attack
  of opportunity misses or otherwise fails to deal
  damage, proceed to step 2.
  2. Grab: The character makes a melee touch
  attack to grab the target. If the character fails to
  hit the target, the character fails to start the
  grapple. If the character succeeds, proceed to
  step 3.
  3. Hold: Make an opposed grapple check. (This
  is a free action.) If the character succeeds, the
  character has started the grapple, and deals
  damage to the target as if with an unarmed
  strike.
  If the character loses, he or she fails to start the
  grapple. The character automatically loses an
  attempt to hold if the target is two or more size
  categories larger than the character is (but the
  character can still make an attempt to grab such
  a target, if that’s all he or she wants to do).
  4. Maintain the Grapple: To maintain the grapple
  for later rounds, the character must move into
  the target’s square. (This movement is free and
  
  doesn’t count as part of the character’s
  movement for the round movement.) Moving, as
  normal, provokes attacks of opportunity from
  threatening enemies, but not from the target.
  The character and the target are now grappling.
  If the character can’t move into the target’s
  square, the character can’t maintain the grapple
  and must immediately let go of the target. To
  grapple again, the character must begin at step
  1.
  Grappling Consequences
  While a character is grappling, his or her ability
  to attack others and defend him or herself is
  limited.
  No Threatened Squares: A character doesn’t
  threaten any squares while grappling.
  No Dexterity Bonus: A character loses his or her
  Dexterity bonus to Defense (if the character has
  one) against opponents the character isn’t
  grappling. (The character can still use it against
  opponents he or she is grappling.)
  No Movement: A character cannot move while
  held in a grapple.
  If the Character is Grappling
  When a character is grappling (regardless of
  who started the grapple), he or she can attempt
  any of several actions on his or her turn. Unless
  otherwise noted, each of these options is
  equivalent to an attack. (If the character
  normally gets more than one attack per attack
  action, he or she can attempt as many of these
  options as he or she has attacks available, using
  his or her successively lower attack bonus for
  each roll.) The character is limited to these
  options only; he or she cannot take any other
  actions.
  Damage the Opponent: Make an opposed
  grapple check; if the character succeeds, he or
  she deals damage as with an unarmed strike.
  Pin: Make an opposed grapple check; if the
  character succeeds, he or she holds the
  opponent immobile for 1 round. The opponent
  takes a –4 penalty to Defense against all attacks
  from other people (but not from the character);
  however, the opponent is not considered
  helpless.
  A character can’t use a weapon on a pinned
  character or attempt to damage or pin a second
  opponent while holding a pin on the first.
  A pinned character can’t take any action except
  to attempt to escape from the pin.
  Escape from Grapple: Make an opposed grapple
  check. If the character succeeds, he or she can
  escape the grapple. If more than one opponent
  is grappling the character, the grapple check
  result has to beat all their check results to
  escape. (Opponents don’t have to try to hold a
  character if they don’t want to.)
  Alternatively, the character can make an Escape
  Artist check opposed by the opponent’s grapple
  check to escape from the grapple. This is an
  attack action that the character may only attempt
  once per round, even if the character gets
  multiple attacks.
  If the character has not used his or her move
  action for the round, the character may do so
  after escaping the grapple.
  Escape from Pin: Make an opposed grapple
  check. If the character succeeds, he or she can
  escape from being pinned. (Opponents don’t
  have to try to keep the character pinned if they
  don’t want to.) The character is still being
  grappled, however.
  Alternatively, a character can make an Escape
  Artist check opposed by the opponent’s grapple
  check to escape from the pin. This is an attack
  action that the character may only attempt once
  per round, even if the character gets multiple
  attacks.
  Break Another’s Pin: Make an opposed grapple
  check; if the character succeeds, he or she can
  break the hold that an opponent has over an
  ally.
  Draw a Light Weapon: A character can draw a
  light weapon as a move action.
  Attack with a Light Weapon: A character can
  attack with a light weapon while grappling (but
  not while pinned or pinning). A character can’t
  attack with two weapons while grappling.
  If the Character is Pinned
  When an opponent has pinned the character, he
  or she is held immobile (but not helpless) for 1
  round. (the character can’t attempt any other
  action.) On the character’s turn, he or she can
  attempt to escape from the pin. If the character
  succeeds, he or she is still grappling.
  Joining a Grapple
  If the target is already grappling someone else,
  a character can use an attack to start a grapple,
  as above, except that the target doesn’t get an
  attack of opportunity against the character, and
  the character’s grab automatically succeeds.
  The character still has to make a successful
  opposed grapple check and move in to be part
  of the grapple.
  If multiple enemies are already involved in the
  grapple, the character picks one against whom
  to make the opposed grapple check.
  Multiple Grapplers
  Several combatants can be in a single grapple.
  Up to four combatants can grapple a single
  opponent in a given round. Creatures that are
  
  one size category smaller than the character
  count as one-half creature each; creatures that
  are one size category larger than the character
  count as two creatures; and creatures two or
  more size categories larger than the character
  count as four creatures.
  When involved in a grapple with multiple
  opponents, the character chooses one opponent
  to make an opposed check against. The
  exception is an attempt to escape from the
  grapple; to escape, a character’s grapple check
  must beat the check results of all opponents.
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  For simply traveling from point to point, the
  vehicle used is largely a matter of personal style
  and finances. Skill checks are only required in
  extraordinary circumstances. These rules are
  primarily focused on ground vehicles—cars,
  trucks, and light military vehicles. The rules can
  be modified for boats, heavier armored vehicles,
  and aircraft.
  Characters in Vehicles
  A character in a vehicle fills one of several
  possible roles, which determines what the
  character can do.
  Driver: The driver of the vehicle controls its
  movement. Most vehicles have only one position
  from where the vehicle can be driven, so the
  person seated there is the driver. Driving a
  vehicle is, at a minimum, a move action, which
  means that the driver may be able to do
  something else with his or her attack action.
  There can be only one driver in a vehicle at one
  time.
  Copilot: A copilot can help the driver by taking
  an aid another action. The copilot must be
  seated in a location where he or she can see the
  road and advise the driver (in a car, this
  generally means the front passenger seat).
  Aiding the driver is a move action, leaving the
  copilot with an attack action each round to do
  something else. A vehicle can have only one
  copilot at a time.
  Gunner: Some vehicles have built-in weapons. If
  such a weapon is controlled from a location
  other than the driver’s position, a character can
  man that position and become the gunner. A
  vehicle can have as many gunners as it has
  gunner positions.
  Passenger: All other personnel aboard the
  vehicle are considered passengers. Passengers
  have no specific role in the vehicle’s operation,
  but may be able to fire weapons from the vehicle
  or take other actions.
  Scale
  These rules use two scales.  If the encounter
  involves both vehicles and characters on foot,
  use character scale. If the scene involves only
  vehicles, and they’re likely to move at much
  higher speeds than characters or creatures on
  foot, use chase scale.
  Character Scale: Character scale is identical to
  the standard movement scale: It’s carried out on
  a grid in which each square equals 5 feet.
  In character scale, most vehicles are large
  enough to occupy multiple squares on the map
  grid. How many squares a vehicle occupies is
  specified in the vehicle’s description.
  When moving a vehicle, count the squares from
  the vehicle’s rear. When turning, pivot the
  vehicle on the rear square toward which it is
  turning. When firing weapons, count squares
  from the location of the weapon.
  In character scale, more than one ground
  vehicle cannot occupy the same square.
  Chase Scale: In chase scale, each square of the
  grid represents 50 feet.
  In chase scale, most commonly encountered
  vehicles occupy only one square. (Some
  especially large vehicles, such as ships or jumbo
  jets, might occupy more than one square.) More
  than one vehicle can occupy the same square.
  Vehicles in the same square are considered to
  be 20 feet apart for the purposes of determining
  range for attacks.
  Vehicle Sizes
  Vehicles use the same size categories as
  characters and creatures, as shown on Table:
  Vehicle Sizes. The vehicle’s size modifier
  applies to its initiative modifier, maneuver
  modifier, and Defense. (The size modifier is
  already included in the vehicle statistics on
  Table: Vehicle Sizes
  Size
  Modifier Examples
  Colossal
  –8
  Yacht, semi with trailer
  Gargantuan
  –4
  Tank, limousine
  Huge
  –2
  Luxury car, SUV, armored car
  Large
  –1
  Economy car, Harley
  Medium-size
  0 Racing bike, dirt bike
  Facing and Firing Arcs
  Unlike with characters, when dealing with
  vehicles, the vehicle’s facing (the direction it’s
  pointing) is important. Facing indicates the
  direction in which the vehicle is traveling
  (assuming it’s not moving in reverse). It can also
  
  determine which weapons aboard the vehicle
  can be brought to bear on a target.
  A weapon built into a vehicle can by mounted to
  fire in one of four directions—forward, aft (rear),
  right, or left—or be built into a partial or full
  turret. A partial turret lets a weapon fire into
  three adjacent fire arcs (such as forward, left,
  and right), while a full turret lets it fire in any
  direction. 
  For 
  vehicles 
  with 
  weapons, 
  a
  weapon’s arc of fire is given in the vehicle’s
  description.
  Getting Started
  Most vehicles can be entered with a move action
  and started with a second move action.  An
  exception is noted in a vehicle’s description
  when it applies.
  Initiative
  There are two options for determining initiative in
  vehicle combat. First, is individual initiative just
  as in normal combat, where each character rolls
  separately. This is probably the best method if
  most or all characters are aboard the same
  vehicle, but it can result in a lot of delayed or
  readied actions as passengers wait for drivers to
  perform maneuvers. An alternative is to roll
  initiative for each vehicle, using the vehicle’s
  initiative modifier. This is particularly appropriate
  when characters are in separate vehicles, since
  it allows everyone aboard the same vehicle to
  act more or less simultaneously.
  Vehicle Speed
  Vehicle speed is expressed in five categories:
  stationary, alley speed, street speed, highway
  speed, and all-out. Each of these speed
  categories represents a range of possible
  movement (see Table: Vehicle Speeds and
  Modifiers). Each round, a vehicle moves
  according 
  to 
  its 
  current 
  speed 
  category
  .
  Table: Vehicle Speeds and Modifiers
  Speed
  Character Scale
  Chase Scale
  Category
  Movement1
  Turn Number2
  Movement1
  Turn Number2
  Defense
  Modifier
  Check/Roll
  Modifier
  Stationary3
  0
  —
  0
  —
  +0
  —
  Alley speed
  1–20
  1
  1–2
  1
  +0
  +0
  Street speed
  21–50
  2
  3–5
  1
  +1
  –1
  Highway
  speed
  51–150
  4
  6–15
  2
  +2
  –2
  All-out
  151+
  8
  16+
  2
  +4
  –4
  1 The number of squares a vehicle can move at this speed.
  2 The number of squares a vehicle must move at this speed before making a turn.
  3 A stationary vehicle cannot move or maneuver.
  Declaring Speed
  At the beginning of his or her action, a driver
  must declare his or her speed category for the
  round. The driver can choose to go one category
  faster or slower than the vehicle’s speed in the
  previous round.  A stationary vehicle can change
  to alley speed in either forward or reverse. Most
  vehicles cannot go faster than alley speed in
  reverse.
  Stationary: The vehicle is motionless.
  Alley Speed: This speed is used for safely
  maneuvering a vehicle in tight spaces, such as
  alleys and parking garages. It tops out at about
  the speed a typical person can run.
  Street Speed: The vehicle is traveling at a
  moderate speed, up to about 35 miles per hour.
  Highway Speed: The vehicle is moving at a
  typical highway speed, from about 35 to 80
  miles per hour.
  All-Out: The vehicle is traveling extremely fast,
  more than 80 miles per hour.
  Moving
  On his or her action, the driver moves the
  vehicle a number of squares that falls within the
  vehicle’s speed category.
  Unlike characters, a vehicle cannot double
  move, run, or otherwise extend its movement
  (except by changing to a higher speed
  category).
  Every vehicle has a top speed, included in its
  statistics on Table: Vehicles. A vehicle cannot
  move more squares than its top speed. This
  
  means that some vehicles cannot move at all-
  out speed, or even highway speed.
  Count 
  squares 
  for 
  vehicles 
  just 
  as 
  for
  characters. Vehicles can move diagonally;
  remember that when moving diagonally, every
  second square costs two squares’ worth of
  movement. Unlike with moving characters, a
  vehicle’s facing is important; unless it changes
  direction, a vehicle always moves in the
  direction of its facing (or in the opposite
  direction, if it’s moving in reverse).
  The Effects of Speed
  A fast-moving vehicle is harder to hit than a
  stationary one—but it’s also harder to control,
  and to attack from.
  As shown on Table: Vehicle Speeds and
  Modifiers, when a vehicle travels at street speed
  or faster, it gains a bonus to Defense. However,
  that speed brings along with it a penalty on all
  skill checks and attack rolls made by characters
  aboard the vehicle—including Drive checks to
  control the vehicle and attacks made from it.
  Driving a Vehicle
  Driving a vehicle is a move action, taken by the
  vehicle’s driver. During his or her move action,
  the driver moves the vehicle a number of
  squares that falls within its speed category. The
  driver can attempt maneuvers to change the
  vehicle’s course or speed. These maneuvers
  can be attempted at any point along the
  vehicle’s route. The driver can choose to use his
  or her attack action to attempt additional
  maneuvers.
  The two kinds of vehicle movement are simple
  maneuvers and stunts.
  Simple Maneuvers: A simple maneuver, such as
  a 45-degree turn, is easy to perform. Each is a
  free action and can be taken as many times as
  the driver likes while he or she moves the
  vehicle. However, simple maneuvers do cost
  movement—so a vehicle that makes a lot of
  simple maneuvers will not get as far as one
  going in a straight line. Simple maneuvers do
  not require the driver to make skill checks.
  Stunts: Stunts are difficult and sometimes daring
  maneuvers that enable a driver to change his or
  her vehicle’s speed or heading more radically
  than a simple maneuver allows. A stunt is a
  move action. It can be taken as part of a move
  action to control the vehicle, and a second stunt
  can be attempted in lieu of the driver’s attack
  action. Stunts always require Drive checks.
  Simple Maneuvers
  During a vehicle’s movement, the driver can
  perform any one of the following maneuvers.
  45-Degree Turn: Any vehicle can make a simple
  45-degree turn as part of its movement. The
  vehicle must move forward at least a number of
  squares equal to its turn number (shown on
  Table: Vehicle Speeds and Modifiers) before it
  can turn. Making a 45-degree turn costs 1
  square of movement.
  Ram: At character scale, a driver does not have
  to perform a maneuver to ram another vehicle—
  he or she only needs to drive his or her vehicle
  into the other vehicle’s square, and a collision
  occurs (see Collisions and Ramming).
  At chase scale, however, more than one vehicle
  can occupy the same square and not collide—so
  ramming another vehicle requires a simple
  maneuver. The driver moves his or her vehicle
  into the other vehicle’s square and states that he
  or she is attempting to ram. Resolve the ram as
  a collision, except that the driver of the target
  vehicle can make a Reflex save (DC 15) to
  reduce the damage to both vehicles by half.
  Sideslip: A driver might wish to move to the side
  without changing the vehicle’s facing, for
  instance 
  to 
  change 
  lanes. 
  This 
  simple
  maneuver, called a sideslip, allows a vehicle to
  avoid obstacles or weave in and out of traffic
  without changing facing. A sideslip moves a
  vehicle 1 square forward and 1 square to the
  right or left, and costs 3 squares of movement.
  Stunts
  Stunts are maneuvers that require a Drive check
  to perform successfully. Unsuccessful stunts
  often result in the vehicle ending up someplace
  other than where the driver intended. When this
  happens, the vehicle collides with any objects in
  its path. Remember that the check/roll modifier
  from Table: Vehicle Speeds and Modifiers
  affects all Drive checks made by the driver and
  attack rolls made by all occupants of the vehicle.
  Avoid Hazard: Vehicle combat rarely occurs on
  a perfectly flat, featureless plain. When a vehicle
  tries to move through a square occupied by a
  hazard, the driver must succeed on a Drive
  check to avoid the hazard and continue moving.
  Structures simply cannot be avoided. Also, if a
  driver cannot make a check (if he or she has
  used all his or her actions for the round in
  performing other stunts), he or she automatically
  fails to avoid the hazard. In such cases, a
  collision occurs.
  The DC to avoid a hazard varies with the nature
  of the hazard.
  
  On a failed check, the vehicle hits the obstacle.
  For caltrops, this means the caltrops make an
  attack against the vehicle (see Caltrops). An oil
  slick forces the drive to make a Drive check (DC
  15) to retain control of the vehicle (see Losing
  Control). Failing to avoid an object results in a
  collision with the object (see Collisions and
  Ramming).
  Hazard
  DC
  Caltrops
  15
  Oil slick
  15
  Object
  -
  Small (tire, light debris)
  5
  Medium-size (crate)
  10
  Large (pile of wreckage)
  15
  Structure
  Cannot be avoided
  Bootleg Turn
   By making a bootleg turn, a driver can radically
  change direction without turning in a loop.
  However, in so doing, the vehicle comes to a
  stop.
  Before a vehicle can make a bootleg turn, it
  must move in a straight line at least a number of
  squares equal to its turn number. To make a
  bootleg turn, simply change the vehicle’s facing
  to the desired direction. The vehicle ends its
  movement in that location, at stationary speed.
  The DC for a bootleg turn depends on the
  change in facing.
  On a failed check, instead of facing the desired
  direction, the vehicle only changes facing by 45
  degrees. Make a Drive check to retain control
  against a DC equal to the DC for the bootleg
  turn attempted (see Losing Control).
  Facing ChangeDC
  45 degrees
  5
  90 degrees
  10
  135 degrees
  15
  180 degrees
  20
  Dash: With a dash stunt, a driver can increase
  the vehicle’s speed by one category. (This
  increase is in addition to any speed change
  made at the beginning of the driver’s action; if
  the driver increased speed at that time, he or
  she can accelerate a total of two categories in
  the same round.) The vehicle’s total movement
  for the round cannot exceed the maximum
  number of squares for its new speed category.
  (The squares it has already moved before
  attempting the dash count against this total.)
  The DC for a dash is 15.
  On a failed check, the vehicle does not change
  speed categories.
  Hard Brake: With a hard brake stunt, a driver
  can reduce the vehicle’s speed by up to two
  categories. (This is in addition to any speed
  change made at the beginning of his action; if
  the driver reduced speed at that time, he or she
  can drop a total of three categories in the same
  round.) The vehicle’s movement for the round
  ends as soon as it has moved the minimum
  number of squares for its new speed category.
  (If it has already moved that far before
  attempting the hard brake, it ends its movement
  immediately.)
  The DC for a hard brake is 15.
  On a failed check, the vehicle does not change
  speed categories. Make a Drive check (DC 15)
  to retain control (see Losing Control).
  Hard Turn: A hard turn allows a vehicle to make
  a turn in a short distance without losing speed.
  A hard turn functions like a 45-degree turn
  simple maneuver, except that the vehicle only
  needs to move forward a number of squares
  equal to half its turn number (rounded down).
  The DC for a hard turn is 15.
  On a failed check, the vehicle continues to move
  forward a number of squares equal to its turn
  number before turning, just as with a simple 45-
  degree turn. Make a Drive check (DC 15) to
  retain control (see Losing Control).
  Jump: A driver can attempt to jump his or her
  vehicle across a gap in his or her path.
  To make a jump, the vehicle must move in a
  straight line a number of squares equal to its
  turn number. If the vehicle doesn’t have enough
  movement left to clear the gap, it must complete
  the jump at the start of its next turn.
  The DC for a jump depends on the width of the
  gap, modified by the vehicle’s speed category.
  On a failed check, the vehicle fails to clear the
  gap, and instead falls into it (or collides with the
  far side). Determine damage as for a collision
  (see Collisions and Ramming).
  Gap Width
  DC
  1–3 ft. (ditch)
  15
  4–8 ft. (culvert)
  20
  8–15 ft. (creek, small ravine)
  25
  16–25 ft. (narrow road, small pond)
  35
  26–40 ft. (wide road, small river)
  45
  Vehicle Speed Category
  DC Modifier
  Alley speed
  +10
  Street speed
  +5
  Highway speed
  +0
  All-out
  –5
  A shallow gap (1 to 3 feet deep) is equivalent to
  a Medium-size object; the vehicle may be able
  to avoid taking collision damage from the failed
  jump by treating the far side as a hazard and
  
  then continue moving (see Avoid Hazard,
  above).
  A moderately deep gap (4 to 10 feet deep) is
  equivalent to a Huge object. The vehicle can
  only drive out of the gap if the walls are not too
  steep.
  A deeper gap (11 feet or deeper) is equivalent to
  a Colossal object. The vehicle can only drive out
  of the gap if the walls are not too steep.
  If the gap is filled with water, the vehicle takes
  only half damage from the collision with the
  ground. However, if the water is too deep or the
  bottom is too soft (GM’s discretion), the vehicle
  might not be able to move.
  Sideswipe: During a vehicle’s movement, a
  driver can attempt to sideswipe a vehicle or
  other target, either to deal damage without fully
  ramming it or to cause another driver to lose
  control of his or her vehicle.
  At character scale, a vehicle must be side by
  side with its target (that is, occupying the square
  or squares directly to its side) and moving in the
  same direction. Attempting a sideswipe costs 1
  square of movement.
  At chase scale, the vehicle must be in the same
  square as its target and moving in the same
  direction. There is no movement cost.
  If the stunt is successful, both vehicles take
  damage as if they had collided (see Collisions
  and 
  Ramming), 
  except 
  that 
  the 
  collision
  multiplier is 1/4, and the driver of the target
  vehicle can make a Reflex save (DC 15) to
  reduce the damage to both vehicles by half of
  that result. The driver of the sideswiped vehicle
  must succeed at a Drive check (DC 15) at the
  beginning of his or her next action or lose control
  of the vehicle.
  The DC for a sideswipe is 15, modified by the
  relative size and speed of the target.  On a failed
  check, both vehicles take damage as though the
  sideswipe attempt was a success. However, the
  other driver does not need to make a check to
  retain control.
  Target Condition
  DC Modifier
  Each size category larger
  –5
  Each size category smaller
  +5
  Each speed category of difference
  –2
  Driver Options
  Here is what a vehicle driver can do in a single
  round:
  Choose the Vehicle’s Speed: The driver may
  increase or decrease his or her vehicle’s speed
  category by one (or keep it the same).
  Optional Attack Action: If the driver wants, he or
  she can use his or her attack action before
  moving the vehicle. If the driver does so,
  however, he or she will be limited to a single
  stunt during movement.
  Movement: Move the vehicle any number of
  squares within the vehicle’s speed category.
  Along the way, perform any number of simple
  maneuvers (limited only by their movement
  cost). The driver may also attempt a single stunt
  as part of the movement (or two, if the driver
  didn’t take his or her attack action before
  moving).
  Optional Attack Action: If the driver did not take
  an attack action before moving, and performed
  one or fewer stunts, the driver has an attack
  action left.
  Collisions and Ramming
  A collision occurs when a vehicle strikes another
  vehicle or a solid object. Generally, when a
  vehicle collides with a creature or other moving
  vehicle, the target can attempt a Reflex save
  (DC 15) to reduce the damage by half.
  Resolving Collisions
  The base damage dealt by a vehicle collision
  depends on the speed and size of the objects
  involved. Use the highest speed and the
  smallest size of the two colliding objects and
  refer to Table: Collision Damage.
  Highest Speed
  Damage Die Type
  Smallest Object
  or Creature Size
  Number of
  Dice
  Alley speed
  d2
  Colossal
  20
  Street speed
  d4
  Gargantuan
  16
  Highway speed
  d8
  Huge
  12
  All-out
  d12
  Large
  8
  Medium-size
  4
  Small
  2
  Tiny
  1
  Table: Collision Damage
  Smaller than Tiny
  0
  
  After finding the base damage, determine the
  collision’s damage multiplier based on how the
  colliding vehicle struck the other vehicle or
  object. (For vehicles moving in reverse, consider
  the back end to be the vehicle’s “front” for
  determining the collision multiplier.) Consult
  Table: Collision Direction for a multiplier.
  Once the damage has been determined, apply it
  to both vehicles (or objects or creatures)
  involved in the collision. Both vehicles reduce
  their speed by two speed categories. If the
  colliding vehicle moved the minimum number of
  squares for its new speed category before the
  collision, it ends its movement immediately. If
  not, it pushes the other vehicle or object aside, if
  possible, and continues until it has moved the
  minimum number of squares for its new speed
  category.
  Table: Collision Direction
  Colliding Vehicle’s Target
  Multiplier
  A stationary object
  x 1
  A moving vehicle, striking head-on or 45 degrees from head-on
  x 2
  A moving vehicle, striking perpendicular
  x 1
  A moving vehicle, striking from the rear or 45 degrees from the rear
  x 1/2
  A vehicle being sideswiped (see Sideswipe)
  x 1/4
  The driver of the vehicle that caused the
  collision must immediately make a Drive check
  (DC 15) or lose control of the vehicle (see
  Losing Control, below). The driver of the other
  vehicle must succeed on a Drive check (DC 15)
  at the beginning of his or her next action or lose
  control of his or her vehicle.
  Damage to Vehicle Occupants
  When a vehicle takes damage from a collision,
  its occupants may take damage as well. The
  base amount of damage depends on the cover
  offered by the vehicle. Each of the occupants
  may make a Reflex save (DC 15) to take half
  damage.
  Losing Control
  A collision or a failed stunt can cause a driver to
  lose control of his vehicle. In these cases, the
  driver must make a Drive check to retain control
  of the vehicle. If this check is successful, the
  driver maintains control of the vehicle. If it fails,
  the vehicle goes into a spin. If it fails by 10 or
  more, the vehicle rolls. Remember that the
  check/roll modifier from Table: Vehicle Speeds
  and Modifiers applies to all Drive checks.
  Cover
  Damage
  None
  Same as damage taken by vehicle
  One-quarter
  One-half damage taken by vehicle
  One-half
  One-quarter damage taken by vehicle
  Three-quarters
  or more
  None
  An out-of-control vehicle may strike an object or
  other vehicle. When that happens, a collision
  occurs (see Collisions and Ramming, above).
  Spin: The vehicle skids, spinning wildly.
  At character scale, the vehicle moves in its
  current direction a number of squares equal to
  the turn number for its speed, then ends its
  movement. Once it stops, roll 1d8 to determine
  its new facing: 1, no change; 2, right 45 degrees;
  3, right 90 degrees; 4, right 135 degrees; 5, 180
  degrees; 6, left 135 degrees; 7, left 90 degrees;
  8, left 45 degrees. Reorient the vehicle
  accordingly.
  At chase scale, the vehicle moves 1 square and
  ends its movement. Roll to determine its new
  facing as indicated above.
  Roll: The vehicle tumbles, taking damage.
  At character scale, the vehicle rolls in a straight
  line in its current direction for a number of
  squares equal to the turn number for its speed,
  then ends its movement. At the end of the
  vehicle’s roll, reorient the vehicle perpendicular
  to its original direction of travel (determine left or
  right randomly).
  At chase scale, the vehicle rolls one square
  before stopping and reorienting.
  At either scale, a vehicle takes damage equal to
  2d6 x the turn number for its speed. The
  vehicle’s occupants take damage equal to 2d4 x
  the turn number for its speed (Reflex save, DC
  15, for half damage).
  Hide and Seek
  When being pursued, a driver can attempt a
  Hide check to lose the pursuer in heavy traffic,
  or a Bluff check to misdirect the pursuer before
  turning onto an off-ramp or a side street.
  To make a Hide check, use the normal rules for
  hiding (see the Hide skill description). The
  normal size modifiers apply, but because the
  driver is hiding among other vehicles, most of
  which are size Large or Huge, he or she gains a
  +8 bonus on the check. This use of the Hide skill
  
  can only be attempted in fairly heavy traffic; in
  lighter traffic, the GM might not allow it or might
  apply a penalty to the check.
  A driver can use Bluff to make a pursuer think
  he or she is going a different direction from what
  the driver intends. Just before making a turn
  onto an off-ramp or side street, make a Bluff
  check opposed by the pursuer’s Sense Motive
  check. If the driver is successful, the pursuer
  takes a –5 penalty on any Drive check needed
  to make the turn to follow the driver. If the other
  driver can make the turn using only simple
  maneuvers and does not have to make a Drive
  check, the Bluff attempt has no effect.
  Fighting from Vehicles
  The following rules provide a further framework
  for combat involving vehicles.
  Vehicle Combat Actions
  Actions during vehicle combat are handled the
  same way as actions during personal combat. In
  general, a character can take two move actions,
  one move action and one attack action, or one
  full-round action in a round. Free actions can be
  performed normally, in conjunction with another
  action.
  Free 
  Actions: 
  Communicating 
  orders 
  and
  ducking down behind a door are examples of
  free actions. Characters can perform as many
  free actions as the GM permits in a single round.
  Move Actions: Changing position within a
  vehicle is usually a move action, especially if the
  character has to trade places with another
  character. If the character’s movement is short
  and unobstructed, the character can do it as the
  equivalent of a 5-foot step. Otherwise, it requires
  a move action.
  Attack Actions: Anyone aboard a vehicle can
  make an attack with a personal weapon, and
  drivers and gunners can make attacks with any
  vehicle-mounted weapons controlled from their
  positions.
  Full-Round Actions: Since the driver must use a
  move action to control the vehicle, he or she
  can’t take a full-round action unless he or she
  starts it in one round and completes it on his or
  her next turn (see Start/Complete Full-Round
  Action).
  Crew Quality
  Rather than force the GM to create, or
  remember, statistics for everyone aboard a
  vehicle, vehicle statistics include a general “crew
  quality” descriptor. This indicates a typical
  crew’s aptitude with the vehicle’s systems.
  Table: Vehicle Crew Quality shows the five
  levels of crew quality for GM-controlled vehicle
  crews, 
  along 
  with 
  the 
  appropriate 
  check
  modifier. Use the check modifier for all skill
  checks related to the operation of the vehicle
  (including Drive and Repair checks). Use the
  attack bonus for all attack rolls performed by the
  crew. For quick reference, Table: Crewed
  Vehicles shows the typical crew quality, and the
  crew’s total initiative and maneuver modifiers,
  for the vehicles covered in this book.
  This by no means restricts the GM from creating
  unique vehicles where the crew’s statistics are
  included, or from using GM characters’ abilities
  when they drive or attack from vehicles. It’s
  merely a shortcut to save time if the GM doesn’t
  have particular characters behind the wheel.
  Table: Vehicle Crew Quality
  Crew Quality
  Check Modifier
  Attack Bonus
  Untrained
  –4
  –2
  Normal
  2
  0
  Skilled
  4
  2
  Expert
  8
  4
  Ace
  12
  8/3
  Table: Crewed Vehicles
  Name
  Crew
  Init
  Maneuver
  Civilian Aircraft
  -
  -
  -
  Bell Jet Ranger
  2 (Skilled +4)
  0
  0
  Bell Model 212
  2 (Skilled +4)
  0
  0
  Cessna 172 Skyhawk
  1 (Normal +2)
  –2
  –2
  Learjet Model 45
  2 (Skilled +4)
  +0
  0
  Civilian Cars
  -
  -
  Acura 3.2 TL
  1 (Normal +2)
  0
  1
  Aston-Martin Vanquish 1 (Normal +2)
  0
  2
  BMW M3
  1 (Normal +2)
  0
  3
  Chevrolet Cavalier
  1 (Normal +2)
  +1
  1
  Chevrolet Corvette
  1 (Normal +2)
  0
  2
  Dodge Neon
  1 (Normal +2)
  1
  1
  Ford Crown Victoria
  1 (Normal +2)
  0
  1
  Jaguar XJS
  1 (Normal +2)
  0
  1
  Lamborghini Diablo
  1 (Normal +2)
  +0
  3
  Name
  Crew
  Init
  Maneuver
  Mercedes E55 AMG
  1 (Normal +2)
  0
  2
  Volkswagen Jetta
  1 (Normal +2)
  0
  2
  Civilian Motorcycles
  -
  -
  -
  Ducati 998R
  1 (Normal +2)
  2
  5
  Harley Davidson
  FLSTF
  1 (Normal +2)
  1
  3
  Yamaha YZ250F
  1 (Normal +2)
  2
  4
  Civilian Trucks
  -
  -
  -
  AM General Hummer
  1 (Normal +2)
  0
  0
  Chevrolet Suburban
  1 (Normal +2)
  0
  0
  Dodge Caravan
  1(Normal +2)
  0
  0
  Ford Escape XLT
  1 (Normal +2)
  +0
  0
  Ford F-150 XL
  1 (Normal +2)
  0
  0
  
  Name
  Crew
  Init
  Maneuver
  Toyota Tacoma
  Xtracab
  1 (Normal +2)
  0
  0
  Civilian Water Vehicles
  -
  -
  -
  Bayliner 1802 Capri
  1 (Normal +2)
  0
  0
  Fairline Targa 30
  1 (Normal +2)
  –2
  –2
  Sea-Doo XP
  1 (Normal +2)
  1
  3
  Other Vehicles
  -
  -
  -
  Armored truck
  2 (Skilled +4)
  2
  2
  Honda TRX400FW
  1 (Normal +2)
  1
  3
  Name
  Crew
  Init
  Maneuver
  Limousine
  1 (Skilled +4)
  0
  0
  Moving truck
  1 (Normal +2)
  –2
  –2
  NABI Model 40LFW
  1 (Skilled +4)
  0
  0
  Military Vehicles
  -
  -
  -
  BMP-2
  3 (Skilled +4)
  2
  2
  M1A2 Abrams
  4 (Skilled +4)
  0
  0
  M2A2 Bradley
  3 (Skilled +4)
  0
  0
  M113A1 Gavin
  2 (Skilled +4)
  2
  2
  UH-60 Black Hawk
  2 (Skilled +4)
  0
  0
  Attack Options
  Firing a vehicle’s weapon requires an attack
  action and uses the driver’s or gunner’s ranged
  attack modifier.
  A driver with 5 or more ranks in the Drive skill
  gains a +2 synergy bonus when firing vehicle-
  mounted weapons while driving.
  Some military vehicles are equipped with fire-
  control 
  computers. 
  These 
  systems 
  grant
  equipment bonuses on attack rolls with the
  vehicle-mounted weapons to which they apply.
  Driving Defensively: Just as in melee combat,
  one can fight defensively while driving a vehicle,
  which grants a +2 dodge bonus to the vehicle’s
  Defense and applies a –4 penalty on attack rolls
  made by occupants of the vehicle.
  Total Defense: A driver can choose the total
  defense, action which grants a +4 dodge bonus
  to Defense but does not allow the driver to
  attack (gunners or passengers take a –8 penalty
  on attack rolls). These modifiers last until the
  driver’s next round of actions.
  Full Attack Action: A driver cannot normally
  make a full attack, since controlling the vehicle
  requires a move action.
  Gunners or passengers, however, can take full
  attack actions, since they don’t have to use a
  move action (except, perhaps, to change
  positions in the vehicle). In general, taking a full
  attack action is useful only if a character has a
  base attack bonus high enough to get multiple
  attacks. A passenger can make multiple attacks
  with his or her own weapon. A gunner can make
  multiple attacks with one or more weapons
  controlled from his or her position.
  Targeting Occupants
  An attack made against a vehicle uses the
  vehicle’s Defense, modified by its speed
  category. Attackers can choose instead to target
  specific vehicle occupants.
  An attack against a vehicle occupant is made
  like any other attack. Remember, however, that
  a character in a vehicle gains bonuses to
  Defense from both the vehicle’s speed and any
  cover it provides.
  Cover
  When a character fires from a vehicle, objects or
  other vehicles in the way can provide cover for
  the target (see Cover).
  Damaging Vehicles
  All vehicles have hit points, which are roughly
  equivalent to a character’s hit points. Like most
  inanimate objects, vehicles also have hardness.
  Whenever a vehicle takes damage, subtract the
  vehicle’s hardness from the damage dealt.
  When a vehicle is reduced to 0 hit points, it is
  disabled. Although it might be repairable, it
  ceases functioning. A vehicle that is disabled
  while moving drops one speed category each
  round until it comes to a stop. The driver cannot
  attempt any maneuvers except a 45-degree
  turn.
  Unlike characters, vehicles don’t “die” when they
  reach –10 hit points. Instead, a vehicle is
  destroyed when it loses hit points equal to twice
  its full normal total. A destroyed vehicle cannot
  be repaired.
  Energy Attacks: Vehicles are treated as objects
  when subjected to energy attacks. Exploding
  Vehicles: If the attack that disables a vehicle
  deals damage equal to half its full normal hit
  points or more, the vehicle explodes after 1d6
  rounds. This explosion deals 10d6 points of
  damage to everyone within the vehicle (Reflex
  save, DC 20, for half damage), and half that
  much to everyone and everything within 30 feet
  of the explosion (Reflex save, DC 15, for half
  damage).
  Repairing Damage
  Repairing damage to a vehicle takes a full hour
  of work, a mechanical tool kit, and a garage or
  some other suitable facility. (Without the tool kit,
  
  a character takes a –4 penalty on his or her
  Repair check.) At the end of the hour, make a
  Repair check (DC 20). Success restores 2d6 hit
  points. If damage remains, the character may
  continue to make repairs for as many hours as it
  takes to restore all of the vehicle’s hit points.
  ����������
  ����������������
  SENTINEL (By: Blaine Britt)
  ������������������������������
  The Sentinel's are a law enforcement
  organization that was established in the year
  1862 by a man named Lorthain Manletar. The
  principle purpose of this organization is to seek
  out and execute any channeler.  It was
  determined in 1862 that the channelers were a
  threat to society and must be exterminated. The
  Sentinels were formed and given authority of
  Judge, Jury, and Executioner. They have every
  legal right to kill on spot any channeler. The
  population in general thinks of channelers as evil
  witches and fully support the Sentinels. There
  are many though that believe their methods to
  be brutal and overzealous.  Thanks to the
  Sentinels most channelers flee to the western
  retreat of the Aes Sedai rather than stay in the
  general population.  They are a force to be
  feared and have nearly unquestionable authority
  when it comes to dealing with channelers. Their
  badge is a golden sunburst on a white field.
  Hit die: d8
  Requirements:
  BAB: +4
  Skills: Gather Information 6 ranks, Intimidate 6
  ranks, Investigate 6 ranks, Knowledge Arcana 4
  ranks, Sense Motive 6 ranks
  Feats: Heroic Surge, Personal Fire Arms
  Proficiency, Iron Will
  Class features:
  Action points: 6-+1/2-character level per level
  Class skills: Diplomacy (Cha), Drive (Dex),
  Gather Information (Cha), Intimidate (Cha),
  Investigate (Int), Knowledge (arcana), Listen
  (Wis), Search (Int), Sense Motive (Wis), Spot
  (Wis)
  Skill points: 4+Int mod.
  Oath of the Hunter: The Sentinel has sworn to
  kill all channelers. He receives a +2 moral bonus
  to attack and damage rolls in combat against a
  known channeler.
  Sentinel's Presence: All have come to fear the
  Sentinel, and he uses that fact to his advantage
  when extracting information. He may add his
  level in this class to Gather Information checks.
  Execution: When fighting a channeler it is
  important to kill quickly before they can strike
  with their evil magic. By spending 1 action point
  he can add the results of an action point check
  to damage dealt by one attack in combat against
  a channeler.
  Resist the Witches: The Sentinel is accustomed
  to fighting off the witches' magic. he receives a
  +2 competence bonus to all saves against
  weaves. The bonus increases to +4 at 6th level
  and +6 at 8th level.
  People's champion: The Sentinel is very
  proficient at inciting mobs against channelers.
  When trying to convince people to take action
  against a channeler, the Sentinel may add his
  level in this class to his Diplomacy and
  Intimidate checks.
  Table: The Sentinel
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense
  Bonus
  Reputation
  Bonus
  1
  +0
  +1
  +0
  +0
  Oath of the hunter
  +1
  +2
  2
  +1
  +2
  +0
  +0
  Sentinel's Presence
  +2
  +2
  3
  +2
  +2
  +1
  +1
  Execution
  +2
  +2
  4
  +3
  +2
  +1
  +1
  Resist the Witches (+2)
  +2
  +3
  5
  +3
  +3
  +1
  +1
  People's Champion
  +3
  +3
  6
  +4
  +3
  +2
  +2
  Resist the Witches (+4)
  +3
  +3
  7
  +5
  +4
  +2
  +2
  Government Resources
  +4
  +4
  8
  +6
  +4
  +2
  +2
  Resist the Witches (+6)
  +4
  +4
  9
  +6
  +4
  +3
  +3
  In the Creator's Hands
  +4
  +4
  10
  +7
  +5
  +3
  +3
  Death is no Barrier
  +5
  +5
  
  Government Resources: At this point in his
  career, the Sentinel is so affluent that most
  government officials and law enforcement officials
  will give him anything that he needs. When in
  pursuit of a channeler the Sentinel can gain any
  item with a purchase DC of 20 or less. This never
  results in a reduction of his Wealth Bonus.
  In the Creator's Hands: The creator watches over
  the Sentinels, as they are bastions of goods
  against evil (or so they believe), and the Creator
  protects them from harm. They receive a +2 moral
  bonus to Defense.
  Warrior of the Wild
  The cities of the many kingdoms are the homes of
  many people. Business transactions, the fast life,
  and corporate greed are rampant. Your home is
  not there. Your home is in the countryside, the
  forests, plains, and mountains of the Westlands.
  You love nature, the sight of the trees and
  morning sky, the smell of a field of flowers, the
  sound of an isolated waterfall and the chirping of
  a bird. This is where you belong, and you would
  do anything to maintain this world that seems to
  be vanishing with the encroaching cities. None is
  better in the natural world than you. You are a
  master of your domain, a cunning warrior of the
  wild.
  Requirements: To qualify to become a warrior of
  the wild, a hero must fulfill all the following criteria.
  Base Attack Bonus: +3
  Skills: Survival 3 ranks.
  Feats: Track.
  Class Information: Hit Die: d8.
  Action Points: 6 + one-half character level,
  rounded down, every time a character advances
  in level in this class.
  Class 
  Skills: 
  Balance 
  (Dex), 
  Climb 
  (Str),
  Concentration (Con), Craft (Int), Escape Artist
  (Dex), 
  Handle 
  Animal 
  (Cha), 
  Hide 
  (Dex),
  Intimidate (Cha), Investigate (Int), Jump (Str),
  Knowledge 
  (Arcane 
  Lore, 
  Earth 
  and 
  Life
  Sciences, History) (Int), Listen (Wis), Move
  Silently (Dex), Navigate (Wis), Profession (Int),
  Ride (Dex), Search (Int), Sense Motive (Wis),
  Spot (Wis), Survival (Wis), Swim (Str), Treat
  Injury (Wis), Tumble (Dex).
  Skill Points at Each Level: 7 + Int modifier.
  Class Features:
  All of the following are class features of the
  warrior of the wild:
  Nature's Warrior: Same as in the book.
  One with Nature: The Warrior of the Wild gains +2
  to the following skill checks when in a natural
  environment: Climb, Jump, Survival, and Swim.
  These benefits apply to any environment he has
  Nature's Warrior for.
  Gift of the Animal: The Warrior of the Wild gains
  +2 to the following skill checks when in a natural
  environment: Hide, Listen, Navigate, and Spot.
  These benefits apply to any environment he has
  Nature's Warrior for.
  Speed of the Birds: The Warrior of the Wild gains
  the ability to move through nature at his full speed
  (or ride through it on an animal) at 8th level. This
  means that no tree, mountain, or swamp will slow
  him down (though he still may get tired). He
  doesn't go through any obstacles, but he does
  pass around them so quickly and naturally that
  they don't hinder him.
  Bonus Feats: At 3rd, 6th, and 9th levels, the
  Warrior of the Wild may select a bonus feat from
  the following list: Acrobatic, Alertness, Animal
  Affinity, Athletic, Attentive, Combat Expertise,
  Combat Reflexes, Dodge, Endurance, Focused,
  Frightful Presence, Great Fortitude, Guide, Heroic
  Surge, Low Profile, Mobility, Quick Draw, Run,
  Spring Attack, Stealthy, and Toughness.
  Table: Warrior of the Wild
  Level
  Base Attack
  Bonus
  Fort
  Save
  Reflex
  Save
  Will
  Save
  Special
  Defense
  Reputation
  1
  1
  1
  0
  0
  Nature's Warrior (1)
  1
  0
  2
  2
  2
  0
  0
  One with Nature
  1
  0
  3
  3
  2
  1
  1
  Bonus Feat
  2
  0
  4
  4
  2
  1
  1
  Nature's Warrior (2)
  2
  0
  5
  5
  3
  1
  1
  Gift of the Animal
  3
  0
  6
  6
  3
  2
  2
  Bonus Feat
  3
  1
  7
  7
  4
  2
  2
  Nature's Warrior (3)
  4
  1
  8
  8
  4
  2
  2
  Speed of the Birds
  4
  1
  9
  9
  4
  3
  3
  Bonus Feat
  5
  1
  10
  10
  5
  3
  3
  Nature's Warrior (4)
  5
  1
  
  Mystic Channeler
  The mystic channeler is a wonder even to the
  most powerful channelers. Indeed, many of the
  most powerful channelers are mystic channelers.
  They are extremely powerful in one Affinity, but
  weak in its opposite. It isn't an order of channelers
  like the Aes Sedai, but a sort of skill or natural-
  born ability, much like being a Wilder.
  Requirements
  To qualify to become a Mystic Channeler, a
  character must fulfill the following criteria.
  Skills: Concentration 6 ranks, Weavesight 6
  ranks.
  Feat: Multiweave.
  Weaves: Able to cast 3rd-level weaves.
  Affinities: At least one Affinity.
  Class Information
  The following information pertains to the Mystic
  Channeler prestige class.
  Hit Die: 1d4
  Action Points: 6 + one-half character level,
  rounded down, every time the Mystic Channeler
  attains a new level in this class.
  Class Skills
  The Mystic Channeler’s class skills (and the key
  ability for each skill) are: Composure (Wis),
  Concentration (Con), Diplomacy (Cha), Drive
  (Dex), Gather Information (Cha), Intimidate (Cha),
  Invert (Int), Knowledge (any) (Int), Profession
  (Wis), Read/Write Language (none), Research
  (Int), Search (Int), Sense Motive (Wis), Treat
  Injury (Wis), and Weavesight (Int).
  Skill Points at Each Level: 5 + Int modifier.
  Class Features
  The following features pertain to the Mystic
  Channeler prestige class.
  Affinity Attunement: The mystic channeler has
  one Affinity (Air, Earth, Fire, Spirit, or Water). In
  order to be attuned with the Affinity, she must
  have it as one of her selected Affinities already.
  She gains +2 to all Weavesight checks when the
  weave uses this Affinity. However, the attunement
  comes with an opposed Affinity that becomes the
  mystic channeler's bane. She gets a -2 penalty on
  Weavesight checks when the weave uses that
  Affinity. Here are the opposites:
  Air ---- Earth
  Earth ---- Air
  Fire ---- Water
  Water ---- Fire
  Spirit ---- 1d4
  1- Air
  2- Earth
  3- Fire
  4- Water
  This attunement applies to the abilities Affinity
  Focus, Affinity Defense, Affinity Specialization,
  and Affinity Mastery, as in those abilities use the
  same 
  Affinity 
  as 
  Affinity 
  Attunement. 
  The
  opposing Affinity penalties also apply with the
  same opposed Affinity.
  Affinity Defense: When someone uses a weave
  against the mystic channeler, and the weave
  includes the Affinity she is attuned with, and only
  that Affinity, and it allows a saving throw, the
  mystic channeler gains the first number to her roll
  as a bonus. When the weave includes the Affinity,
  and others, she gains the second number. When
  the weave includes the opposing Affinity, and
  does not also include the attuned Affinity, she
  loses -2 at 2nd level, -4 at 5th, and -6 at 8th.
  Affinity Focus: When using a weave that includes
  the attuned Affinity, the mystic channeler can use
  a weave slot one lower than the actual required
  slot, and still treat the weave as though it had
  been cast from the required slot. If the attuned
  Affinity is the only Affinity requirement, she can
  use a slot two levels lower for the weave. When
  trying to cast a weave that uses her opposing
  Affinity, she must use a slot one level higher.
  Table: The Mystic Channeler
  Class
  Level
  Base Attack
  Bonus
  Fort
  Save
  Reflex
  Save
  Will
  Save
  Special
  Defense
  Reputation
  1st
  0
  0
  0
  1
  Affinity Attunement +1
  0
  2nd
  1
  0
  0
  2
  Affinity Defense +2/+1
  1
  0
  3rd
  1
  1
  1
  2
  Bonus feat
  1
  1
  4th
  2
  1
  1
  2
  Affinity Focus
  1
  1
  5th
  2
  1
  1
  3
  Affinity Defense +4/+2
  2
  1
  6th
  3
  2
  2
  3
  Bonus feat
  2
  2
  7th
  3
  2
  2
  4
  Affinity Specialization
  2
  2
  8th
  4
  2
  2
  4
  Affinity Defense +6/+3
  2
  2
  9th
  4
  3
  3
  4
  Bonus feat
  3
  3
  10th
  5
  3
  3
  5
  Affinity Mastery
  3
  3
  
  Affinity Specialization: The mystic channeler has
  gained great power with the attuned Affinity. She
  always does the maximum amount of damage
  when casting a weave from her attuned Affinity
  only. When the weave has the opposing Affinity
  and not the attuned one, she must subtract 2 from
  the damage every time. If the only Affinity of the
  weave is the opposing Affinity, she does minimum
  damage.
  Affinity Mastery: At 10th level, the mystic
  channeler gains one additional weave per day at
  each level that uses only her attuned Affinity.
  However, she gets an additional -4 penalty to all
  Weavesight checks when the weave uses her
  opposing Affinity.
  Bonus Feats: Combat Casting, Extra Talent,
  Multiweave, and Power-Heightened Senses.
  Street Saint
  The Street Saint is always there when victims
  need a helping or healing hand. Though most
  often passive and non-combative, Street Saints
  have an uncanny, and some claim supernatural,
  knack for arriving in just the right place at just the
  right time when help is needed. In actuality, they
  are sniffers who seek to help victims of violent
  crimes. This is not all they do, however. Street
  Saints are also known for their streetwise and
  knowledge.
  Requirements
  To qualify to become a Street Saint, a character
  must fulfill the following criteria.
  Skills: Treat Injury 8 ranks.
  Feat: Latent Sniffer.
  Class Information
  The following information pertains to the Street
  Saint _advanced class.
  Hit Die: 1d4
  Action Points: 6 + one-half character level,
  rounded down, every time the Street Saint attains
  a new level in this class.
  Class Skills
  The Street Saint's class skills (and the key ability
  for 
  each 
  skill) 
  are: 
  Computer 
  Use 
  (Int),
  Concentration (Con), Craft (Int), Diplomacy (Cha),
  Disable Device (Int), Disguise (Cha), Drive (Dex),
  Gather Information (Cha), Hide (Dex), Investigate
  (Int), 
  Knowledge 
  (Int), 
  Profession 
  (Wis),
  Read/Write 
  Language 
  (none), 
  Repair 
  (Int),
  Research (Int), Search (Int), Sense Motive (Wis),
  Speak Language (none), Treat Injury (Wis).
  Skill Points at Each Level: 7 + Int modifier.
  Class Features
  The following features pertain to the Street Saint
  advanced class.
  Streetwise: The Street Saint gains +4 to all
  Knowledge: Streetwise checks.
  Sense Distress: The Street Saint can sense
  where 
  trouble 
  is 
  happening, 
  or 
  just 
  was
  happening. If someone is being injured, abused,
  or otherwise severely mistreated, the Street Saint
  can sense it. This ability works exactly like the
  Sniffer feat, but the Street Saint cannot sense the
  trail of where the violent person went after he
  commits his act. It only applies to where the
  violence actually occurred.
  Improvise: At second level, the Street Saint can
  spend four rounds to use pieces of cloth and
  other nearby objects and items to create a
  makeshift, improvised first aid kit, and thus gains
  the benefit of having one.
  Fast Travel: Whether by car, bus, tramway, or on
  foot, the Street Saint knows the routes and streets
  well enough to get anywhere quickly. If the Street
  Saint knows exactly where she wants
  Table: The Street Saint
  Level
  Base Attack
  Bonus
  Fort
  Save
  Reflex
  Save
  Will
  Save
  Special
  Defense
  Reputation
  1st
  0
  1
  1
  2
  Streetwise, Sense Distress
  0
  0
  2nd
  1
  2
  2
  3
  Improvise
  1
  0
  3rd
  1
  2
  2
  3
  Bonus Feat
  1
  1
  4th
  2
  2
  2
  4
  Fast Travel
  1
  1
  5th
  2
  3
  3
  4
  Discernment
  2
  1
  6th
  3
  3
  3
  5
  Bonus Feat
  2
  2
  7th
  3
  4
  4
  5
  Calm
  2
  2
  8th
  4
  4
  4
  6
  Healing Intuition
  3
  2
  9th
  4
  4
  4
  6
  Bonus Feat
  3
  3
  10th
  5
  5
  5
  7
  Saintly Aura
  3
  3
  
  to go, she gains the Run or Vehicle Operation feat
  temporarily, for the duration of time it takes to get
  to where she needs to be.
  Discernment: The Street Saint gains +2 to
  Diplomacy, Gather Information, and Sense Motive
  checks.
  Calm: When helping a victim or person in need,
  the Street Saint gains +4 to Concentration
  checks.
  Healing Intuition: The Street Saint has a feel for
  what she does, and gains +2 Knowledge
  (Medicine), Search, and Treat Injury checks.
  Saintly Aura: The Street Saint is respected by all
  for what she does, even by thugs, hooligans,
  criminals, and other such vagrants. Once per day,
  she may add her Will save modifier to any
  Charisma-based skill check.
  Bonus Feats: Attentive, Educated, Endurance,
  Focused, Gearhead, Iron Will, Medical Expert,
  Renown, 
  Run, 
  Studious, 
  Surgery, 
  Track,
  Trustworthy, and Vehicle Operation.
  Backalley Brawler
  The backalley brawler is a fighter in its most
  primitive, straightforward form. Though the name
  might seem to insinuate that the person is good at
  fighting with his bare hands, they can be good at
  fighting with any kinds of weapons, from machine
  guns, to chains, to swords. Backalley brawlers are
  known 
  for 
  their 
  brutality, 
  toughness, 
  and
  durability.
  Requirements
  To qualify to become a Backalley Brawler, a
  character must fulfill the following criteria.
  Base Attack Bonus: +3.
  Feat: Power Attack.
  Class Information
  Hit Die: 1d12
  Action Points: 6 + one-half character level,
  rounded down, every time the character attains a
  new level in this class.
  Class Skills
  The Backalley Brawler’s class skills (and the key
  ability for each skill) are: Climb (Str), Craft (Int),
  Drive (Dex), Intimidate (Cha), Jump 
  (Str),
  Profession (Wis), Search (Int), Swim (Str).
  Skill Points at Each Level: 3 + Int modifier.
  Class Features
  The following features pertain to the backalley
  brawler advanced class.
  Damage Reduction: Beginning at 1st level, the
  backalley brawler gains the ability to shrug off
  some amount of injury from each blow or attack.
  Subtract 1 from the damage the backalley brawler
  takes each time he is dealt damage. At 4th level,
  the damage reduction rises to 2. At 7th level, it
  rises to 3, and at 10th level it rises to 4. Damage
  reduction can reduce damage to 0 but not below
  0.
  Bash: By sacrificing accuracy, the backalley
  brawler can put everything into a blow, doing
  more damage. At 2nd level, he can do +1d4
  damage, but must take a -1 penalty to his melee
  attack roll. At 5th level, this damage increases to
  +2d4, and the penalty to -2, and at 8th level, the
  damage increases to +3d4, and the penalty to -3.
  This bonus can only be applied to unarmed or
  melee combat.
  Bonus Feats: From this list: Advanced Two-
  Weapon Fighting, Archaic Weapons Proficiency,
  Armor Proficiency (heavy), Armor Proficiency
  Table: The Backalley Brawler
  Level
  Base Attack
  Bonus
  Fort
  Save
  Reflex
  Save
  Will
  Save
  Special
  Defense
  Reputation
  1st
  1
  2
  0
  0
  Damage Reduction -1
  1
  0
  2nd
  2
  3
  0
  0
  Bash +1d4/-1
  1
  0
  3rd
  3
  3
  1
  1
  Bonus Feat
  2
  0
  4th
  4
  4
  1
  1
  Damage Reduction –2
  2
  0
  5th
  5
  4
  1
  1
  Bash +2d4/-2
  3
  1
  6th
  6
  5
  2
  2
  Bonus Feat
  3
  1
  7th
  7
  5
  2
  2
  Damage Reduction –3
  4
  1
  8th
  8
  6
  2
  2
  Bash +3d4/-3
  4
  1
  9th
  9
  6
  3
  3
  Bonus feat
  5
  2
  10th
  10
  7
  3
  3
  Damage Reduction –4
  5
  2
  
   (light), Armor Proficiency (medium), Blind-
  Fight, Brawl, Cleave, Combat Expertise,
  Combat 
  Reflexes, 
  Endurance, 
  Frightful
  Presence, Great Cleave, Great Fortitude,
  Heroic Surge, Improved Brawl, Improved Bull
  Rush, Improved Damage Threshold, Improved
  Disarm, Improved Feint, Improved Initiative,
  Improved Knockout Punch, Improved Trip,
  Improved Two-Weapon Fighting, Knockout
  Punch, Quick Draw, Run, Simple Weapons
  Proficiency, Sunder, Toughness, Two-Weapon
  Fighting, Weapon Finesse, and Weapon
  Focus.
  Master Healer
  Hit Die: d6
  The Master Healers is a group of Aes Sedai
  and Asha'man, who specialise in healing. They
  swear before a high counsel that they will heal
  anybody in need of healing even if they
  consider the wounded evil. If the healer breaks
  this oath she will be put to trial for treason and
  most likely be severed.
  This Prestige Class works as any other
  channelling Prestige Class.
  Requirements:
  Skills: Craft (pharmaceuticals) 8 ranks, treat
  injury
  -10 ranks and Profession (medicine) 8
  ranks.
  Weaves: Cleanse, Delve, Heal, Renew and
  Restore
  Talent: Healing
  Class Features:
  Action points: 6-+1/2-character level per level
  Skills: Composure (Wis), Concentration (Con),
  Craft 
  (Int), 
  Diplomacy 
  (Cha), 
  Gather
  Information (Cha), Heal (Wis), Intimidate
  (Cha), Knowledge (Int), Profession (Wis),
  Sense Motive (Wis) and Weavesight (Int)
  Skill-points at Each Level: 4 + Int modifier
  Delving Hand: Once per round, as a free
  action that provokes an attack of opportunity,
  the Master Healer may use Delve without
  using a weave slot. Delve is cast at a level
  equal to the levels the Healer has in this class.
  Healing: When the Master Healer casts a
  weave from the Healing Talent, treat the
  weave as being cast a number of levels higher
  equal to the bonus noted.
  Renewing Hand: Same as Delving Hand but
  with Renew as weave.
  Master of Blood: Once per day per level the
  Master Healer may use a full round action to
  make a Heal check (DC 15). If she succeeds,
  the target is healed for 1d4 hp per level in this
  class. In addition she may make another Heal
  check (DC 20) to cleanse the body from any
  poison or disease festering the target. On a
  success one poison or disease has been
  removed and the Healer may make another
  Heal check (DC 25). On a success all effects
  of the removed disease are reversed. Each
  time the Healer makes a check this way she
  uses a weave slot from the lowest level
  available.
  Healing Hand: Same as Delving Hand but with
  Heal as weave.
  Cleansing Hand: Same as Delving Hand but
  with Cleanse as weave.
  Restoring Hand: Same as Delving Hand but
  with Restore as weave.
  Master of Souls: The Master Healer has now
  become one with the Healing energy and now
  constantly has the radiance of saidin/saidar
  emitting from her body. If the Healer wants to
  cast a weave from the Healing talent she
  doesn't 
  need 
  to 
  embrace 
  the 
  source.
  Furthermore the Healer may choose anybody
  within 5 ft. of the Healer on each action she
  performs. That person doesn't die until she
  reaches -15 hp, can't be effected by negative
  Healing weaves and have a 15% chance to
  stabilise without treatment.
  Table: Master Healer
  Level
  Base Attack
  Bonus
  Fort
  Save
  Reflex
  Save
  Will
  Save
  Special
  Defense
  Reputation
  1
  0
  1
  0
  2
  Delving Hand
  1
  1
  2
  1
  2
  0
  3
  Healing +1
  2
  0
  3
  1
  2
  1
  3
  Renewing Hand
  2
  1
  4
  2
  2
  1
  4
  Healing +2
  2
  0
  5
  2
  3
  1
  4
  Healing Hand
  3
  1
  6
  3
  3
  2
  5
  Master of Blood
  3
  0
  7
  3
  4
  2
  5
  Cleansing Hand
  4
  1
  8
  4
  4
  2
  6
  Healing +3
  4
  0
  9
  4
  4
  3
  6
  Restoring Hand
  4
  1
  10
  5
  5
  3
  7
  Master of Souls
  5
  0
  
  Dragoon
  Advanced Class
  HD: d8
  The Dragoons are called the Walking Cavalry or
  the Lightning Footmen.
  They fight with speed and they use that to their
  advantage.
  Requirements:
  Abilities: Dex 17+
  Skills: Balance 5 ranks, Jump 10 ranks
  Feats: Dodge, Run, Weapon Focus (Personal
  Firearms)
   and Weapon Specialization (Personal Firearms)
  Class Features:
  Action Points: 6 + 1/2 level
  Skills: Balance (Dex), Climb (Str), Intimidate
  (Cha), Jump (Str), Swim (Str) and Tumble (Dex)
  Skill Points at Each Level: 4 +Int Modifier
  Armor Compatibility: As Armsman
  Fast Movement: As Algai'd'Siswai except that it
  increase to +15 ft. at 5th level and to +20 ft. at
  8th.
  Evasion: As Modern Fast Hero talent
  Greater Weapon Focus: As the 3.5 Feat
  Uncanny Dodge 1 + 2: As Modern Fast Hero
  talent
  Greater Weapon Specialization: As the 3.5 Feat
  Weapon Mastery: The Dragoon chooses a
  Personal Firearm with which he has Greater
  Weapon Focus or/and Specialization. He gets a
  +1 bonus to all attack rolls if he has Greater
  Weapon Focus and a +2 bonus to all damage
  rolls if he has Greater Weapon Specialization.
  These bonuses stack with Greater Weapon Focus
  and Greater Weapon Specialization.
  Unnatural Speed: The Dragoon gets a +2
  inherent bonus to Dexterity.
  Table: Dragoon
  Level
  Base Attack
  Bonus
  Fort
  Save
  Reflex
  Save
  Will
  Save
  Special Features
  Defense
  Reputation
  1
  1
  1
  2
  0
  Armor Compatibility
  2
  0
  2
  2
  2
  3
  0
  Fast Movement (10 ft.)
  3
  1
  3
  3
  2
  3
  1
  Evasion
  3
  0
  4
  4
  2
  4
  1
  Greater Weapon Focus
  4
  1
  5
  5
  3
  4
  1
  Fast Movement (15 ft.)
  4
  0
  6
  6
  3
  5
  2
  Uncanny Dodge 1 + 2
  5
  1
  7
  7
  4
  5
  2
  Greater Weapon Specialization
  5
  0
  8
  8
  4
  6
  2
  Fast Movement (20 ft.)
  6
  1
  9
  9
  4
  6
  3
  Weapon Mastery
  6
  0
  10
  10
  5
  7
  3
  Unnatural Speed
  7
  1
  
SOURCE: textdata/thevault/Wheel of Time (WoT)/3rd Party/WoT The Age of Discovery.pdf