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Action Hero

by
David Caffee

Contents
Introductions Page 2
The Script Page 2
Plot Hooks Page 2
Location Page 6
The Cast Page 6
Bonus Experience Awards Page 8
Skills and Feats Page 9
New Skills and Feats Page 10
New Prestige Classes Page 13
Random Encounters and Story Lines Page 26
Major Villains Page 27

An Avalon Games Product, All rights reserved, Version 3.0, 2011


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!
Introduction
Action Hero is the ultimate guide for GMs who want to Once the characters have been introduced to the source
push their action campaigns to the limit. This of conflict in the story, the GM just has to sit back and
sourcebook serves as an aide to help action games run watch the bullets fly and the cars turn over. The rest of
quicker and smoother. It is also here to provide story the adventure really consists of a string of action
ideas and tips on customizing your campaigns for sequences brought together by the actions of the PCs
maximum thrills. Like the name suggests, this book is and a few role-playing scenes. The GM should limit the
intended for cinematic adventures where the action is amount of time spent investigating, talking to people, or
non-stop, car chases are a way of life, and guns never doing research. It’s okay to play it fast and loose with
have to be reloaded. the dice if that propels the game toward the next action
scene. Suppose a player announces that his character is
The Script doing a Computer Use skill check to hack into a
Every action/adventure campaign starts with a basic computer network and find the location of the enemy’s
plot or at least a premise. Sometimes an action game base. Since the GM wants the characters to storm the
can get slowed down by too much GM planning. The enemy fortress anyway, he decides that the character’s
best idea is to play it by ear and make most of the Computer Use check will succeed before the dice are
scenes up as you go along. The “script” is really just a even rolled. If the player rolls really poorly, then fudging
linked series of ideas for action sequences. The GM the dice won’t work since it’s obvious that you are just
may write out key descriptions and bits of dialogue, but giving it away. In this example, the GM ignores the
most sequences will be crafted by the players. When standard rules for hacking into computers in order to
preparing for a gaming session, it is advised that the keep the game running smoothly.
GM focus on maps, stats for bad guys, and anything
else that will make the game run quicker. Since the GM can never tell what the characters are
going to do once the adventure starts, the best he can do
A good storyline should start with a dramatic is be ready to improvise. At the same time, there are
introduction, perhaps a brief action scene. Everyone probably one or two actions sequences that the GM just
should be familiar with everyone else’s characters, can’t wait to run. If the GM gets these scenes ready
even if the characters themselves haven’t met yet. The ahead of time, then they can be slipped into the story at a
GM should work with the players and encourage them moment’s notice. A GM might have the notion to have a
to come up with backgrounds for their characters. chase scene running through a crowded water park. This
Think of NPC’s and plot hooks based on these scene could necessitate a few notes on pushing your way
backgrounds, then think of ways to connect the through a crowd, rules for slippery surfaces, or even
characters to each other. The goal is to get each penalties for grappling while going down a water slide.
character sucked into the plot as quickly as possible.
For example, a character may get a frantic phone call in Plot Hooks
the middle of the night. His estranged wife is telling A plot hook is a basic premise that sets up an adventure.
him that their son has been kidnapped. Moments later Essentially, the hook is a catch or plot twist that initially
another call comes in:, the character’s old boss is grabs the players’ attentions and gets them involved in
calling to say that he has to take on one last the action. A good plot hook is exciting and sets the
assassination mission or else. That kind of instant tone for the rest of the adventure.
beginning is impossible unless the GM knows that the
character is a former CIA assassin who is trying to get
involved in the lives of his son and estranged wife. In
this example, not only is the first character immediately
drawn into the adventure, but the plot hook that’s been
created can be used to draw other characters into the
mix as well.

Page 2
A plot hook generally appears that the first scene of the Rising Action
first gaming session. Generally This is the place where When you are planning out your storyline, rising action
the GM introduces the characters to the central conflict will be an important consideration. If you start the
of the adventure. A plot hook might also pop up in the game off with a massive fight sequence and then switch
middle of a game. When it is used this way, the plot to a long period of role-playing, then you are going to
hook becomes a way for the GM to introduce new foes cause a dip in the action. The action should gradually
or divert the players’ attentions away from other things. get more intense as the characters get closer to the final
Below are a few examples of how a plot hook can draw confrontation. The storyline should be like a hill with
the characters into an action game. the climax at the top. The slope takes up most of the
adventure and you should crank up the level of
* The government secretly gathers together a team of violence as well as the pacing as the characters get
experts from various fields. closer to the top. Snags like a complicated role- playing
* Cryptic messages begin appearing all around the scene or a long- winded NPC can create drops in the
heroes. action that are anti-climactic. You want to make sure
* A routine assignment turns deadly. that each element of danger and every action scene is
* The characters find that a mutual acquaintance has just a little wilder than the last. Remember try to start
been murdered. small and work up to harder and harder foes (or just
* A friend of one of the characters makes a desperate more of the easy ones). Remember that events (like a
phone call, only to be cut off in the middle. hostage deadline or the countdown of a bomb) can be
* A renegade government agent begins stalking the used to create an increase in the tension and pace of the
PCs. story.

Pacing Action Sequences


Pacing is everything in a game of lightning- fast Action sequences come in many forms. Some are
combat and frenzied chases. In order to capture the feel combat scenes that focus on blasting away at seemingly
of an over- the- top action adventure, you need to endless hordes of bad guys. Other action sequences
mimic the intensity and tempo of an action movie. The might center on the characters as they escape from
game should leap from scene to scene without some unstoppable enemy. Chase scenes are another
hesitation. The GM should go light on role-playing type of action sequence, one that focuses on movement
scenes, strategically placing the “talking parts” in and mobility. Sometimes the goal of an action sequence
places where they will add the most drama. Any time is to defeat the enemy or catch the fleeing quarry.
the pace slows down, the players get distracted, or Sometimes the characters have no other goal but to
more than a few minutes goes by without a dice roll, survive from moment to moment. Some action
then something is going wrong. Skillfully placed sequences are completely pointless and unnecessary
encounters can help keep the game blazing along. (though they are a great way for the players to show
Likewise, a group of reoccurring villains is a great way off). In this type of action sequence, the characters are
to surprise the characters when the pace drops or the performing a dangerous stunt even though it is not
group gets off track. essential to the GM’s storyline. The best action
sequences often combine a little bit of all of these
Breaks elements. Such a scene would feature combat but
Taking a break to stretch your legs or drive down to the would also morph into a chase/escape or survival
corner store can seriously slow down the pace of the situation with a few opportunities for the characters to
game. The GM would do best to limit the number of try something crazy.
breaks that are taken. If you have to choose between
three hours of non-stop action or gaming for six hours When most people think about action, they think about
with long breaks and multiple interruptions, chose the violence and combat. While it is important to make
former. The nature of an action campaign necessitates sure that your action campaign features plenty of bad
that the GM maintains a roller- coaster pace. Generally guys to take down, it is also good to remember that
a break should be called before or after a role-playing there are different kinds of action sequences. Some of
scene, never in the middle of an action sequence, the most famous action sequences in Hollywood
unless the GM decides on a cliffhanger (see below). history do not involve fighting at all. A scene where
After a break is over the GM should get immediately someone has to scramble over a crumbling bridge or
back into the action. dash away from a raging inferno can also get a
character’s adrenaline flowing. Page 3
Cliff Hangers
When planning out an action scene that doesn’t involve Every adventure should end on a serious cliffhanger.
combat, remember first and foremost that the characters It’s also good to throw in a mini-cliffhanger before
need something to do. While leaping across a calling a break. The players should be advised that
fifty-foot- deep gorge might sound dangerous and once the cliffhanger is announced, all play stops and
exciting in the real world, in the game such a task is the game picks up at another time. There are countless
resolved with a single skill check. The gorge by itself is ways to create that cliff-hanger moment of suspense in
hardly an obstacle, let alone something to get excited a game. You can also work with what the players give
about. However, if a character has to dodge flaming you to create a cliffhanger. For example, say a
debris and hordes of shrieking bats while the other PCs character rushes into a building to disarm a bomb. The
hold the villains at bay and then jump across the gorge, GM had originally planned on blowing the building up
suddenly this simple skill check becomes the climax to and then starting a brief chase scene ending in a
a fully developed action sequence. Below you will find cliff-hanger standoff with the bad guys. Instead, the
a number of ideas for action sequences. GM calls “Cliff hanger!” immediately before the
character rolls his Demolitions skill check. The game
* The characters must break into a heavily guarded ends a bit early but the tension is much greater in this
mansion, bypass the security, and get away. Along the ending than the one the GM originally scripted. The
way they face armed guards, traverse dangerous shootout in the desert would have seemed anti-climatic
obstacles, and get chased by attack dogs, all while after one of the characters has just ran into a
being very quiet. building that was about to be blown up. Below are a
* A gasoline tanker is shifting dangerously on the edge few other examples of cliffhanger moments.
of a highway overpass. When the player characters
zoom by during a car chase, the situation gets even * Arrange it so that the PCs open up a set of massive
more hectic and unstable. doors only to be confronted by dozens of armed men.
* The characters are attacked in the middle of a fancy * You could literally have one or more characters
restaurant. The battle is complicated by ample cover, hanging off of a cliff.
breaking glass, and throngs of panicky bystanders. The * Have the bad guy who escaped from one group of
PCs have to make a hasty retreat when the police arrive characters knock on the door of another character’s
and initiate a frenzied chase. house and flash a police badge. The character at home
* One of the player characters is trapped in a burning has no reason to suspect that the man is lying. The
building while the rest of the team circles in a players who struggled with the bad guy earlier are now
helicopter. A game of aerial cat- and- mouse ensues wondering if their friend is in danger and whether or
when an enemy helicopter arrives on the scene. The not their characters have attacked a real police officer.
characters must save their friend from the fire while * The characters step outside to find helicopters
dodging attacks from the gunship. circling overhead and soldiers running around in
* The characters are climbing down into an old sewer hazardous materials suits.
tunnel when a safety valve bursts. The PCs must flee * A once-friendly NPC pulls a gun on the player
from the rapidly rising waters while avoiding the many characters.
obstacles presented by the sewers (bad smells, rats, * While trying to exit a storage unit or parking garage,
slick surfaces, etc.) the characters find that they have been “accidentally”
locked inside. A moment later, shadows begin moving
in the distance.

The Big Finale


At the end of the campaign there need to be serious
fireworks. Whether it is the final showdown with the
evil ninja clan or storming the terrorist hideout, the
finale is the most important part of an action campaign.
The GM is encouraged to go fast and light with the
rules during this last fight sequence, letting the
characters get in as many flashy stunts as they can.

Page 4
The big finale is bound to feature outrageous combats
and battles with tons of minor baddies. The GM should
come up with ways of speeding combat up during the
last battle. For instance, a GM might rule that any attack
roll that comes up a 15 or better automatically hits when
a character is targeting a minor villain. Or perhaps the
GM announces that critical threats always confirm
against lesser foes. Likewise, a GM could decide that Adding Excitement
minor villains drop after any attack that deals five points What makes an action scene exciting? The answer
of damage or more. Other suggestions for making the depends greatly on the group that you are playing with.
final action sequence more memorable are detailed Some players will have little patience for any scene that
below. does not involve combat of some kind. On the other
hand, simply making the battles harder isn’t necessarily
* The combat area is filled with barrels of gasoline. going to make them more exciting. Throwing in more
Hitting a barrel (Defense 10) with a ranged weapon and harder villains actually slows things down, which
causes it to explode and inflicts damage on nearby can detract from the excitement. For an action sequence
villains. to be truly thrilling there must be an element of obvious
* Natural disaster destroys the combat area as the battle danger. Meanwhile, the characters have to have multiple
rages on. In the end, escaping from the fury of nature ways of dealing with this danger. The adventure comes
will be more important than beating the bad guys. After from not knowing what will happen next. The GM
all, why fight the villains when you can just leave them should maintain a lightning- fast pace during action
to the storm, flood, fire, etc.? sequences in order to keep the players on their toes. If
* The fight takes place on a series of catwalks that are any one person gets to think about what they are doing
suspended over massive industrial machines. Tripping or for too long, then it takes away from the
bull- rushing an opponent causes him to fall into the spontaneity of the scene.
machines and get turned into hamburger.
* The main villain falls only to jump up again a few Remember that the point is to challenge the characters,
rounds later with half his hit points restored. The bad not bump them off. Failing a skill check or saving throw
guy makes one desperate last attack against the should lead to death only in rare situations. Try to come
characters who must now put the villain down for good. up with creative ways to penalize characters for failed
* The good guys rally together massed forces of NPCs rolls. Instead of taking damage from a fall, perhaps a
and extras to storm the enemy fortress. The battle begins character simply lands on another ledge and begins
with blood and explosions, and quickly shifts to an sliding off. The player is certainly aware of what would
off- road chase sequence between the PCs and the main happen if the character falls again, so tension is created
villain, who has taken hostages. Top it off with a furious as the players decide on how to best retrieve
hand- to- hand battle between one of the characters and their wayward comrade.
the boss villain while they sway on a rickety rope
bridge. The other characters engage in a pitched gun
battle with the villain’s bodyguards inside an abandoned
Buddhist temple.

Page 5
“Extras”
Location Crowds full of screaming people. Firefighters rushing to
The backdrop of an action sequence is a big factor when the scene of an accident. Police officers holding back the
you are putting the scene together. Each location throngs of onlookers. In an action movie there is rarely a
provides a unique environment with its own obstacles, shortage of people running around in the background.
challenges, and dangers. The location that a GM chooses The PCs will often make contact with these assorted
should be more than just scenery. The location should be minor players, from the paramedics who give the
a living environment that the characters can interact characters first aid to the construction crews who clean
with. up their messes. These characters are the victims that
Listed below are a number of exotic places where the need to be saved. They also fill the role of grunt
GM could stage an action sequence. manpower—, every day heroes who man the perimeter,
dig people out of the rubble, and work frantically to
* The roof of a skyscraper during a thunderstorm. complete the secret project in time. While extras are
* The middle of a forest fire. often well meaning and help where they can, they are
* On top of a moving semi-truck and trailer. limited by their lack of ability. These characters are
* A junkyard filled with heavy equipment, car crushers, essentially useless in combat except when gathered
and cranes. together into very large groups.
* A mist- enshrouded cemetery where vision is
obscured and cover can be found anywhere. NPC Ordinaries
* Inside a moving speedboat. This role is played by the minor bad guys, henchmen,
* The catacombs beneath an ancient church. These and trouble makers that the characters run into over the
chambers are falling apart and overflowing with pests. course of the story. These characters may vary greatly in
* A huge mansion that is riddled with hidden passages. their aptitudes and areas of expertise, but they are united
* A museum filled with glass display cases, priceless by their lack of special abilities. NPC Ordinaries are just
relics, and dozens of innocent bystanders. that:, ordinary. The local bar fighter might be tough and
* A frozen cave filled with giant icicles. strong, but he isn’t anything special. These characters
* A mine shaft filled with explosive gas. The characters should be used in a very straight forward manner. They
will spark off a deadly blast if they use firearms or are essentially one- trick ponies. They can shoot guns,
explosives. Even melee weapons made out of metal throw punches, and call upon a variety of skills, but lack
could cause dangerous sparks. the capability for anything fancy. In groups, Ordinaries
* Inside of a sinking submarine. can be very dangerous. Though they may be plain and
too the point, these characters possess the same basic
The Cast capabilities as their player character equivalents.
This section serves as guide to help the GM handle the
various characters that will come up during the course of NPC Ordinaries will also constitute the various allies
the adventure. The background of an action campaign is and acquaintances that the characters can call on for a bit
filled with “extras” and countless ordinary NPCs. This of help. While they aren’t able to fight off the bad guys,
cast of thousands can get overwhelming and slow down allied NPCs can be a tremendous help to the player
the game if not handled carefully. Remember that the characters. NPC Ordinaries can be a great source of
actions of these characters are part of the description, not weapons and gear, as well as “convenient” information
really a factor in the game. Rescue crews, police and clues. These characters have more fully developed
officers, soldiers, bystanders, victims, and reporters personalities than extras, meaning that allied NPCs make
should always be the bit players, never the main more interesting hostages or victims than a nameless
attraction. bystanders that the characters have never met.

Page 6
Major NPCs Any player character can choose to bid for star status
These characters should always be the toughest bad guys and every group of characters should have at least one.
and boss villains. Because they are created using the In the end, the group must reach a consensus as to who
same rules as standard player characters, major NPCs gets to play star and who doesn’t. The number of stars in
can be quite a handful. These characters are more than the group might vary greatly with the type of campaign
just nameless thugs;, they should have in- depth being crafted. A game in which no one chooses star
backgrounds, personalities, and motivations just like any status is a “B-movie.” A single star is likely to become
player characters. Major NPCs have access to the same the unlikely leader of a group of misfits (the other PCs).
range of special abilities that the PCs do, meaning that A pair of stars might turn the game into a “buddy
they have a flair that is lacking in NPC Ordinaries. movie.” On the other hand, the two stars may be rivals
Major NPCs can utilize complex schemes, trick playing a constant game of one-upmanship. The two
weapons, and display any range of feats and talents. stars may have conflicting motivations. One star may be
Fighting against the top- tier villains should be a much interested in recovering an ancient relic that he needs to
different experience than blasting away at endless free his kidnapped sister; the other pretends to help
hordes of henchmen and lackeys. because he’s looking for the relic to sell. It is possible
for the campaign to feature a “star- studded cast” that
Allies and friendly characters should never be created has three or more stars. Running a game with that many
using the standard PC classes, because then these stars is likely to complicate the plot unless the stars are
characters would be powerful enough to defeat the pitted together in some way. Otherwise, each star is
baddies on their own. After all, the PCs are supposed to going to require his or her own separate plot twists and
be special. What’s the use of being a larger- than- life his or her own bad guys.
action hero when half the people you know are just as
amazing? The GM should strive to make sure that the stars don’t
hog up too much of the action from the other characters.
Player Characters The other PCs should get as many chances to do
The player characters are the undisputed stars of the something in the game as a star character. The difference
show. They are the ones the GM should know the most between a star character and a normal PC is that the plot
about. While it’s a well and good to get excited about an of the story involves the star more. The stars are the ones
interesting villain or NPC, the action will always revolve who drag the other PCs into the story. Star characters
around the PCs. The GM should take a few moments to would be lost if they had to go it alone instead of being
review everyone’s character sheets before the game part of a team. The GM should work with each of the
begins. It is also good to recheck them after every level. non-star players to figure out how each of their
The GM needs to know whether any of the characters characters fits into the game. There are benefits to not
has the Pilot skill if he wants to introduce a thrilling being a star, especially for characters that are not
aerial chase. Likewise, it’s good to know that one of the combat- oriented. It always helps when the villains are
characters can’t swim before forcing the entire party to going after someone else. Also, the people playing the
plummet into a raging river. non-star characters might be privy to more GM secrets
than the stars, who have to be completely in the dark in
Every action movie is centered on one or more “stars.” order to advance the plot.
These characters are the nexus around which the plot
evolves. The presence of a star character does not
diminish the importance of the other characters. The
other PCs are all able to get their share of the bad guys
without depending on the star to do all the work. The
downside is of course that the bad guys tend to be more
interested in the star character(s) than in the other PCs.
Because the stars drive the storyline forward, they are
more likely to be the target of specific villains. However,
being a star does come with it a number of benefits.

Page 7
The Pros of Being a Star and pointless. Driving 100 mph on the freeway while
Being a star comes with it certain perks. The star weaving in and out of traffic is dangerous; it doesn’t
character is identifiable by most of the general public. matter whether you are rushing to the scene of an
This means that he or she will be granted perks or emergency or just late for work. Generally the GM
service akin to a movie or rock star. A star character is should give out a set stunt award, based on the level of
also granted five “Star Points,” similar to Hero Points or the characters. An experience award of 100 multiplied
Action Points that can spend at any time during combat by the average character level of the party is fair and
action points in order to use the following special makes sure that stunts are still worthwhile at higher
abilities. These five Star Points are not renewed until the levels. The GM may give out more or less experience
Star reaches a new level. based on the danger and difficulty of the stunt, but no
character should ever get more than two stunt bonuses
* A star may spend one 1 action point in order to negate per gaming session.
2 points of damage from any attack. The star still cannot
spend more than one action point in this way per round. The GM should provide stunt opportunities for the
* A star may spend one Star P1 action point to instantly characters based on what each character can do. A
regain consciousness if he or she is knocked out or character who is a driving expert should have the chance
otherwise rendered unconscious. to get into a car chase at least once per adventure.
* A star automatically stabilizes if reduced to -1 or Likewise, the character who is really good at jumping
fewer hit points. and swimming should be the one who gets to leap from
platform to platform while suspended fifty feet over the
The Cons of Being a Star water.
The long and short of it is that the bad guys always go
after the stars first. Star characters just attract the wrong Escapes
kind of attention. For this reason, the star characters are Action heroes spend as much time running away from
the ones who get bounties put on their heads or end up stuff as they do fighting. Sometimes the characters run
crossing a major crime boss. If there is an ancient into something they just can’t beat. However, an exciting
prophecy and a clan of ninjas looking to take out the escape sequence should be rewarded. If the characters
“chosen one,” you know that it’s a star character that successfully escape from a foe that has a CR four or
they are after. The stars are the catalyst that sparks off more higher than the party’s average character level,
the random action sequences and chase scenes. If then award the party one quarter of the experience they
someone is going to unintentionally offend the leader of would have earned from defeating the opponent. An
an outlaw biker gang, then you know it will be a star scape sequence must be risky and involve multiple
character. This is not something that can be rolled, but is obstacles; otherwise it wouldn’t be worthwhile to give
certainly role-played. the players experience points for just getting away. In an
adventure where the primary foes are giant monsters or
Bonus Experience Awards unstoppable killing machines, then the characters may
Characters in an action movie get really good really earn more experience from escape sequences than they
quickly. The reason for this is that they get a lot of do from fighting, at least until they go up a few levels.
practice. A GM in this type of campaign should dish out
experience generously. One way to do this is to expand Chases
on the number of ways that a character can earn Like an escape, a chase sequence should be dangerous
experience. Performing crazy stunts, escaping from and filled with obstacles. Simply running after someone
dangerous situations, and navigating hostile down the street doesn’t count. The chase is an important
environments should all be rewarded with experience part of any action game, and characters should be
points, even if the PCs don’t fight a single opponent. rewarded for keeping up with a slippery quarry. If the
characters successfully keep up with the target of the
Stunts chase, then the GM should award the party one half of
When a character jumps from building to building, the experience they would have earned from defeating
crashes through plate glass windows, or gets set on fire, that opponent. This experience award is not dependent
then he or she deserves some experience points. It on whether or not the characters succeed in capturing
doesn’t matter if the action was completely unnecessary their quarry or if they fail to defeat the target in combat
after the chase.

Page 8
“A” for Effort Limitations on these skills: There are certain places
Sometimes a player gets a great idea, he tries using his where a vehicle simply can’t go. There are also times
character’s abilities in an unusual way, he makes a few when a character isn’t necessarily going to have access
good dice rolls, but it just doesn’t work out. Creativity to a vehicle. In many cases a character has to acquire a
and risk taking should be encouraged. A GM should feel vehicle in a hurry, such as by stealing a car.
free to pass out a few “sympathy points” here and there,
for times when a character gets close but doesn’t get the The Pilot Skill
cigar. Flying an aircraft can be incredibly useful in an action
game. You can jump out of airplanes, crash them into
Skills and Feats mountainsides and use them for exciting aerial combats.
There are a number of skills and feats that are of
intrinsic importance to this type of campaign. Knowing What you can do with this skill: Traveling by air can be
how to handle the primary skills used by action heroes a great boon to the player characters. Having a PC as a
will make running the adventure much easier. Also in pilot helps avoid suspense of disbelief issues when it
this chapter to will find a discussion of feats that are comes to taking weapons through customs, etc. After all
useful for action-oriented characters. New skills and you want to concentrate on the adventure, not how the
feats are described at the end of the chapter. characters move from place to place. An aircraft is also a
great asset to have during a mission, for spotting, ground
The Acrobatics, Climb, Jump, and Swim Skills support and quick escapes.
Most of the time, failing a skill check is an
Limitations on this skill: You can’t always have an
inconvenience. Failing a check with the Acrobatics,
airplane nearby.
Climb, Jump, or Climb Swim skills can be lethal,
especially in an action campaign. The Intimidate Skill
Intimidation is a commonly used tool that is often used
What you can do with these skills: These are by good guys and bad guys alike. Characters who
movement- based skills. They are used to get you from believe in a direct and messy path to getting what you
one place to another while negating obstacles. These want should take ranks in this skill.
three skills often come up during chase scenes and
escapes, and they are important in that context. Being What you can do with this skill: This skill is used to
able to easily navigate a hazard that you opponent scare a single person into submission. For a brief
cannot is a sure way to come ahead during a chase / period of time, the intimidated person will bend to the
escape. will of the character. This skill forces the target to
follow a certain course of action while in the character’s
Limitations on these skills: The uses of these skills are presence (there is a time limit of 10 minutes). The target
limited only by the imagination of the player using them. won’t put himself in jeopardy just because he is afraid of
The trick is finding situations where movement of this the character. For instance, the person being intimidated
type can be advantageous. The GM should encourage may confess to a crime, but only if he is convinced that
players to use movement skills. For instance, a GM the characters can’t use the information to press formal
could give someone a circumstance bonus to Stealth charges, blackmail him, or simply decide to kill him.
checks because his character swam through a river while He won’t cross a crime boss if he thinks his betrayal will
sneaking up on a guard. become known. A target will reveal other people’s
secrets, repeat rumors, and agree to call around asking
The Drive Skill about a certain subject. The person will make Gather
Action movies are riddled with car chases and your Information Knowledge (local) or, Knowledge
action adventure game wouldn’t be complete without (streetwise), or Research checks as needed.
them.
Limitations on this skill: A person making an
What you can do with this skill: Driving a vehicle is a Intimidate skill check will get good results with com-
good way to get away from those who might do you mands like, “Drop the gun,” or “Give me your wallet.”
harm. It is also great for chasing people down and even Asking a person where his kids go to school or whether
makes for a deadly weapon if all else fails. While his wife is at home will likely go nowhere. A character
characters don’t need to make drive rolls when using an cannot try again on an Intimidate check nor can the same
automobile for pure transportation, a character with the person be intimidated twice. People resent becoming the
Drive skill can get a great many more uses from a car or victims of intimidation and may take steps to get
motorcycle. revenge on the character.
Page 9
New Skills and Feats
Banter (Cha) [New skill]
Combat Feats Use this skill to distract your opponents with insults, wit,
Combat and other types of action show up in any or humor. This skill encompasses mockery, playful
campaign. In an action campaign, combat of some sort is repartee, and verbal jousting.
the main event. The following feats will help tweak you
action hero character into an unstoppable, over- the- top, Check: A Banter check is opposed by the target’s own
body- count- generating machine. Banter check. If the targeted character does not have this
skill, then he or she opposes this skill with a Charisma
Advanced Combat Martial Arts, Advanced Firearms check instead.
Proficiency, Advanced Firearms Proficiency, Advanced
Two Weapon Fighting, Agile Maneuvers, Agile Riposte, Distracting Banter: You can use Banter to divert the
Archaic Weapons Proficiency, Autofire Proficiency, attention an opponent with whom you are engaged in
Blind-F Fight, Burst Fire, Circle Initiate, First through combat. The targeted character may become enraged by
Fifth (See Infinite Futures, pg. 122), Cleave, Combat your insults or simply be engrossed with your verbal
Combat Martial Arts, Combat Reflexes, Critical Focus, sparring. Either way, the target does not devote
Deadly Aim, Double Tap, Drive-B by Attack, Exotic appropriate attention to the task at hand. To distract an
Firearms Weapons Proficiency, Exotic Melee Weapon opponent with Banter, make a Banter check opposed by
Proficiency, Far Shot, Firearms Proficiency, Great your target’s Banter check or Charisma check.
Cleave, Greater Bull Rush, Greater Disarm, Greater If your Bluff Banter check result exceeds the target’s
Feint, Greater Firearms Proficiency, Greater Grapple, Banter (or Charisma) check result, your target is denied
Greater Overrun, Greater Trip, Greater Two-Weapon its Dexterity bonus to AC (if any) for the next melee
Fighting, Greater Weapon Focus, Greater Weapon attack you make against it. This attack must be made on
Specialization, Heavy Weapons Proficiency, Hip Fire, or before your next turn.
Improved Bull Rush, Improved Combat Martial Arts, Bantering in this way against a non-humanoid is difficult
Improved Feint, Improved Grapple, Improved Overrun, because it’s harder to read a strange creature’s body
Improved Precise Shot, Improved Sunder, Improved language; you take a –4 penalty on your Banter check.
Trip, Improved Two- Weapon Fighting, Knockout Against a creature of animal Intelligence (1 or 2) it’s
Punch, Lead Hose, Lead Rain, Lethal Burst, Lock’n even harder; you take a –8 penalty. Against a
Load, Martial Arts Weapons Proficiency, Mobility, non-intelligent creature, it’s impossible.
Personal Firearms Proficiency, Pinpoint Targeting,
Point- Blank Shot, Power Attack, Precise Shot, This use of the skill in combat does not provoke an
Quickdraw, Quick Reload, Rock’n Roll, Shot on the attack of opportunity.
Run, Simple Weapons Proficiency, Skip Shot, Sniping,
Spring Attack, Step Up,Strafe, Throw Anything, Friendly Banter: You can use the exchange of Banter
Two- Weapon Fighting, Walk Fire, Weapon Finesse, between yourself and an allied creature to boost each
Weapon Focus, Weapon Specialization, Whirlwind others’ spirits. If two or more characters have the Banter
Attack. skill, then they may attempt to make friendly banter
between themselves. Each character must make a Banter
Survival Feats check (DC 10);, if every character in the group makes
Just surviving an action campaign can be a challenge at there their check, then everyone in the group gains a +1
times. There are many feats that you should consider morale bonus on his or her next attack roll, skill check,
early on in order to ensure that your character survives or saving throw. Obviously this is much more enjoyable
long enough to go up in levels. The following feats can if role-played out, but some players may not be as good
help your character survive through almost anything. at verbal play as their characters.

Armor Proficiency (light), Armor Proficiency (medium), Action: Varies. A Banter check made as part of general
Armor Proficiency (heavy), Combat Expertise, interaction always takes at least 1 round (and is at least a
Defensive Martial Arts, Combat Training, Elusive full-round action), but it can take much longer if you try
Target, Dodge, Great Fortitude, Improved Damage something elaborate. A Banter check made to distract a
Threshold, Iron Will, Lighting Reflexes, Toughness. foe in combat is a standard action. A Banter check made
to create friendly doesn’t take an action; it is part of
normal communication.
Page 10
Try Again: Varies. Generally, a failed Banter check in
social interaction makes the target simply laugh at you Detective Work (Int) [New skill]
and you will not be able to try again in the same In action-hero scenarios, a lot of the time that occurs
circumstances. between the fights is spent finding the bad guys. Rather
Synergy: If you have 5 or more ranks in Banter, you get a than making numerous rolls to search out these people
+2 bonus on Bluff and Diplomacy checks. and their hideouts, it would be much easier to glom
everything into a single investigative skill check.
Pilot Skill (Dex) [New skill] Check: With a successful check, the character
Flying an aircraft can be incredibly useful in an action determines the information (or the location of the
game. You can jump out of airplanes, crash them into classified information) he or she is looking for using
mountainsides, and use them for exciting aerial computers, files, mathematics, polite talk, tactics,
combats. Traveling by air can be a great boon to the player phones, or any number of methods.
characters. Having a PC as a pilot avoids suspense-of-
disbelief issues at times like taking weapons through Try Again: The character can try the same method with
customs, etc. After all, you want to concentrate on the a -4 penalty or a new method without any penalty.
adventure, not how the characters move from place to
place. An aircraft is also a great asset to have during a Special: If the character has to convince another person
mission, for spotting, ground support, and quick escapes. to give them the information, this is no longer a
However, you can’t always have an airplane nearby. Detective Work roll; this becomes a Bluff/Charisma
roll. Likewise, if the character needs to bypass
Check: Routine tasks in the air do not require checks; encryption codes, it becomes a Computer Use roll. The
however, take-offs and landings always require checks. Detective Work skill just gets them there.
The Piloting skill is usually in a specific type of aircraft
and operating a different type should require a penalty. If Action Hero [New Feat]
the craft is similar (i.e. a Cessna pilot trying to fly an You are a larger- than- life hero and a lucky bastard to
Omnibus), the penalty is -4. If the character is flying a boot.
completely different type of aircraft (i.e. a Cessna pilot Prerequisite: Base Attack +1 or higher.
flying a helicopter or fighter jet), the penalty is -6. Benefit: You gain 1 additional action point per level.
Special: This feat can be taken multiple times, its
Try Again: Most Pilot checks have consequences for effects stack.
failure that make trying again impossible.
Catchphrase [New Feat]
Special: An experienced pilot can take 10 during take-offs You gain strength from reciting a familiar line, slogan,
and landings, but can never take 20. or quip.
Prerequisite: Charisma 15+.
Demolitions (Int) [New skill] Benefit: If you utter your catch phrase before spending
Setting up or taking apart explosives, whether with a 1 action point to improve the results of a d20 rolling,
trigger or a timer, can be very dangerous and is a skill you gain an additional bonus equal to your Charisma
normally learned through military factions, although modifier.
rebels and criminals can also pick up this skill.
Dive to Safety [New Feat]
Check: With a successful check the character can create a You are an expert at leaping out of the way of danger.
bomb that will detonate when needed. The character also Prerequisite: Jump Acrobatics 4 ranks, Tumble 4 ranks
uses this skill to disarm someone else’s bomb, using the and Dodge feat.
opponent’s Demolitions skill as the DC. Benefit: You may make an Acrobatics Jump skill check
in place of a Reflex saving throw.
Try Again: Rare. A mistake generally is fatal or requires
people to leave the area immediately.

Special: Demolitions is tricky enough that a character


cannot take 10 or 20.

Page 11
Exploder [New Feat]
Almost anything you shoot at has the potential to
explode.
Prerequisite: Base Attack +2.
Benefit: Anytime you strike an inanimate object with a
firearm or other ranged weapon, and you beat the DC
by 10 or more, you may spend 1 action point to cause Self-Doubt [New Drawback]
that object (or something near it) to explodes. The You are hesitant and unsure of yourself.
explosion deals 1d6 points of fire damage to any Prerequisite: This drawback must be selected at 1st
creature within 10 feet of the object that was targeted. level.
Benefit: You gain a bonus feat that must be selected
Keep Centered [New Feat] from the following list. You must meet any
You can force yourself to remain on task. prerequisites; Cautious, Moment of Triumph, Unlikely
Prerequisite: Concentration 4 ranks Hero.
Benefit: You may make a Concentration skill check in Special: You may not spend actions points during
place of a Will saving throw. scenes where your character takes acts in an aggressive
or daring manner. For example, you may spend action
Metabolize [New Feat] points during a scene where you are attacked by a
You are able to use your knowledge to keep your body villain but not during a scene where your character
healthy. deliberately initiates conflict with a foe.
Prerequisite: Knowledge (earth and life sciences) 4
ranks, Treat Injury and Heal 4 ranks. Typecast [New Drawback]
Benefit: You may make a Treat Injury or Heal check in People have a preconceived notion of what you can or
place of a Fortitude saving throw. cannot do.
Benefit: You gain a bonus feat that must be selected
Moment of Triumph [New Feat] from the following list. You must meet any
You shine in moments of peril. prerequisites; Action Hero, Catchphrase, Confident,
Benefit: Once per gaming session, you may spend 1 Moment of Triumph, Stunt Double, Weapon Focus
action point in order to activate this ability. Once (any).
activated this ability grants you a +1 morale bonus to Special: You take a -2 penalty on all Charisma checks
all attack and damage rolls, as well as all skill checks and Charisma-based skill checks (except for checks
and saving throws. This ability lasts for a number of made with the Intimidate skill.)
rounds each equal to your character level.

Stunt Double[New Feat]


You are able to accomplish dangerous tasks with ease,
almost as if someone else where doing it for you.
Prerequisite: Perform (any) 4 ranks.
Benefit: Once per gaming session you may spend 1
action point to call upon your “stunt double” to perform
a single attack, skill check, or saving throw for you.
The “stunt double” makes this d20 roll with a bonus
equal to your character level + 7. Any negative
consequences that result from failing this roll are
directed at the stunt double, not at you. If the stunt
double succeeds in his check, then you switch places on
your turn during the next round.

Unlikely Hero [New Feat]


Your enemies constantly underestimate you.
Benefit: Your Combat Maneuver Defense bonus
increases by +1. You also gain a +1 circumstance bonus
to any attack roll you make during the first round of
combat.
Page 12
Advanced Prestige Classes for the Action Heroes
The following advanced classes allow a player to mold his or character in a way that suits an action campaign. All of these
advanced classes are modeled after action movie stereotypes. The character concepts presented here can be tinkered with
to create a variety of different archetypes. For example, the Rogue Cop advanced class would work just as well for a
character who was shady and underhanded, but not necessarily a police officer or law enforcement agent. Likewise, the
Elite Commando advanced class is suitable for an assassin or hired killer as well as a military operative.

If the campaign is going to be fast and furious, it may be a good idea to allow all the players to use the prestige classes
below to give them an edge right from the start.

Elite Commando
This character may be a special forces operative, swat cop, or
someone else with similar training. This character has been
honed by both practice and experience until he has become a
razor-sharp weapon. The Elite Commando may be a renegade
black ops agent or a loyal member of the conventional
military forces. He may be a ruthless mercenary or a
war-weary veteran who is just trying to put his life back
together.

Select this class if you want your character to be a highly


efficient killer with ice in his veins. This character is lethal in
any type of conflict and should not be taken lightly.

Requirements
To qualify to become an Elite Commando, a character must
fulfill the following criteria.
Base Attack Bonus: +3
Skills: Survival 3 ranks
Feat: Combat Martial Arts, Personal Firearms Proficiency,
Weapon Focus (any).

Level Base Attack Fort Ref Will Special Defense Bonus Reputation Bonus
1 +1 +2 +0 +0 The Good Death I +0 +1
2 +2 +3 +0 +0 Blood Makes the Grass Grow +1 +1
3 +3 +3 +1 +1 Bonus Feat +1 +1
4 +4 +4 +1 +1 The Good Death II +2 +2
5 +5 +4 +1 +1 No Retreat, No Surrender +2 +2
6 +6/+1 +5 +2 +2 Bonus Feat +3 +2
7 +7/+2 +5 +2 +2 One Shot, One Kill +3 +3
8 +8/+3 +6 +2 +2 Shrug It Off +4 +3
9 +9/+4 +6 +3 +3 Bonus Feat +4 +3
10 +10/+5 +7 +3 +3 Furious Blow +5 +4

Class Information
The following information pertains to the Elite Commando advanced Prestige class.

Hit Die:
The Elite Commando gains 1d10 hit points per level. The character’s Constitution modifier applies.

Action Points
Elite Commandos gain a number of action points equal to 5 + character level, rounded down, every time they take a
level in this class.
Page 13
Class Skills clearly outnumber or outmatched, he gains a +2 morale
The Elite Commando’s class skills, and the related key bonus to attack rolls. In addition, the Elite Commando
ability for each skill, are as follows:. gains a number of temporary hit points equal to his class
Acrobatics (Dex), Climb (Str), Demolitions (Int), Drive level plus his Wisdom score.
(Dex), Intimidate (Cha), Jump (Str), Knowledge (current
events, tactics) (Int), Listen (Wis), Navigation (Int), Pilot One Shot, One Kill
(Dex), Read/Write Language (none), Speak Language At 7th level the Elite Commando learns how to kill an
(none), Perception (Wis), Stealth (Dex), Survival (Wis), opponent with a single shot from a ranged weapon.
Swim (Str). Whenever the character makes an attack with a ranged
weapon from more than one range increment away, he or
Skill Points at Each Level: 5 + Int modifier she may spend 1 action point to activate this ability. The
player must declare that he is using this ability before the
Class Features attack roll is made. The character suffers from a -4
The following features pertain to the Elite Commando penalty on the attack roll but on a successful hit the
advanced Prestige class. weapon automatically deals damage as if the attack was a
confirmed critical hit.
The Good Death Shrug It Off
At 1st level, the Elite Commando becomes a master of At 8th level the Elite Commando learns how to force
the art of death. The any target hit by the Elite himself to keep fighting when wounded. By spending 1
Commando in combat has its massive damage threshold action point Once during any battle, the Elite Commando
lowered by -3. At 4th level, the Elite Commando’s can regains a number of lost hit points equal to twice his
mastery of the killing art increases. From this point on, total character level. Hit points gained from this ability
anyone who suffers massive damage from one of the cannot cause the Elite Commando to go over his normal
Elite Commando’s attacks automatically fails his hit point total. At the end of the battle, any remaining hit
Fortitude saving throw. points gained this way are lost. If this leaves the Elite
Blood Makes the Grass Grow Commando with a negative number, reduce hit points to
At 2nd level, the Elite Commando learns to cause bleed 1.
damage with a melee attack. If the Elite Commando Furious Blow
makes a successful melee attack roll against an opponent At 10th level the Elite Commando may spend 1 action
who is denied his Dexterity bonus, then the target of the point to turn an unarmed attack into a death attack. The
attack must make a Fortitude saving throw (DC 10 + the player must declare that this ability is being used before
amount of damage dealt) or begin taking bleed damage. the attack roll is made. On a successful hit the target
A bleeding character takes 1 point of damage every must make a successful Fortitude saving throw (DC 20)
round until his wounds are tended to (Treat Injury or or die instantly.
Heal, DC 18).

Bonus Feat
At 3rd, 6th, a and 9th level, the Elite Commando gains a
bonus feat. This feat must be selected from the following
list and the Elite Commando must meet any
prerequisites.
Advanced Firearms Proficiency, Archaic Weapons
Proficiency, Armor Proficiency (light), Armor
Proficiency (medium), Armor Proficiency (heavy),
Brawl, Burst Fire, Autofire Proficiency, Cleave, Combat
Martial Arts, Combat Reflexes, Exotic Firearms
Proficiency, Exotic Melee Weapon Proficiency, Far Shot,
Great Cleave, Improved Brawl, Grapple, Improved
Knockout Punch, Power Attack.

No Retreat, No Surrender
The Elite Commando is at his best when the odds get
worse. At 5th level, the Elite Commando’s command of
hopeless situations grants him an edge when the chips
are down. In a situation where the Elite Commando is
Good Cop
This character is an honest, hard- working officer of the law.
He isn’t necessarily a stickler for rules and regulations, but he
knows what right and wrong are all about. The Good Cop
doesn’t hesitate to stand up to his fellow police officers if he
thinks that they are crossing the line. This character may be
an internal affairs agent, a straight- laced private investigator,
or an ex-cop who was discharged for the wrong reasons.

Select this advanced prestige class if you want your character


to excel at chasing down bad guys and tracking down clues.

The fastest path to this advanced class is from the Fast hero
basic class, though other paths are possible.

Requirements
To qualify to become a Good Cop, a character must fulfill the
following criteria.
Base Attack Bonus: +2
Skills: Drive 4 ranks, Knowledge (streetwise) 4 ranks.
Feats: Personal Firearms Proficiency, Combat Expertise,
Improved Disarm.

Class Information
The following information pertains to the Good Cop
advanced class.

Hit Die
d10 The Good Cop gains 1d10 hit points per level. The
character’s Constitution modifier applies.

Level Base Attack Fort Ref Will Special Defense Bonus Reputation Bonus
1 +0 +0 +1 +1 Run Down +1 +1
2 +1 +0 +2 +2 Car Chase +1 +1
3 +2 +1 +2 +2 Bonus Feat +2 +1
4 +3 +1 +2 +2 Incapacitate +2 +2
5 +3 +1 +3 +3 Real Police Work +3 +2
6 +4 +2 +3 +3 Bonus Feat +3 +2
7 +5 +2 +4 +4 Years on the Street +4 +3
8 +6 /+1 +2 +4 +4 Buffalo +4 +3
9 +6 /+1 +3 +4 +4 Bonus Feat +5 +3
10 +7 /+2 +3 +5 +5 Relentless Pursuit +5 +4

Class Skills
The Good Cop’s class skills are, and the related ability for each skill,: are as follows.
Acrobatics (Dex), Bluff (Cha), Detective Work (Int), Drive (Dex), Escape Artist (Dex), Gather Information (Cha),
Intimidate (Cha), Investigate (Int), Knowledge (civics, economics, humanities, current events, popular modern culture,
streetwise) (Int), Linguistics (Int), Listen Perception (Wis), Profession (Wis), Read/Write Language (none), Search
(Int), Sense Motive (Wis), Speak Language, Stealth (Dex), Spot (Wis), Survival (Wis), Tumble (Dex).

Skill Points at Each Level: 5 + Int modifier


Page 15
Class Features Years on the Street
The following features pertain to the Good Cop advanced The Good Cop is an experienced veteran with enough
prestige class. time on the job to know that you can never be too
careful. The character’s hard- earned experience serves
Run Down him well when it comes to avoiding attacks. At 7th level,
At 1st level, the Good Cop learns to master the art of the the Good Cop is allowed to add his Wisdom modifier to
chase. By spending 1 action point during any chase scene, his Defense score (if positive). The Good Cop does not
the Good Cop can gain a temporary increase to his base lose this bonus even in situations where he is caught
speed. The character’s base speed increases by 10 feet for flat- footed (he still loses this bonus if he is immobi-
a number of rounds equal to his character level. lized).
Car Chase Buffalo
The Good Cop is an expert driver with plenty of At 8th level, the Good Cop learns take someone down
experience chasing down suspects. At 2nd level, the Good with a single surprise blow. The character deals 1d6
Cop gains a +4 bonus to all Drive checks made while points of additional damage whenever he attacks a
attempting to catch up to another vehicle or force it to flat-footed opponent with an attack that deals non-lethal
stop. damage. The target of this attack must also make a
Bonus Feat successful Fortitude saving throw (DC 20) or be stunned
At 3rd, 6th, a and 9th level, the Good Cop gains a bonus for one round.
feat. This feat must be selected from the following list Relentless Pursuit
and the Good Cop must meet any prerequisites. At 10th level the Good Cop is unstoppable when he has
Advanced Firearms Proficiency, Armor Proficiency (light), his sights on his quarry. Nothing can deter the
Attentive, Autofire Proficiency, Brawl, Burst Fire, Critical determined pursuit of this character. The character gains
Focus, Connections, Deadly Aim, Double Tap, Far Shot, a +8 bonus on any skill checks or ability checks made
Meticulous, Point- Blank Shot, Precise Shot, Quick Draw, while actively pursuing a target. The Good Cop must
Quick Reload, Shot on the Run, Skip Shot, Strafe, Walk spend 1 action point announce he is to activating this
Fire. ability and the target of the pursuit must be within sight.
Incapacitate This bonus remains as long as the Good Cop is actively
At 4th level, the Good Cop gains an extraordinary knack chasing the quarry and ends the moment the target
for rendering someone helpless. The character gains a disappears from sight or places himself completely out of
bonus equal to his class level on any roll used to grapple, reach.
trip, or disarm an opponent.
Real Police Work
At 5th level the Good Cop has become a master of his
trade and the truth rarely gets past him. This character
receives a bonus equal to his class level whenever he
spends 1 action point to increase the result of a check
made with one of the following skills; Gather Information,
Investigate, Knowledge (streetwise), Perception,
Profession, and Sense Motive.

Page 16
Ex-Con
The Ex-Con is a product of the system, a person who has
spent a good deal of his life behind bars. The Ex-Con may be
an innocent man who has gotten a raw deal or a ruthless thug
who is only interested in what he can take. This character has
learned a lot from his many years in prison, like how to
survive when every day is dog eat dog.
Select this advanced prestige class if you want your character
to be tough and mean.

The fastest path to this advanced class is from the Tough hero
basic class, though other paths are possible.

Requirements
To qualify to become an Ex- Con, a character must fulfill the
following criteria.
Base Attack Bonus: +2
Skills: Knowledge (streetwise) 4 ranks
Feat: Toughness.
Special: Must have been incarcerated for at least five years.

Class Information
The following information pertains to the Ex-Con advanced
prestige class.

Hit Die
d12
The Ex-Con gains 1d12 hit points per level. The character’s
Constitution modifier applies.

Action Points
Ex-Cons gain a number of action points equal to 5 +
character level, rounded down, every time they take a level in
this class.
Level Base Attack Fort Ref Will Special Defense Bonus Reputation Bonus
1 +0 +0 +1 +0 Stone Face +1 +0
2 +1 +0 +2 +0 Free Talent, Catch Off-Guard +2 +0
3 +2 +1 +2 +1 Bonus Feat +2 +1
4 +3 +1 +2 +1 Runner +3 +1
5 +3 +1 +3 +1 Free Talent, Throw Anything +4 +1
6 +4 +2 +3 +2 Bonus Feat +4 +2
7 +5 +2 +4 +2 Pumped +5 +2
8 +6 / +1 +2 +4 +2 Free Talent, Lightning Reflexes +6 +2
9 +6 / +1 +3 +4 +2 Bonus Feat +6 +3
10 +7/ +2 +3 +5 +2 Shank Expert +7 +3

Class Skills
The Ex-Con’s class skills, and the related ability for each skill, are as follows:.
Bluff (Cha), Climb (Str), Concentration (Con), Craft (any), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Hide
(Dex), Intimidate (Cha), Knowledge (current events, humanities, popular modern culture, streetwise) (Int),
Perception (Wis), Profession (Wis), Read/Write Language (none), Sleight of Hand (Dex), Speak Language (none), Spot
(Wis), and Survival (Wis).

Skill Points at Each Level: 3 + Int modifier Page 17


Class Features
The following features pertain to the Ex-Con advanced
prestige class.
Stone Face
At 1st level, the Ex-Con knows how to cop a mean face and
look scary; it is a survival trait that he learned on the inside.
The character gains a +3 bonus on all checks made with the
skills Bluff and Intimidate.
Free Talent, Catch Off-Guard
At 2nd level, the Ex-Con may know that anything can be
used as a weapon. The Ex-Con receives no penalties for
using improvised weapons in melee select a talent from any
of the talent trees that are included with the six basic
classes. The character must meet any prerequisites. The
Ex-Con gains another free talent at 5th and 8th level. The
Ex-Con gains a +1 circumstance bonus on attack rolls made
with an improvised weapon.
Bonus Feat
At 3rd, 6th, and 9th level, the Ex-Con gains a bonus feat.
This feat must be selected from the following list and the
Ex-Con must meet any prerequisites.
Alertness, Athletic, Diehard, Brawl, Confident, Endurance,
Great Fortitude, Improved Grapple, Improved Brawl,
Unarmed Strike, Improved Damage Threshold, Knockout
Punch, Nimble Moves, Power Attack, Save Enhancement,
Stealthy, Street Fighting, Toughness.
Runner
At 4th level, the Ex-Con has become a master of escape and
evasion. This character gains a bonus equal to his class
level whenever he spends 1 action point to increase the
result of a check made with one of the following skills;
Escape Artist, Hide, Stealth and Survival.
Throw Anything
At 5th level, the Ex-Con is skilled at throwing whatever is
on hand as a weapon. The thrower does not suffer any
penalties for using an improvised throwing weapon. The
Ex-Con gains a +1 circumstance bonus on attack rolls made
with an improvised weapon.
Pumped
At 7th level, the Ex-Con reaps the benefits of the intensive
exercise program he started in prison. The Ex-Con gains a
+1 increase to of one the following ability scores; Strength,
Dexterity, or Constitution.
Lightning Reflexes
You have faster reflexes than normal. You get a +2 bonus to
all Reflex saving throws.
Shank Expert
The Ex-Con is deadly with a knife or any other light
weapon that deals piercing or slashing damage. At 10th
level, the Ex-Con learns to inflict the most damage with a
small weapon. The Ex-Con can make a single attack with a
knife of similar weapon that deals +3d6 points of additional
damage. The character must spend one action point in order
to use this ability.
Page 18
Nerd
The Nerd is an expert in the realms of academia and the many
technical fields. A Nerd may be a computer expert, lab
scientist, or a crime scene investigator. This character may be
an eccentric inventor, math prodigy, or an expert on ancient
cultures. While he might be reluctant to go on adventures or
dangerous missions, the Nerd is surprisingly adept at getting
along amidst danger and peril. This character is a brainy loner
just waiting for his chance to prove himself and finally get
some respect.
Select this advanced class if you want your character to know
how almost everything.

The fastest path to this advanced class is from the Smart hero
basic class, though other paths are possible.

Requirements
To qualify to become a Nerd, a character must fulfill the
following criteria.
Skills: 4 ranks in any two Knowledge skills.
Feat: Two One of the following feats:; Builder, Connections,
Educated, Gearhead, Meticulous, or Studious, Well-Prepared,
Well-Versed.

Class Information
The following information pertains to the Nerd advanced
prestige class.

Hit Die
The Nerd gains 1d6 hit points per level. The character’s
Constitution modifier applies d6.

Action Points
Nerds gain a number of action points equal to 6 + their
character level, rounded down, every time they take a level in
this class.

Level Base Attack Fort Ref Will Special Defense Bonus Reputation Bonus
1 +0 +0 +0 +2 Fan Boy +1 +0
2 +1 +0 +0 +3 Lucky Shot +2 +0
3 +1 +1 +1 +3 Bonus Feat, Research Savvy +2 +1
4 +2 +1 +1 +4 Skill Mastery +3 +1
5 +2 +1 +1 +4 Instant Expert +4 +1
6 +3 +2 +2 +5 Bonus Feat, Repair Anything +4 +2
7 +3 +2 +2 +5 Inventive Solution +5 +2
8 +4 +2 +2 +6 Collectables +6 +2
9 +4 +3 +3 +6 Bonus Feat +6 +3
10 +5 +3 +3 +7 Specialist +7 +3

Page 19
Class Skills Instant Expert
The Nerd’s class skills, and the related ability for each skill,A Nerd of 5th level or higher is a super- fast study who can
are as follows. master experimental devices, alien technology, and even
Banter (Cha), Computer Use (Int), Craft (chemical, new languages with ease. By spending 1 action point, Once
electronic, mechanical, pharmaceutical) (Int), Detective Work per adventure t the Nerd temporarily gains one rank in one
(Int), Diplomacy (Cha), Decipher Script (Int), Demolitions of the following skills; Computer Use, Craft (chemical,
(Int), Disable Device (Int), Drive (Dex), Domestic Science electronic, mechanical, pharmaceutical), Decipher Script,
(Cha), Engineering (Int), Investigate (Int), Knowledge Demolitions, Diplomacy, Disable Device, Drive,
(behavioral sciences, business, civics, current events, earth Engineering, Investigate, Knowledge (and life sciences,
and life sciences, economics, humanities, modern culture, economics, humanities, modern culture, physical sciences
physical sciences, popular culture, technology) (Int), behavioral sciences, business, civics, current events, earth
Linguistics (Int), Profession (Wis), Read/Write Language and life sciences, physical sciences, popular culture,
(none), Repair (Int), Research (Int), Search (Int), Speak technology), Pilot, Read/Write Language, Repair, Research,
Language (none). or Speak Language. The Nerd can use this skill as if he had
actual ranks in it. The Nerd can also use this ability to
Skill Points at Each Level: 9 + Int modifier negate penalties for working with unfamiliar or exotic
equipment. This ability lasts for a number of minutes equal
Class Features to the Nerd’s class level.
The following features pertain to the Nerd advanced prestige Repair Anything
class. At 6th level, the Nerd can generally attempt to repair any
Fan Boy device—even one he or she is unfamiliar with. The Nerd
At 1st level the Nerd revels in his knowledge of cultural icons can use Engineering, Craft, or Knowledge without penalty.
and objects of nerd worship. The character gains a +3 bonus Inventive Solution
on all checks with the skills Knowledge (current events) and It is very difficult to come up with a problem than the Nerd
Knowledge (popular modern culture). can’t solve. A Nerd of 7th level or higher can use a “brains
Lucky Shot over brawn” approach to tackle problems in unusual and
At 2nd level, the Nerd can get lucky every once and a while creative ways. Once per gaming session, a Nerd with this
with a well- placed punch or random shot. The character must ability may choose to opt out of a Strength or Dexterity
spend 1 action point to announce he or she is activating this check or a related skill check. Instead the Nerd substitutes
ability. The Nerd gets a bonus on his next attack roll equal to another skill or ability for the one that is normally required.
the number of levels he has in this class. Thus, a Nerd can cross a dangerous chasm with a Craft
Bonus Feat, Research Savvy (mechanical) check. Instead of jumping across, the Nerd
At 3rd level, the Nerd is able to use Computer Use to constructs a single- use device that hurls him through the
research or gain knowledge of people, places, or things (must air. Likewise a Nerd could win an arm- wrestling match
have Computer Use). The Nerd gains +4 on searches using with a Knowledge (behavioral sciences) check instead of a
Diplomacy or Knowledge. Strength check. In this example, the Nerd defeats his
At 3rd, 6th, and 9th level, the Nerd gains a bonus feat. opponent by psyching him out rather than besting him with
This feat must be selected from the following list and the muscle.
Nerd must meet any prerequisites. Collectables
Attentive, Builder, Cautious, Educated, Gearhead, Low Everyone laughed when you said that those action figures
Profile, Meticulous, Medical Expert, Personal Firearms would be worth money someday. Well who’s laughing now?
Proficiency, Renown, Surgery, Studious. At 8th level the Nerd’s interest in assorted junk pays off
Skill Mastery with interest. Rare pop culture trinkets and eclectic
At 4th level, a Nerd selects a number of skills from his class memorabilia cause the Nerd to gain a +4 wealth bonus.
list equal to 3 + his Intelligence modifier. When making a
skill check with one of these skills, the Nerd may take 10
even if stress and distractions would normally prevent him
from doing so. He becomes so accomplished in the use of
these skills that he can use them reliably even under adverse
conditions.

Page 20
Construct Gadget
At 9th Level, the Nerd can be requested to build
something technological and will likely be able
to create it using the items around him or her, so
long as the item has been invented at least once
somewhere. This includes weapons, aircraft,
and nuclear devices. For items that are still
beyond human reach (i.e. cold fusion,
teleportation devices, etc.), the GM’s discretion
regarding the game setting should be used.
Specialist
At 10th level the Nerd becomes a renowned
expert in the use of certain skills. Choose one of
the following skill sets, the character gets a +4
competence bonus on all checks made with the
skills in that skill set. In addition, the Nerd gains
a +1 bonus to his Reputation score.

Chemical Freak Skill Set


Craft (chemical), Demolitions, Knowledge
(physical sciences)
Finance Skill Set
Knowledge (business), Knowledge (current
events, modern culture), Profession
Grease Monkey Skill Set
Craft (mechanical), Disable Device, Repair
High Tech Skill Set
Computer Use, Craft (electronic), Knowledge
(technology)
Nature Lover / Field Work Skill Set
Knowledge (behavioral sciences), Knowledge
(earth and life sciences), Search
Occultist Skill Set
Decipher Script, Investigate, Research
Underground Skill Set
Craft (pharmaceutical), Drive, Knowledge
(popular culture)

Page 21
Self-Taught Slayer
This character was once a normal person. He or she
could have been an office worker, a house wife, or a
plumber. That was a long time ago. In the time since
then, the Self-Taught Slayer has honed his or her body
into a lethal weapon. Perhaps this character was the
victim of a crime and now seeks revenge. Perhaps he or
she had a run- in with the unexplained. It could even be
that the Self-Taught Slayer is simply paranoid, a
survivalist who trains faithfully in order to prepare
for a yet- unnamed foe.
Select this advanced prestige class if you want your
character to excel at tracking down bad guys
and putting them away.

The fastest path to this advanced class is from


the Dedicated hero basic class, though other paths
are possible.

Requirements
To qualify to become a Self-Taught Slayer, a character
must fulfill the following criteria.
Base Attack Bonus: +2
Skills: Knowledge (any) 4 ranks, Survival 4 ranks
Feat: Archaic Weapons Proficiency, Track and
Perception.

Class Information
The following information pertains to the Self-Taught
Slayer advanced prestige class.

Hit Die
The Self-Taught Slayer gains 1d8 hit points per level.
The character’s Constitution modifier applies.

Action Points
Self-Taught Slayers gain a number of action points equal
to 6 + character level, rounded down, every time they
take a level in this class.

Level Base Attack Fort Ref Will Special Defense Bonus Reputation Bonus
1 +0 +1 +1 +1 Signature Move I +1 +0
2 +1 +2 +2 +1 Free Talent, Hunt You Down +2 +0
3 +2 +2 +2 +2 Bonus Feat +2 +1
4 +3 +2 +2 +2 Signature Move II +3 +1
5 +3 +3 +3 +3 Free Talent, Need Something Better +4 +1
6 +4 +3 +3 +3 Bonus Feat +4 +2
7 +5 +4 +4 +4 Signature Move III +5 +2
8 +6 / +1 +4 +4 +4 Free Talent, Must Finish This +6 +2
9 +6 / +1 +4 +4 +5 Bonus Feat +6 +3
10 +7 / +2 +5 +5 +5 Death Blow +7 +3

Page 22
Class Skills Need Something Better
The Self-Taught Slayer’s class skills, and the related At 5th level, the Self-Taught Slayer learns from his or her
ability for each skill, are as follows. mistakes. The character may utilize a Craft skill in any
Acrobatics (Dex), Bluff (Cha), Climb (Str), Computer discipline to create, upgrade, or otherwise improve
Use (Int), Craft Int), Demolitions (Int), Detective Work devices he or she currently has to make them better at
(Int), Diplomacy (Cha), Disable Device (Int), Drive whatever they do. The character must have access to a
(Dex), Escape Artist (Dex), Gather Information (Cha), workshop and supplies.
Intimidate (Cha), Investigate (Int), Knowledge (arcane Must Finish This
lore, earth and life sciences, behavioral humanities, At 8th level, the Self-Taught Slayer will do anything to
sciences, civics military, current events, popular modern take down his foe. Once during any battle, the character
culture, streetwise) (Int), Medical (Wis), Perception can regain a number of lost hit points equal to twice his
(Wis), Listen (Wis), Profession (Wis), Read/Write total character level. Hit points gained from this ability
Language (none), Research (Int), Search (Int), Sense cannot cause the Self-Taught Slayer to go over his
Motive (Wis), Speak Language (none),Stealth Spot normal hit point total. At the end of the battle, any
(WisDex), Survival (Wis), Swim (Str). remaining hit points gained this way are lost. If this
leaves the Elite Commando with a negative number, the
Skill Points at Each Level: 5 + Int modifier Self-Taught Slayer collapses and will be dead in two
rounds.
Class Features Death Blow
The following features pertain to the Self-Taught Slayer At 10th level the Self-Taught Slayer has become truly
advanced prestige class. dangerous. Anytime the Slayer makes a successful attack
Signature Move with his signature move against a flat-footed opponent,
At 1st level the Self-Taught Slayer masters a specific the target must make a successful Fortitude save (DC 20
attack form and can now inflict additional damage with + the Slayer’s Wisdom modifier) or die instantly.
that attack. Select a specific attack type such as throwing
a knife, firing a specific type of weapon, etc. Once per
battle, tThe Self-Taught Slayer can spend 1 action point
in order to deal an additional die of damage when making
an attack of this kind. The character must declare that he
is using this special ability before the attack roll is made.
The Self-Taught Slayer’s signature move deals two
additional dice of damage at 4th level and three additional
dice of damage at 7th level.
Free Talent, Hunt You Down
At 2nd level, the Self-Taught Slayer may select a talent
from any has become adept at searching and finding bad
guys. The Slayer gains a +4 when using Diplomacy or
Computer Use to find villains of the talent trees that are
included with the six basic classes. The character must
meet any prerequisites. The Self-Taught Slayer gains
another free talent at 5th and 8th level.
Bonus Feat
At 3rd, 6th and 9th level the Self-Taught Slayer gains a
bonus feat. This feat must be selected from the
following list and the Slayer must meet any prerequisites.
Acrobatic Steps, Agile Maneuvers, Advanced Firearms
Proficiency, Alertness, Attentive, Blind Fight, Catch
Off-Guard, Combat Martial Arts, Combat Reflexes,
Confident Connections, Deceptive, Educated Diehard,
Endurance, Iron Will Toughness, Meticulous, Weapon
Finesse, Weapon Focus, Well-Versed.

Page 23
Rogue Cop
This character is an expert liar with a talent for doing things
the fast and easy way. He or she may be a shady police
detective, a sleazy private investigator, or a renegade federal
agent. The Rogue Cop is concerned with results, not methods
and he or she is sneaky enough to get away with anything.
Select this advanced prestige class if you want your character
to be a master of bending the rules and talking his way out of
trouble.

The fastest path to this advanced class is from the


Charismatic hero basic class, though other paths are possible.

Requirements
To qualify to become a Rogue Cop, a character must fulfill
the following criteria.
Skills: Bluff 6 ranks, Disguise 6 ranks, Investigate
Diplomacy 6 ranks
Feat: Deceptive, Personal Firearms Proficiency, Run.

Class Information
The following information pertains to the Rogue Cop
advanced prestige class.

Hit Die
The Rogue Cop gains 1d8 hit points per level. The character’s
Constitution modifier applies. d8

Action Points
Rogue Cops gain a number of action points equal to 5 +
character level, rounded down, every time they take a level in
this class.

Level Base Attack Fort Ref Will Special Defense Bonus Reputation Bonus
1 +0 +0 +1 +2 Dirty +0 +1
2 +1 +0 +2 +3 Cover Up -2 +1 +1
3 +2 +1 +2 +3 Bonus Feat +1 +1
4 +3 +1 +2 +4 Payoff +1 +2
5 +3 +1 +3 +4 Cover Up -4 +2 +2
6 +4 +2 +3 +5 Bonus Feat +2 +2
7 +5 +2 +4 +5 Payoff +2 +3
8 +6 +2 +4 +6 Cover Up -6 +3 +3
9 +6 +3 +4 +6 Bonus Feat +3 +3
10 +7 +3 +5 +7 Untouchable +3 +4

Page 24
Class Skills Untouchable
The Rogue Cop’s class skills, and the related ability for At 10th level, the Rogue Cop has learned to keep
each skill, are as follows. himself alive through fast talk and intimidation. By
Bluff (Cha), Computer Use (Int), Detective Work (Int), spending 1 action point and making a successful Bluff,
Diplomacy (Cha), Disguise (Cha), Drive (Dex), Forgery Diplomacy, or Intimidate skill check, the Rogue Cop
(Int), Gamble (Wis), Gather Information (Cha), can prevent enemies from attacking him. Any target
Intimidate (Cha), Investigate (Int), Knowledge within thirty feet of the Rogue Cop must make a Will
(behavioral science, business, economics, humanities, saving throw against a DC equal to the Rogue Cop’s
civics, current events, popular modern culture, streetwise) skill check. Any creature that fails this saving throw is
(Int), Perception (Wis), Listen (Wis), Profession (Wis), unable to attack the character. Creatures who fail their
Read/Write Language (none), Sense Motive (Wis), Speak saving throw can still attempt to hamper the character
Language (none), Spot (Wis). or act in an unfriendly manner, they simply cannot use
force against him. Creatures of animal intellect can be
Skill Points at Each Level: 5 + Int modifier intimidated at a -4 penalty.

Class Features
The following features pertain to the Rogue Cop
advanced prestige class.
Dirty
At 1st level, the Rogue Cop has learned how to do things
the easy way, taking shortcuts that others would not
consider. The Rogue Cop gets a +2 bonus on all checks
made with the following skills; Bluff, Forgery, and
Intimidate.
Cover Up
At 2nd level, the Rogue Cop can use his knowledge of
investigation and police procedures to frame people or
conceal his own misdeeds. Anyone who attempts to
uncover the truth using Forgery, Investigate Diplomacy,
or Search Perception take a -2 penalty. This penalty
increases to -4 at 5th level and -6 at 8th level.
Bonus Feat
At 3rd, 6th and 9th level the Rogue Cop gains a bonus
feat. This feat must be selected from the following list
and the Elite Commando, Rogue Cop must meet any
prerequisites.

Advanced Firearms Proficiency, Autofire Proficiency,


Alertness, Armor Proficiency (light), Armor Proficiency
(medium), Attentive, , Educated, Far Shot, Leadership,
Iron Will, Shot on the Run, Toughness, Trustworthy,
Well-versed.
Payoff
The Rogue Cop’s fast and loose approach to the law
allows him to cash in on certain situations that a more
ethical person misses out on. This grants the Rogue Cop
a +4 wealth bonus at 4th level and another +4 bonus at
7th level.

Page 25
Random Encounters and Storylines
This chapter serves as guide to help the GM fill in the
blank spaces of an action campaign. Plot hooks and
random encounters can be useful tools for a GM who is
looking to make the transition from one story line to
another or simply add a random villain to fight. These
elements are meant to fill in the gaps and should not
represent a large portion of any gaming session.

Random Encounters
A random encounter is a quick fix—, a fill-in-the- blank
scene that a GM cuts to when he senses that the players
are bored. This type of encounter may be truly random,
like a chance altercation with everyday foes. It may also
represent a planned attack against the heroes, such hired
muscle brought in by an opportunistic villain. With the
exception of those marked otherwise, all encounters have
a CR of 1. If the NPC is “fast,” he or she has a Dex of 13.
If the NPC is “strong,” the Strength is 13, “Smart” has an
Intelligence of 13, “dedicated” a Wisdom of 13 and so on.

1 1d4 bounty hunters (Strong / Fast Ordinary)


2 A crooked cop (Strong / Dedicated Ordinary)
3 1d6 medium-sized dogs
4 1d4 street punks (Strong / Tough Ordinary)
5 A bad- tempered mechanic (Strong / Smart Ordinary)
6 A gang leader (Strong / Charismatic Ordinary) plus 2d4 gang members (Fast / Tough Ordinary)
7 1d4 criminals (Fast / Smart Ordinary)
8 A crazed taxi driver (Fast / Dedicated Ordinary)
9 1d4 high- dollar call girls or gigolos (Fast / Charismatic Ordinary) Random Wild Animals
10 1d6 terrorists (Tough / Smart Ordinary) 1 An ape
11 An underhanded private investigator (Tough / Dedicated Ordinary) 2 3d6 bats
12 2d4 drug dealers (Tough / Charismatic Ordinary) 3 A bear
13 A sleazy reporter (Dedicated / Charismatic Ordinary) 4 1d2 crocodiles
14 1d4 kung fu thugs (Strong Ordinary 3) (see below) 5 1d12 herd animals
15 A high- dollar mercenary (Strong Ordinary 3) (see below) 6 1d6 horses
16 A gunslinger (Fast Ordinary 3) (see below) 7 1d10 monkeys
17 A mob soldier (see below)(Tough Ordinary 3) 8 1d6 monstrous spiders, tiny
18 An evil martial arts master (Strong 3 / Martial Artist 5) (see below) 9 1d6 snakes, tiny viper
19 An enforcer (Strong 3 / Tough 3 / Bodyguard 2) (see below) 10 1d2 snakes, constrictor
20 Wild animal (use chart below) 11 A tiger
12 1d6 wolves

Page 26
Kung Fu Thug (Fighter 3)
CR 2
XP 600; Medium-sized human
Init +2
DEFENSES
AC 15, touch 14, flat-footed 11 (+2 Dex, +2 class, +1
leather jacket)
HD 3d8+3; hp 17
Fort +3, Ref +3, Will +2
OFFENSE
Speed 30 ft.
Melee unarmed strike +6 (1d4+2); +5 katana (2d6+219-20)
Ranged +5 shuriken
STATISTICS
Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 8
Base Attack +3 CMB +5 CMD 13

Occupation: Athlete [Balance, Tumble]


Skills: Acrobatics +8, Climb +5, Stealth +5
Feats: Archaic Weapons Proficiency, Combat Martial Arts,
Exotic Weapon Proficiency (katana), Simple Weapons
Proficiency (Shuriken), Weapon Focus (unarmed).
Special: Has master or gang boss

Mercenary (Fighter 3)
CR 2
XP 600
Medium-sized human
Init +2
DEFENSES
AC 17, touch 14, flat-footed 13 (+2 Dex, +2 class, +3
undercover vest)
HD 3d8+6; hp 20
Fort +4, Ref +3, Will +2
OFFENSE
Speed 30 ft.
Melee unarmed strike +4 (1d4+1); rifle butt (1d6+1)
Ranged AK-47 +6 (2d8)
STATISTICS
Str 12, Dex 14, Con 15, Int 10, Wis 13, Cha 8
Base Attack +3 CMB +4 CMD 15
Skills: Climb +4, Demolitions +3, Hide Disguise +4, Jump
Escape Artist +4, Knowledge (tacticsmilitary) +2, Move
SilentlyStealth +4.
Feats: Armor Proficiency (light), Combat Martial Arts,
Improved Damage Threshold, Personal Firearms
Proficiency, Simple Weapons Proficiency, Weapon Focus
(AK-47).

Page 27
Gunslinger (Rogue 3)
CR 2
XP 600
Medium-size human
Init +2
DEFENSES
AC 19, touch 16, flat-footed 13 (+2 Dex, +4 class, +3
undercover vest)
HD 3d8+6; hp 20
Fort +3, Ref +5, Will +2
OFFENSE
Speed 30 ft.
Melee unarmed strike +3 (1d3+1 non-lethal; pistol whip
+4 1d4+1
Ranged +2 SITES M9 (2d6; x2)
STATISTICS
Str 13, Dex 15, Con 14, Int 10, Wis 12, Cha 8
Base Attack +2 CMB +3 CMD 14
Occupation: Criminal [Knowledge (streetwise), Sleight
of Hand]
Skills: Balance Acrobatics +8, Drive +8, Escape Artist
+8, Knowledge (streetwise) +6, Sleight of Hand +9,
Feats: Armor Proficiency (light), Personal Firearms
Proficiency, Point Blank Shot, Simple Weapons
Proficiency, Two Weapon Fighting.

Mob Soldier (Fighter 3)


CR 2
XP 600
Medium-size human
Init +2
DEFENSES
AC 17, touch 14, flat-footed 13 (+2 Dex, +2 class, +3
undercover vest)
HD 3d10+6; hp 26
Fort +4, Ref +3, Will +2
OFFENSE
Speed 30 ft.
Melee unarmed strike +3 (1d3+1 non-lethal; pistol whip
+4 1d4+1
Ranged +4 Desert Eagle .50 (2d8)
STATISTICS
Str 13, Dex 14, Con 15, Int 10, Wis 12, Cha 8
Base Attack +2 CMB +3 CMD 15
Occupation: Criminal [Knowledge (streetwise), Sleight
of Hand]
Skills: Drive +8, Intimidate +3, Knowledge (streetwise)
+6, Sleight of Hand +4
Feats: Armor Proficiency (light), Personal Firearms
Proficiency, Point Blank Shot, Simple Weapons
Proficiency, Toughness.
Page 28
Major Villains
The following archetypes represent ready made bad guys that are suitable to serve as the head villain in an action
campaign. The sample villains listed here are kept intentionally generic; it is up to the GM to provide a personality, goals
and a background for each archetype.

The Evil Martial Arts Master


This villain can be the leader of a gang of thugs or a
freelance kung-fu assassin. He may also be a villainous
fighting champ who is underhanded and unnecessarily
cruel in the ring.

Evil Martial Arts Master (Fighter 9)


CR 8
XP 4,800
Medium-sized human
Init +2
DEFENSES;
AC 19, touch 18, flat-footed 11 (+2 Dex, +6 class, +1
leather)
HD 9d10 +9, 71
Fort +4, Ref +7, Will +2
OFFENSE
Speed 30 ft.
Melee unarmed strike +12/+7 melee (1d8+5/19-20 x3)
Ranged knife +10/+5 (1d4+3/19-20)
STATISTICS
Str 16, Dex 14, Con 12, Int 14, Wis 10, Cha 8
Base Attack +8/+3 CMB +11 CMD 12;
Occupation: Athlete (Climb, Jump)
Skills: Climb +7, Disguise +8, Escape Artist +10,
Intimidate +7, Knowledge (Humanities) +7, Knowledge
(streetwise) +7, Stealth +10, Swim +8
Feats: Advanced Combat Martial Arts, Archaic Weapons
Proficiency, Combat Martial Arts, Combat Reflexes,
Defensive Martial ArtsCombat Training, Improved
Combat Martial Arts, Power Attack, Simple Weapons
Proficiency, Weapon Focus (unarmed).
Talents: Flying Kick, Iron Fist (one attack), Living
Weapon 1d8, Melee Smash +2.

Page 29
45. An orphaned child knows a terrible secret and some people would do anything to keep him from talking. The characters
must find the missing boy before it is too late.
46. One of the characters. Someone the characters know begins playing two mafia families against each other.
47. International terrorists get their hands on an experimental weapon.
48. A militant group takes over an isolated rural town.
49. An energy speculator plans on destroying the prototype for a revolutionary new power plant.
50. A wealthy drug dealer offers to reward anyone who can recover the head of a long-dead enemy.

Page 30
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 Weapons and Armor
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“Fantastic artwork, wonderfully created and well thought out
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(d) "Open Game Content" means the game exact terms of this License to Use, the Open this License with respect to some or all of the
mechanic and includes the methods, proce- Game Content. Open Game Content due to statute, judicial
dures, processes and routines to the extent 5. Representation of Authority to Contribute: order, or governmental regulation then You
such content does not embody the Product If You are contributing original material as may not Use any Open Game Material so
Identity and is an enhancement over the prior Open Game Content, You represent that Your affected.
art and any additional content clearly identi- Contributions are Your original creation and/ 13. Termination: This License will terminate
fied as Open Game Content by the Contribu- or You have sufficient rights to grant the automatically if You fail to comply with all
tor, and means any work covered by this Li- rights conveyed by this License. terms herein and fail to cure such breach
cense, including translations and derivative 6. Notice of License Copyright: You must within 30 days of becoming aware of the
works under copyright law, but specifically update the COPYRIGHT NOTICE portion of breach. All sublicenses shall survive the ter-
excludes Product Identity. this License to include the exact text of the mination of this License.
(e) "Product Identity" means product and COPYRIGHT NOTICE of any Open Game 14. Reformation: If any provision of this
product line names, logos and identifying Content You are copying, modifying or dis- License is held to be unenforceable, such
marks including trade dress; artifacts; crea- tributing, and You must add the title, the provision shall be reformed only to the ex-
tures characters; stories, storylines, plots, copyright date, and the copyright holder’s tent necessary to make it enforceable.
thematic elements, dialogue, incidents, lan- name to the COPYRIGHT NOTICE of any 15. COPYRIGHT NOTICE Open Game
guage, artwork, symbols, designs, depictions, original Open Game Content you Distribute. License v 1.0a Copyright 2000,
likenesses, formats, poses, concepts, themes 7. Use of Product Identity: You agree not to Wizards of the Coast, Inc. System Reference
and graphic, photographic and other visual or Use any Product Identity, including as an in- Document. Copyright 2000, Wizards of the
audio representations; names and descriptions dication as to compatibility, except as ex- Coast, Inc.; Authors Jonathan Tweet, Monte
of characters, spells, enchantments, personali- pressly licensed in another, independent Cook, Skip Williams, based on material by
ties, teams, personas, likenesses and special Agreement with the owner of each element of E. Gary Gygax and Dave Arneson. Path-
abilities; places, locations, environments, that Product Identity. You agree not to indi- finder RPG Core Rulebook. Copyright 2009,
creatures, equipment, magical or supernatural cate compatibility or co-adaptability with any Paizo Publishing, LLC; Author: Jason Bul-
abilities or effects, logos, symbols, or graphic Trademark or Registered Trademark in mahn, based on material by Jonathan Tweet,
designs; and any other trademark or registered conjunction with a work containing Open Monte Cook, and Skip Williams. The Book
trademark clearly identified as Product iden- Game Content except as expressly licensed in of Experimental Might. Copyright 2008,
tity by the owner of the Product Identity, and another, independent Agreement with the Monte J. Cook. All rights reserved. Tome of
which specifically excludes the Open Game owner of such Trademark or Registered Horrors. Copyright 2002, Necromancer
Content; Trademark. The use of any Product Identity in Games, Inc.; Authors: Scott Greene, with
(f) "Trademark" means the logos, names, Open Game Content does not constitute a Clark Peterson, Erica Balsley, Kevin Baase,
mark, sign, motto, designs that are used by a challenge to the ownership of that Product Casey Christofferson, Lance Hawvermale,
Contributor to identify itself or its products or Identity. The owner of any Product Travis Hawvermale, Patrick Lawinger, and
the associated products contributed to the Identity used in Open Game Content shall Bill Webb; Based on original content from
Open Game License by the Contributor; retain all rights, title and interest in and to that TSR. Class options Volume2: Paladins Pre-
(g) "Use", "Used" or "Using" means to use, Product Identity. vail, Copyright 2009, Reality Deviant Publi-
Distribute, copy, edit, format, modify, trans- cations, author Stefen Styrsk
late and otherwise create Derivative Material
of Open Game Content;