Anda di halaman 1dari 120

D20 MODERN CAMPAIGN SOURCEBOOK

Table of Contents
Chapter 0 Introduction Chapter 1 Characters Chapter 2 Skills and Feats Chapter 3 Equipment Chapter 4 Advanced Classes Chapter 5 Survivors Chapter 6 Monsters Chapter 7 Locations Chapter 8 Online Resources Chapter 9 Credits Page 3 Page 4 Page 6 Page 12 Page 17 Page 27 Page 50 Page 91 Page 119 Page 120

Chapter 0 Introduction This project was started several years ago on the Wizards message boards, and had a rather impressive run in terms of the amount of people involved and the amount of material produced. The efforts of the group involved focused primarily on the main Resident Evil series from RE:0 to RE: Code Veronica X, as well as the Outbreak games. We never felt a strong desire to include RE4, and RE5 hadnt yet launched while we were in the zone, so to speak, so you will find no such information relating to those games here. The information presented here is far from complete, especially the monster lists from the games, and as such this sourcebook can be considered a reference document for the information that was finished before interest in the project waned, a singular place for all of the game material we created. I have also included in this document some homebrew rules, feats, and advanced classes that were presented by those who helped create this information. Do with this information what you will, and keep in mind that everything that is presented in here is for reference only. I hold no claim as to ownership of images contained within, other than the maps that I created myself. -Urban Sniper urbansniper.deviantart.com

Chapter 1 Characters The Resident Evil campaign setting uses the d20 Modern Core Rulebook and any additional supplements for it that the Gamemaster wishes to allow. The core classes are unchanged, as are their talents. Below you will find information on new starting occupations for the Resident Evil campaign setting,, as well as some minor changes to existing occupations. Changes to Existing Occupations Criminal Add Bluff and Intimidate to the skill list Religious Add Diplomacy and Intimidate to the skill list Rural Add Spot to the skill list Technician Add Disable Device to the skill list New Occupations Mercenary Mercenaries may have military training, but they typically sell their skills to the highest bidder. Mercenaries include soldiers of fortune and bounty hunters. Prerequisite: Age 21+ 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 (Str), Disable Device (Int), Drive (Dex), Intimidate (Cha), Jump (Str), Knowledge (tactics) (Int), Navigate (Int), Search (Int), Survival (Wis), Swim (Str) Bonus Feat: Select one of the following Armor Proficiency (light), Brawl, Combat Martial Arts, Personal Firearms Proficiency, Quick Draw, Toughness Wealth Bonus Increase: +1 S.T.A.R.S (Special Tactics And Rescue Squad) Raccoon Citys elite police force. Prerequisite: Age 21 Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Computer Use (Int), Concentration (Con), Demolitions (Int), Disable Device (Int), Move Silently (Dex), Open Lock (Dex), Search (Int), Use Rope (Dex) Bonus Feat: Select one of the following: Brawl, Combat Martial Arts, Light Armor proficiency, or Personal Firearms Proficiency. Wealth Bonus Increase: +1

U.B.C.S (Umbrella Biohazard Countermeasure Service)

U.B.C.S is the army & security of Umbrella Inc. Although the U.B.C.S operatives handle delicate matters, they are rarely informed about the nature of their missions and they are considered very expendable despite their elite training. Prerequisite: Age 20 Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Computer Use (Int), Concentration (Con), Demolitions (Int), Disable Device (Int), Move Silently (Dex), Open Lock (Dex), Search (Int), Use Rope (Dex) Bonus Feat: Select one of the following: Brawl, Combat Martial Arts, Light Armor proficiency, or Personal Firearms Proficiency. Wealth Bonus Increase: +1

Umbrella Scientist These are Umbrellas top researchers. They are highly informed in the tasks at hand, rarely knowing more than what they are supposed too. Prerequisite: Age 25 Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Craft (pharmaceutical), Computer Use, Gather Information, Knowledge (Behavioral sciences, earth & life sciences, or technology), Research, Search, Treat Injury.

Chapter 2 Skills and Feats New Uses for Existing Skills Craft (Pharmaceutical) This skill is used when mixing the green, red, and blue herbs found throughout the Raccoon City region. Different combinations of these herbs allow for different amounts of healing, and the DC for mixing them becomes greater based upon the mixture. Failing the check when mixing these herbs results in the herbs becoming useless. The actual healing properties of these herbs are detailed in the Equipment chapter. Herb Mixing DC Chart 1 Green Herb 2 Green Herbs 3 Green Herbs 1 Blue 1 Green, 1 Blue 2 Green, 2 Blue 1 Red 1 Green, 1 Red 1 Green, 1 Red, 1 Blue New Feats Armor Focus (light) You have learned to gain an extra degree of protection with any light armor you wear Prerequisites: Armor Proficiency (light) Beneft: You gain an additional +1 bonus to Defense with any light armor you wear --Armor Focus (medium) You have learned to gain an extra degree of protection with any medium armor you wear Prerequisites: Armor Proficiency (light), Armor Proficiency (medium) Beneft: You gain an additional +1 bonus to Defense with any medium armor you wear --Armor Focus (heavy) You have learned to gain an extra degree of protection with any heavy armor you wear Prerequisites: Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy) Beneft: You gain an additional +1 bonus to Defense with any heavy armor you wear --Body Slam You can slam an opponent on the ground, walls or obstacles to deliver lethal damage. Prerequisites: Combat Throw, Str 15+ Benefit: On a successful trip attack you deal 1d6 + Str modifier; in addition you may slam your opponent not just onto the floor, rendering him prone but onto walls and other objects. DC 5 DC 10 DC 15 DC 5 DC 15 DC 20 N/A (no effect unless combined with another herb) DC 15 DC 22

--Clinch You have mastered the art of grappling the opponent with an Unarmed attack. Prerequisites: BAB +4, Combat Throw, Combat Martial Arts, Wis 13+ Benefit: You may choose to start a Grapple or Trip attempt immediately after striking with an unarmed attack. --Close Quarter Combat (CQC) You are trained in techniques of grappling, attacking and dealing massive damage when armed with a knife in melee encounters. Prerequisites: Base attack bonus +3, Combat Throw, Wis 15+ Benefit: When engaged in melee or grappling you gain a +1 circumstance bonus to your attack rolls, grapple checks, damage rolls, strength checks for breaking a grapple and/or pinning your opponent and disarming attempts. Further more you are always entitled to an attack of opportunity even when attacking an enemy that has improved grab. --Expert in your Field You are proficient and well known in your field of expertise Prerequisites: Profession 13 ranks (any), Renown Benefit: Your Wealth bonus increase on Profession checks increase by 1 (+2 for 1-5 ranks, +3 for 6-10 ranks and so forth) Your Reputation bonus increases by 2 --Gifted You are naturally gifted in one attribute.

Benefit: You gain a permanent +2 bonus to one ability score. Special: Only available at first level and may be taken only once. This bonus may not be distributed amongst two different ability scores. --Grappling block You can catch and pin an opponents melee weapon with your bare hands. Prerequisites: Combat Martial Arts, Lightning Reflexes, Int 13, Combat Expertise, Improved Disarm, Combat Reflexes. Benefit: You must have both hands free to use this feat. Once per round when you would normally be hit by a melee weapon you may make a special disarm attempt against your opponent. This attempt counts against your allowed attacks of opportunity this round. You make an opposed attack roll against the attack roll that hit you. If you succeed, you interrupt the attack and grab the weapon away from your opponent or knock the weapon to the ground. In the case of unarmed attacks you immediately inflict Grapple damage. --Guru You have a special knack for remembering the details of a specific area of knowledge. Prerequisites: Intelligence 15, Knowledge (any) 13 ranks Benefit: Pick a Knowledge subject. You may re-roll a Knowledge check in that subject once a day and take the better of the two rolls Special: You may choose this feat multiple times ---

Highly Skilled Since an early age you have been training, honing your skills. Benefit: You gain 4 more skill points every time you level up. These behave exactly like the bonus skill points a human gets. Special: Only available at first level and may be taken only once. --Judge of Character You are skilled at reading people Prerequisites: Wisdom 15, Sense Motive 9 ranks, Attentive Benefit: All Bluff checks against you are made at a -4 penalty. In addition, with a successful Sense Motive check DC 25, you can determine the primary allegiance of a creature you observe --Knife Fighting You are truly adept with a knife in combat. Prerequisite: Base Attack Bonus +2, Simple Weapons Proficiency, Weapon Focus (Knife) Benefit: You treat the damage you deal with a knife as if it were one size category larger (i.e., 1d4 to 1d6) --Knife Mastery You know how to hit where it hurts when using a knife while engaged in melee or grappling. Prerequisite: Base Attack Bonus +4, Knife Fighting, Simple Weapons Proficiency, Weapon Focus (knife). Benefit: You deal an additional +2 to damage when using a knife while grappling or in melee combat. ---

Knock-Down Your mighty blows can knock foes off their feet. Prerequisites: Base attack bonus +2, Improved Trip, Str 15+ Benefit: Whenever you deal 10 or more points of damage to your opponent in melee, you make a trip attack as a free action against the same target. --Master of Disguise You are exceptionally skilled at being someone else. Prerequisites: Charisma 15, Disguise 9 ranks, Bluff 9 ranks, Perform (act) 9 ranks, Deceptive Benefit: You can don a disguise in 1d4x5 minutes. You receive a +2 bonus to Bluff and Perform (act) checks to be in character. --Mozambique Drill You know how to put your enemies down more efficiently with small arms fire. Prerequisites: Dexterity 15, Point Blank Shot, Double Tap, BAB +6 Benefit: In a round where you successfully use the Double Tap feat against an enemy with a handgun, you gain a +2 bonus to attack and damage rolls --Multilingual You know additional languages Benefit: You gain either two Read/Write language skills, two Speak language skills, or one of both. For example, Read/Write and Speak German, or Read/Write German, Read/Write Italian or Speak German, Speak Italian.

--Opportunity Dodge

Alertness, Meticulous Benefit: All uses of the Search and Spot skill take half as much time ---

You are skilled at attacking assailants that fail to hit you. Prerequisites: Dexterity 15, Dodge, Tumble 4 ranks Benefit: If an opponent that you have selected with the Dodge feat misses you on a melee attack, you may Tumble away and gain an additional ranged attack against that opponent in your next round. --Pacifying Presence Your mere presence can relax those around you Prerequisites: Charisma 15, Diplomacy 9 ranks Benefit: When you use this feat, all opponents within 10 feet who have fewer levels than you must make a Will saving throw (DC 10 + 1/2 your level + Charisma modifier). An opponent who fails his save takes a -4 penalty on attack rolls and melee damage rolls for a number of rounds equal to 1d6 + your Charisma modifier. You can use this feat once per round as a free action. A successful save indicates that the opponent is immune to your use of the feat for 24 hours. This feat does not affect creatures with an Intelligence score of 3 or lower. If you have the Renown feat, the Will saving throw's DC increases by 5 --Quick Scan You can read the layout of an area, immediate or far, much more quickly Prerequisites: Search 9 ranks, Spot 9 ranks,

Sambo Wrestling You are skilled at grappling and dealing damage while grappling. Prerequisites: Base attack bonus +1 Benefit: While grappling your unarmed damage is increased by one die type; in addition you may deal lethal or non-lethal damage. Your grapple and trip attempts count as armed, which means that opponents do not get attacks of opportunity when you attempt a grapple.

--Sharp Shot You are a good shot beyond point blank. Prerequisites: Base attack bonus +1, Point Blank Shot, Far Shot Benefit: While attacking an opponent who is farther than 30ft. from your position, you retain the bonus granted by the Point Blank Shot feat; only as long as the opponent is within 1.5 range increment of the weapon being used (as if with Far Shot) and if he is within sight. --Shoot from the Hip You've watched too many spaghetti westerns as a kid. Prerequisites: Dex 15, Sleight of Hand 6 ranks, Quick Draw, BAB+ 2 Benefit: You may make an attack the instant you draw your gun at a -2 penalty. Special: May only be used with Medium or

smaller Handguns. --Sidewinder You have a tendency to weave about in a fight, making it difficult for enemies to get a bead on you. Benefit: The character gains a +1 dodge bonus to Defense against ranged attacks. --Signature Move You have mastered a particular melee attack and made it your own. Prerequisites: Combat Martial Arts, Defensive Martial Arts, BAB +4,Wis +15 Benefit: The character has a signature move, created solely by the player and must be allowed by the Gm. This attack must be a melee, touch or grapple and it requires the use of an Action Point. The attack in itself deals 2d8 damage and its critical threat range is 19-20/x3. Special: The attack my have secondary effects like knocking opponent prone or leaving the opponent dazed (thus requiring the appropriate feat). --Slippery You are exceptionally adept at escaping bonds of all sorts Prerequisites: Dexterity 15, Escape Artist 9 Ranks, Nimble Benefit: You receive a +4 bonus on all Escape Artist checks --Stunning Bash You can trade potential damage for the ability

to stun your enemy instead Prerequisites: Strength 15, Power Attack Benefit: You can subtract up to your base attack bonus on a successful attack roll and instead of damaging your opponent, force them to make a Fortitude saving throw (DC 10 + BAB subtracted + Strength modifier). An opponent who fails his save is instead stunned for 1 round Special: Enemies immune to critical hits are not affected --Supreme Stealth You are capable of moving quickly and remaining unnoticed Prerequisites: Dexterity 15, Hide 13 ranks, Move Silently 13 ranks, Stealthy Benefit. You can move up to your full speed without the -5 penalty on any Hide or Move Silently check. You receive only a -10 penalty on Hide and Move Silently checks while running or charging (instead of the normal 20 penalty) --Tackle You have played in your high schools varsity football team or otherwise know how to push back opponents. Prerequisites: Str 15+ Benefit: You gain a +2 on opposed Strength and Dexterity checks when you attempt or try to avoid a Bull Rush or an Overrun. --Take Down You literally pick up an opponent and knock him down onto the floor prone, positioning yourself on top of him ready to attack or grapple him.

Prerequisites: Sambo Wrestling, Body Slam, Str 15+ Benefit: You can attempt a take down as an attack action made during your move action, or as part of a charge. (In general you can't make an attack action during a move action; this is an exception.) In either case you do not get a 5-foot step before, during, or after the take down attempt. When you take down, you attempt to knock down the opponent prone on the 5-foot square behind him instead of attacking him (imagine a football player taking down a running back). You can only take down an opponent who is one size category larger then you, the same size, or smaller. First, you must move at least 10 feet in a straight line into the targets square (provoking attacks of opportunity normally). Second, you and the target make opposed Strength checks. (All size penalties apply as in Bull Rush attempts) You gain a +2 if you were charging. The target gets a +4 stability bonus if he has more than two legs or is otherwise exceptionally stable. If you beat the targets Strength check, you push him back 5ft. and slam him onto the floor inflicting 1d6+your Str modifier. Immediately after taking him down you get an attack of opportunity against that opponent gaining the standard +4 bonus on attack rolls against prone targets. If you fail to beat the targets Strength check, the opponent broke off pushing you 5ft. back to where you were before you moved onto his square. If that square is occupied, you fall prone in the square.

Chapter 3 Equipment Weapons Berretta 92F Custom Samurai Edge Berretta 96F Custom Samurai Edge

This gun has been specially crafted and modified for use by S.T.A.R.S. members by the Kendo Gunshop. It functions as a normal Berretta 92F, though it is considered a mastercraft (+1 to hit) weapon. The gun can be further modified by request of the owner; typical modifications include custom triggers, customer slides, and accessory rails.

This gun was created at the request of Barry Burton, apparently a unique weapon, and uses .40 S&W cartridges (being based off of the 96F) instead of the standard 9x19mm rounds used by the standard Samurai Edge. This gun is also unique in that it has a three round burst setting, an extended magazine (holding 15 rounds instead of the standard 12),and accessory rail, and a recoil compensator. This is also considered a mastercraft (+1 to hit) weapon.

Ammunition 40mm Grenade Special Ammunition Types Name DMG Crit N/A N/A N/A Type Acid Fire Cold BR 5ft. 15ft. 5ft. Ref DC 15 12 12 Size Tiny Tiny Tiny Weight PDC 1lb. 1lb. 1lb. 17 17 18 Res Mil(+3) Mil(+3) Mil(+3)

40mm Acid Rounds 3d6 40mm Flame Rounds 2d6 40mm Freeze Rounds 3d6 Herbs

The unique herbs found in the Raccoon City region display amazing healing and restorative properties. (In game, the actual effects are up to the GM, and were something that we debated on, but never reached a solid consensus on. You can allow herbs to be used in place of first aid kits/med kits and provide the same effects, or they can be treated as a separate method of healing (this method uses the chart below).) Herb Mixture 1 Green 2 Green 3 Green 1 Blue 1 Green, 1 Blue 2 Green, 1 Blue 1 Green, 1 Red 2 Green, 1 Red 1 of each color Craft DC 5 10 15 5 15 20 15 20 22 Effect Heals 1d6 hp Heals 1d8 hp Heals 2d4 hp Grants a second save throw to resist the effects of poison or counteracting poisons. Heals 1d6+2 hp and blue herb effect Heals 2d6+2 and blue herb effect Heals 2d4 hp Heals 2d8 hp Heals 2d4 hp and blue herb effect

Alternate Herb Usage: Unless stated otherwise, Treat Injury works identically to the rules in the d20 Modern core rulebook. Characters can have hit points restored once per day with the use of a medical kit and can even undergo surgery (a rather difficult proposition, however, due to the length of time the other heroes have to fend off the B.O.W.s in a dirty room) exactly as described in the core rulebook. However, the characters can also use herbs to assist in their healing. A green herb heals 1d6 + 1 hit point per level. Special abilities that increase hit point healing, such as Healing Touch and the Field Medic abilities add to the damage healed. A successful Treat Injury check (DC 20) increases the amount of healing to double the usual amount. Green herbs can be mixed with the red herb to create a super strength healing mixture, which doubles the amount of healing (note that two doublings result in a tripling). If the hero that mixes the herbs makes a successful Craft (pharmaceutical) skill check DC 25, the amount of healing is "doubled" again. Finally, a successful Treat Injury check (DC 20) once again "doubles" the amount of healing. In total, a mixed herb created and applied by a competent medic, such as Rebecca Chambers, can heal 5d6 + 5 hit points per level, and perhaps a few more hit points from class abilities. As a result, herbs should be rare. The party should not have access to more than one green herb per PC at any one time. The herbs are so rare they would only be stockpiled in hospitals (which, of course, have a bad tendency of being filled with recently infected victims, now zombies, plus crawling with Umbrella troops).

Random Item Tables These tables can be used when randomly determining the contents of an item chest, what is laying about a scene, or for randomly equipping NPCs. (I developed these tables based off of the first one listed below, and havent had a chance to extensively test them all. As with anything here, use what you want, change what you want. Its a free world.) Note on weapons: If a weapon is found randomly (such as lying in the street or clutched by a dead(?) body), roll 3d8 and subtract this number from the maximum clip/cylinder size of the weapon. This represents the ammunition spent already, and a result of 0 or lower means the weapon is empty. For weapons with maximum capacity above 20 rounds, subtract 4d8 from the maximum capacity to represent rounds used. For machine guns, with capacities above 50 rounds, subtract 6d10 from the maximum capacity. Unique weapons, such as grenade launchers and rocket launchers may or may not have ammunition when found (GMs choice). Random Item Generator Table 01 Green Herb 02 Weapon (Licensed) 03 Ammunition 04 2 Mixed Green Herbs 05 Antidote 06 Weapon (Restricted) 07 First Aid Kit 08 Ammunition (x2) 09 Armor 10 Weapon (Military) 11 Ink Ribbon 12 Roll Twice Licensed Weapon Table 01 02 03 04 05 06 07 08 09 10 11 12 .22 Revolver .22 Automatic .38 Revolver .357 Magnum Revolver 9mm Handgun .40 Handgun .45 Handgun 12ga. Pump/Automatic Shotgun 12ga. Double Barrel Shotgun Semi-automatic Rifle Hunting Rifle .50 Desert Eagle/GMs Choice

Restricted Weapon Table 01 02 03 04 05 06 .380 Submachine gun 9mm Submachine gun 9mm Automatic Handgun 5.56mm Assault Rifle 7.62mm Assault Rifle 12ga. Automatic Shotgun/GMs Choice Ammunition Table 01 02 03 04 05 06 07 Armor Table 01 02 03 04 05 06 07 08 Leather Jacket Light Undercover Shirt Pull-up pouch Vest Undercover Vest Concealable Vest Light-utility Vest Tactical Vest Special Response Vest/GMs Choice 08 09 10 11 12 .22 (50 rounds) .38 special (50 rounds) .357 Magnum (50 rounds) 9mm (50 rounds) .40 (50 rounds) .45 (50 rounds) 12ga. (25 rounds) 7.62x39mm (20 rounds) 5.56mm (20 rounds) Rifle Rounds (20 rounds) .50 AE Rounds (50 rounds)/GMs Choice Reroll, any ammo is +P load (+1 damage)

Military Weapon Table 01 02 03 04 05 06 5.56mm Machine Gun 7.62mm Machine Gun 40mm Grenade Launcher (single shot) 40mm Grenade Launcher (mutli shot) RPG (single shot) Rocket Launcher (4 shots)/GMs Choice

Healing Item Table 01 02 03 04 05 06 07 08 09 10 Green Herb First-aid Kit 2x Green Herb Blue Herb 2x Blue Herb Red Herb Mixed Herb (2x Green) Mixed Herb (Green, Blue) Mixed Herb (Green, Blue, Red) First Aid Spray/GMs Choice Miscellaneous Items Table 01 02 03 04 05 06 07 Melee Weapon Table 01 02 03 04 05 06 07 08 Butcher Knife Machete Combat Knife Club/Baseball Bat Tire Iron Wooden Pole Collapsible Baton Sledge Hammer /GMs choice 08 09 10 11 12 13 14 15 16 17 18 19 20 Kitchen Knife Mechanical Tool Kit, Basic Backpack Casual Clothes Business Clothes Camera Scanner Walkie-Talkie, Basic Electrical Tool Kit Multipurpose Tool Binoculars Compass Map, local Rope (50ft.) Ink Ribbon Holster, empty First-aid Kit Windbreaker Tool Belt Duct Tape

Chapter 4 Advanced Classes Below you will find changes that we agreed upon to existing advanced classes, as well as three new advanced classes: the Brawler, the Sharp Shooter, and the Silent Assassin. Changes to Existing Advanced Classes Soldier: *Change the BAB to +10 (full) *The Soldier's Weapon Focus class feature can be changed daily to focus on a new weapon. Subsequently, Weapon Specialization, Improved Critical, Greater Weapon Specialization and Critical Strike are altered. Example: a Soldier who choses Weapon Focus (Desert Eagle) can re-focus to Weapon Focus (Knife) the next day for a situation that demands stealth, and Weapon Focus (HK PSG-1) after that for a mission that requires long range marksmanship. *Add Climb to the skill list *Add Weapon Focus to the Bonus Feat list Martial Artist: *Add Combat Expertise and Improved Disarm to the Bonus Feat list Gunslinger: *Change the Hit Dice to d8 *Change the BAB to +10 (full) *Change the Defense Progression from +5 to +7 *Bullseye is now usable 1/2 class levels per day with any weapon *Add Hide to the skill list Daredevil: *Change the BAB to +7 (medium) *Adrenaline boost is now usable class level times per day *Damage Threshold improves by +6 Archaic Weaponmaster: *Add Concentration and Tumble to the skill list *Replace Imbue Weapon +1 with Greater Weapon Focus (additional +1 to hit with chosen weapon) *Replace Imbue Weapon +2 with Greater Weapon Specialization (additional +2 to damage with chosen weapon)

New Advanced Classes Brawler Not all those who fight on the street are martial artists. Some are just folks who swing their fists every which way, but dont hesitate to kick sand in their opponents face, go for the weak spots, and snatch for hair. These are the people who use chairs and weapons, staple gun the enemys eyes, and tear at lips and ears. These are brawlers. Vicious combatants more likely to find themselves in the wilderness than the civilized ways of the martial artist and musician, brawlers are not typically the brightest in the bunch, and are usually untrained in their philosophy and style.

Requirements To qualify to become a Brawler, a character must fulfill the following criteria. Base Attack Bonus: +3. Skills: Either Knowledge (streetwise) 6 ranks or Survival 6 ranks. Feats: Brawl, Streetfighting. Class Information The following information pertains to the Brawler advanced class. Hit Die The Brawler gains 1d10 hit points per level. Action Points The Brawler gains a number of action points equal to 6 + one-half his character level, rounded down, every time she attains a new level in this class. Class Skills The Brawlers class skills are as follows. Bluff (Cha), Disable Device (Int), Drive (Dex), Gamble (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (streetwise, tactics) (Int), Movie Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), and Survival (Wis). Skill Points at Each Level: 5 + Int modifier.

The Brawler Lvl BAB Fort Ref Will Class Special Features Def +1 +1 +1 +2 +2 +3 +3 +4 +4 +5 Rep +0 +0 +0 +1 +1 +1 +2 +2 +2 +3

1 +1 +2 +0 +1 Improved Grapple 2 +2 +3 +0 +2 Improvised Weapons 3 +3 +3 +1 +2 Bonus Feat 4 +4 +4 +1 +2 Improved Streetfighting 5 +5 +4 +1 +3 Improvised Weapon Damage 6 +6 +5 +2 +3 Bonus Feat 7 +7 +5 +2 +4 Advanced Streetfighting 8 +8 +6 +2 +4 Dirty Fighting 9 +9 +6 +3 +4 Bonus Feat 10 +10 +7 +3 +5 Body Slam Class Features The following features pertain to the Brawler advanced class.

Improved Grapple At 1st level, if the Brawler makes an unarmed attack and successfully hits an opponent, he can make a grapple check as a free action without provoking an attack of opportunity. The brawler gains a +4 competence bonus on grapple checks. Improvised Weapons At 2nd level, the Brawler no longer suffers the -4 penalty for fighting with an improvised weapon, allowing him to hit opponents with barstools and other pieces of the landscape with no problem. Improved Streetfighting At 4th level, whenever the Brawler activates his Streetfighting feat, he deals +2d4 damage instead of +1d4. Improvised Weapon Damage At 5th level, the Brawler learns to more effectively power his strikes with chairs and table legs, allowing him to treat an improvised weapon as one size category large for the purposes of dealing damage. Advanced Streetfighting At 7th level, the Brawler has a tendency to go for the eyes, the jugular, or whatever else it is that might be vital, and deals +3d4 damage when using his Streetfighting feat. Dirty Fighting At 8th level, the Brawler knows where to grab to make it really, really hurt. If the brawler successfully deals unarmed strike damage while in a grapple, he can spend an action point to

automatically threaten and confirm it as if it were a critical hit. Body Slam At 10th level, while grappling an opponent, you may, if you succeed at a grapple check, and instead of dealing normal unarmed damage, slam, throw, spin, or trip your opponent into a nearby object, such as a railing, pipe, or car, dealing an additional 1d4 points of bludgeoning damage. Doing so ends the grapple and makes your opponent fall prone. If you spend an action point while doing so, your opponent must succeed on a Fortitude save (DC 10 + your class levels + your Strength modifier) or fall unconscious for 1d4 rounds. Bonus Feats At 3rd, 6th, and 9th level, the Brawler gains a bonus feat. This feat must be drawn from the following list, and the Brawler must meet all prerequisites of the feat to select it. Armor Proficiency (light), Armor Proficiency (medium), Combat Throw, Elusive Target, Knockout Punch, Improved Brawl, Improved Combat Throw, Improved Feint, Improved Knockout Punch, Personal Firearms Proficiency, Weapon Focus, Unbalance Opponent.

Sharp Shooter Requirements To qualify to become a Sharp Shooter, a character must fulfill the following criteria. Base Attack Bonus: +2 Skills: 6 Ranks in Hide, Move Silently and Spot Feats: Personal Firearms Proficiency, Point Blank Shot Class Information The following information pertains to the Sharp Shooter advanced class. Hit Die The Sharp Shooter gains 1d8 hit points per level. Action Points The Sharp Shooter gains a number of action points equal to 6 + one-half his character level, rounded down, every time she attains a new level in this class. Class Skills The Sharp Shooters class skills are as follows: Bluff (cha), Climb (Str), Concentration (Con), Demolitions (Int), Disable Device (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Current Events, Streetwise, Tactics), Listen (Wis), Move Silently, Navigate (Int), Sleight of Hand (Dex), Spot (Wis), Survival (Wis). Skill Points at each level: 5+Int Modifier

Lvl 1 2 3 4 5 6 7 8 9 10

BAB +1 +2 +3 +4 +5 +6 +7 +8 +9 +10

Fort +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Ref +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Will +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Class Special Features Weapon Focus, Ranged Precision +1 Camouflage Distraction Shot, Bonus Feat Defensive Position Ranged Precision +2 Improved Critical, Bonus Feat Improved Camouflage Called Shot Ranged Precision +3, Bonus Feat Marksmanship

Def +1 +1 +1 +2 +2 +3 +3 +4 +4 +5

Rep +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Weapon Focus: At 1st level, a Sharp Shooter chooses a specific weapon to specialize with. He gains the Weapon Focus feat for that weapon.

Ranged Precision As a Standard Action the Sharp Shooter may choose to spend an action point to make a single precisely aimed attack with a ranged weapon, dealing +1 die of damage with a successful hit at first level, +2 dice of damage at 5th level and +3 dice of damage at 9th level. Should a critical be scored this extra damage is not multiplied. When making a Ranged Precision attack the Sharp Shooter must be within at least 30 feet of his target. Ranged Precision only works against living creatures with discernable anatomies. Any creature that is immune to critical hits is not vulnerable to the Ranged Precision attack and any item or effect that protects a creature against critical hits protects against this attack. The target of Ranged Precision does not need to be flatfooted or denied his Dexterity bonus. The Sharp Shooter can only use this ability on a weapon he has taken the Weapon Focus feat on. Camouflage A Sharp Shooter has knows the importance of remaining hidden, especially after taking the first shot. Beginning at 2nd level when attempting a Hide check after making a ranged attack while hidden (i.e., Sniping), you only receive a -10 penalty on your Hide check (instead of the standard 20). The penalty is further reduced to a -5 at 7th level. Distracting Shot Starting at 3rd level whenever you hit your target with a ranged attack, that target is considered to be flanked and threatened by you regardless of the distance. Bonus Feats At 3rd, 6th, and 9th level, the Sharp Shooter gains a bonus feat. This feat must be drawn from the following list, and the Sharp Shooter must meet all prerequisites of the feat to select it:

Alertness, Armor Proficiency (Light), Brawl, Cautious, Combat Reflexes, Dead Aim, Far Shot, Guide, Lightning Reflexes, Precise Shot, Quick Reload, Stealthy. Defensive Position Starting at 4th level, a Sharp Shooter gains the ability to use cover to maximum advantage. The Sharp Shooter gains additional +2 cover bonus to Defense and an additional +2 cover bonus to Reflex saves whenever he has one-quarter, one-half, three-quarters or nine-tenths cover. Improved Critical A Sharp Shooter of 6th level knows how to strike more effectively and have better chance of dealing significant damage with the weapon he has applied weapon focus to. For that weapon you double its normal critical threat range (20 turns into 19-20).

Called Shot At 8th level a Sharp Shooter can choose to forgo all additional damage done by Ranged Precision attack to severely incapacitate his target. Aiming for the targets arms bestows a -2 penalty to all rolls requiring the use of that arm. Further more if the second arm is shot the penalties stack. Aiming for the legs reduces the targets speed by 10ft. Aiming for the targets head or other vital organs causing an immediate critical. Finally the Sharp Shooter may forgo all additional damage done by the Ranged Precision attack to bestow a wound that continuously bleeds. This wound deals 1 point of Constitution damage per round to your foe in addition to the usual damage dealt. Marksmanship At 10th level the Sharp Shooters skills are unmatched; he can add his Dexterity Modifier to the damage done by the ranged weapon he has selected for Weapon Focus feat.

Silent Assassin Requirements To qualify to become a silent assassin, a character must fulfill the following criteria. Base Attack Bonus: +2 Skills: 6 Ranks in Disguise, Hide and Move Silently Feats: Deceptive, Stealthy, Exotic Weapon Proficiency (Garrote) Class Information The following information pertains to the Silent Assassin advanced class. Hit Die The Silent Assassin gains 1d8 hit points per level. Action Points The Silent Assassin gains a number of action points equal to 6 + one-half his character level, rounded down, every time she attains a new level in this class. Class Skills The Silent Assassins class skills are as follows. Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Investigate (Int), Jump (Str), Knowledge (Current Events, Popular Culture, Streetwise, Tactics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Read/Write Language (None), Search (Int), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), Tumble (Dex). Skill Points at each level: 7 +Int Modifier Lvl 1 2 3 4 5 6 7 8 9 10 BAB +0 +1 +2 +3 +3 +4 +5 +6 +6 +7 Fort +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Will +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Class Special Features Contact, Sweep, Sneak Attack +1d6 Tools of the Trade (scopes) Blend Tools of the Trade (firearms) Sneak Attack +2d6 Tools of the Trade (knives) Uncanny Dodge X Tools of the Trade (Garrotes) Hide in Plain Sight Tools of the Trade (Unarmed), Sneak Attack +3d6 Def +1 +1 +1 +2 +2 +3 +3 +4 +4 +5 Rep +1 +1 +1 +2 +2 +3 +3 +4 +4 +5

Contact At first level the Silent Assassin acquires a contact, an employer of sorts. This person can be part of an organization as well as a close personal friend, family member, etc. This person is the only one whom has direct contact with the Silent Assassin; in other words this is the person who supplies him with the information needed for the Silent Assassin to carry out his job. The contact must be an ordinary character, not a heroic character. A contact will not accompany a Silent Assassin on missions or risk his or her life. A contact can, however, provide information or render a service such as supply information or provide forged documents and such (make a specific skill check on the Silent Assassins behalf). The Silent Assassin cant call on the contact more than once in a week, and when he or she does call on a contact, compensation may be required for the assistance the contact renders. In general, a professional associate wont be compensated monetarily, but instead will consider that the Investigator owes him or her a favor. Contacts with underworld or street connections usually demand monetary compensation for the services they render, and experts in the use of skills normally want to be paid for the services they provide. For underworld or street contacts, this expense is represented by a Wealth check against a purchase DC of 10 for the low-level contact, 15 for the mid-level contact, or 20 for the high-level contact. For skilled experts, the purchase DC is 10 + the ranks the expert has in the appropriate skill. Sweep A Silent Assassin knows how to size up an area and get the lay of the land in a single sweep of his eyes that often isnt perceptible to those around him. This sweep provides a +4 circumstance bonus on Spot checks and covers an area out to 30 feet away from the Silent Assassin. Anything not concealed can be spotted in a sweep with a successful check (DC 10). The DC for concealed or less obvious threats is equal to their Hide check result. Sneak Attack If a Silent Assassin can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. Any time the Silent Assassins target would be caught by surprise (denied her Dexterity bonus to AC) at the beginning of the encounter (before Initiatives are rolled) the silent assassin may choose to spend an action point and deal extra damage. The extra damage is +1d6 at first level and an additional 1d6 at 5th and then again at 10th level. Should a critical be scored this extra damage is not included. Sneak Attacks can only be done effectively with a melee weapon, a sap (black jack) or an unarmed strike. If a nonlethal weapon is used (such as sap) the sneak attack deals nonlethal damage. In the case of unarmed attacks the player chooses which to inflict before the attack is made. Finally a Silent Assassin can only sneak attack living creatures with discernable anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally any creature that is immune to critical

hits is also not vulnerable to sneak attacks. Also the Silent Assassin must be able to see the target well enough to pick a vital spot and must be able to reach that spot. The Silent Assassin cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. Tools of the Trade At second level and every two levels (4th, 6th, etc.) the Silent Assassin further learns how to exploit his victims by using particular tools of his trade. The Silent Assassin gains a +1 competence bonus to the use of the designated tool or weapon. For example a 2nd level Silent Assassin who uses a Sniper Rifle with a scope gains a +1 competence bonus to his attack and damage rolls. This also applies to grapples at the appropriate level. Blend At 3rd level the Silent Assassin learns that in order to get close to his mark he must blend in and loose himself within his marks company. The Silent Assassin gains a +5 competence bonus to all Bluff, Diplomacy and Disguise checks only when attempting to get in close for the job at hand. In addition the Silent Assassin can always choose to take 10 on Bluff, Diplomacy and Disguise checks even when circumstances would normally prevent him from doing so. Uncanny Dodge X At 7th level the Silent Assassin gains the Uncanny Dodge ability, or increases the level of this ability if she already has it. Hide in Plain Sight The Silent Assassin can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a silent assassin can hide himself from view in the open without anything to actually hide behind. A silent assassin cannot however hide in his own shadow.

Chapter 5 Survivors This chapter contains character sheets for the major characters in the Resident Evil games, typically representing them at the start of the particular game in question. Resident Evil 0

Rebecca Chambers Female Human Smart Hero 1/ Dedicated Hero 3/ Field Medic 1 Medium humanoid (human); HD 4d6 + 1d8 + 5; hp 26; Mas 12; Init +1; Spd 30 ft.; Defense 17 (+1 Dex, +3 class, +3 undercover vest); BAB +2; Grap +2; Beretta 92FS +4 (2d6, 20/x2) AL Good, S.T.A.R.S; SV Fort +2, Ref +2, Will +5; AP 5; Rep +3; Str 11, Dex 13, Con 12, Int 18, Wis 13, Cha 14. Occupation: Student (Computer Use, Knowledge: Earth and Life Sciences, Knowledge: Technology) Skills: Computer Use +11, Craft (chemical) +10, Craft (pharmaceutical) +12, Investigate +9, Knowledge (current events) +6, Knowledge (earth and life sciences) +16, Knowledge (tactics) +7, Knowledge (technology) +14, Research +12, Search +9, Spot +5, Treat Injury +11 Feats: Armor Proficiency (light), Educated (Knowledge: Earth and Life Sciences, Knowledge: Technology), Personal Firearms Proficiency, Simple Weapons Proficiency, Surgery Talents: Smart: Savant (Knowledge: Earth and Life Sciences) Dedicated: Healing Knack, Healing Touch Field Medic: Medical Specialist Possessions: Undercover Vest, Beretta 92FS (Mastercraft +1 to hit), 4 magazines 9mm, first aid kit, medical kit, pharmacist kit

Billy Coen Male Human Strong Hero 2 / Tough Hero 2 / Soldier 2: CR 6; Medium humanoid (human); HD 2d8 + 4d10 + 21; hp 77; Mas 18; Init +2; Spd 30 ft.; Defense 17 (+2 Dex, +5 class); BAB +4; Grap +7; Custom Colt 1911 +8 (2d6+2, 20/x2) Knife +7 (1d4+4, 19-20/x2) Unarmed Strike (lethal) +7 (1d4+4, 20/x2) AL Good, Self; SV Fort +10, Ref +4, Will +1; AP 7; Rep +0; Str 16, Dex 15, Con 18, Int 13, Wis 12, Cha 14. Occupation: Military (Knowledge: Tactics, Survival) Bonus Feat: Personal Firearms Proficiency Skills: Climb +8, Jump +7, Knowledge (tactics) +9, Listen +9, Spot +8, Survival +10 Feats: Advanced Firearms Proficiency, Armor Proficiency (light), Combat Martial Arts, Endurance, Guide, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Weapon Focus (Colt M1911) Talents: Strong: Melee Smash Tough: Remain Conscious Soldier: Weapon Focus and Specialization (Colt M1911) Possessions: Custom Colt 1911 (Mastercraft +1 to hit), 3 magazines .45, knife, steel handcuffs (partially attached), lighter

Resident Evil 1

Jill Valentine Female Human Fast Hero 3/ Infiltrator 2 Medium humanoid (human); HD 5d8 + 5; hp 36; Mas 13; Init +4; Spd 35 ft.; Defense 22 (+4 Dex, +6 class, +2 light undercover shirt); BAB +3; Grap +4; Beretta 92FS +8 (2d6, 20/x2) Knife +4 (1d4+1, 19-20/x2) AL Good, S.T.A.R.S; SV Fort +2, Ref +11, Will +2; AP 6; Rep +2; Str 12, Dex 18, Con 13, Int 14, Wis 13, Cha 14. Occupation: Law Enforcement (Knowledge: Tactics, Listen) Bonus Feat: Personal Firearms Proficiency Skills: Balance +10, Disable Device +10, Hide +12, Investigate +6, Knowledge (streetwise) +7, Knowledge (tactics) +8, Listen +7, Move Silently +12, Search +7, Tumble +11 Feats: Acrobatic, Armor Proficiency (light), Lightning Reflexes, Personal Firearms Proficiency, Simple Weapons Proficiency, Stealthy Talents: Fast: Increased Speed, Evasion Infiltrator: Sweep, Improvised Implements Possessions: Light undercover shirt, Beretta 92FS (Mastercraft +1 to hit), 4 magazines 9mm, knife, lockpick set (Mastercraft +2 on checks to open mechanical locks)

Chris Redfield Male Human Strong Hero 3/ Soldier 2 Medium humanoid (human); HD 3d8 + 2d10 + 10; hp 46; Mas 14; Init +3; Spd 30 ft.; Defense 19 (+3 Dex, +3 class, +3 undercover vest); BAB +4; Grap +6; Beretta 92FS +9 (2d6+2, 20/x2) Knife +6 (1d4+3, 19-20/x2) AL Good, S.T.A.R.S; SV Fort +6, Ref +6, Will +2; AP 5; Rep +0; Str 15, Dex 16, Con 14, Int 12, Wis 13, Cha 11. Occupation: Military (Knowledge: Tactics, Pilot) Bonus Feat: Personal Firearms Proficiency Skills: Climb +5*, Investigate +5, Knowledge (streetwise) +3, Knowledge (tactics) +10, Listen +5, Pilot +8, Spot +5 Feats: Aircraft Operation (Jet Fighters), Armor Proficiency (light), Athletic, Far Shot, Personal Firearms Proficiency, Simple Weapons Proficiency, Weapon Focus (Beretta 92) Talents: Strong: Melee Smash, Extreme Effort Soldier: Weapon Focus and Specialization (Beretta 92) Possessions: Undercover Vest, Mesh Vest, Beretta 92FS (Mastercraft +1 to hit), 4 magazines 9mm, knife, steel handcuffs, flashlight *with Armor Check Penalty

Barry Burton Male Human Tough Hero 3/ Dedicated Hero 3 Medium humanoid (human); HD 3d10 + 3d6 + 24; hp 59; Mas 16; Init +2; Spd 30 ft.; Defense 19 (+2 Dex, +4 class, +3 undercover vest); BAB +4; Grap +6; Colt Python +8 (2d6, 20/x2) AL Good, S.T.A.R.S; SV Fort +7, Ref +4, Will +5; AP 4; Rep +2; Str 14, Dex 15, Con 16, Int 13, Wis 14, Cha 12. Occupation: Military (Knowledge: Tactics, Survival) Bonus Feat: Personal Firearms Proficiency Skills: Craft (mechanical) +9, Investigate +8, Knowledge (streetwise) +4, Knowledge (tactics) +8, Listen +10, Spot +10, Survival +7 Feats: Alertness, Armor Proficiency (light), Personal Firearms Proficiency, Point Blank Shot, Quick Draw, Simple Weapons Proficiency, Toughness, Weapon Focus (Colt Python) Talents: Tough: Robust, Damage Reduction 1/Dedicated: Skill Emphasis (Listen), Aware Possessions: Undercover Vest, Mesh Vest, Colt Python, 4 speed loaders .357, 18 rounds .357, steel handcuffs, flashlight

Resident Evil 2

Claire Redfield Female Human Dedicated Hero 4 Medium humanoid (human); HD 4d6 + 11; hp 27 ; Mas 15; Init +2; Spd 30 ft.; Defense 16 (+2 Dex, +3 class, +1 leather jacket); BAB +3; Grap +4; Browning HP +5 (2d6, 20x2) Knife +4 (1d4+1, 19-20/x2) AL Good, Chris; SV Fort +4, Ref +3, Will +7; AP 7; Rep +2; Str 12, Dex 15, Con 15, Int 13, Wis 16, Cha 15. Occupation: Adventurer (Disable Device, Spot) Bonus Feat: Personal Firearms Proficiency Skills: Diplomacy +4, Disable Device +8, Drive +3, Knowledge (art) +3, Knowledge (popular culture) +5, Knowledge (streetwise) +4, Listen +10, Search +3, Sense Motive +9, Spot +10 Feats: Alertness, Confident, Iron Will, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Toughness Talents: Dedicated: Empathy, Aware Possessions: Leather jacket, Browning HP, 4 magazines 9mm, knife, lockpick set (Mastercraft +1 to checks against mechanical locks)

Leon Kennedy Male Human Fast Hero 4 Medium humanoid (human); HD 4d8 + 8; hp 32 ; Mas 14; Init +8; Spd 40 ft.; Defense 21 (+4 Dex, +5 class, +2 light undercover shirt); BAB +3; Grap +5; H&K VP70 +7 (2d6, 20x2) Desert Eagle +7 (2d8, 20x2) MAC Ingram +7 (2d6, 20x2) Knife +5 (1d4+2, 19-20/x2) AL Good, RPD; SV Fort +3, Ref +6, Will +2; AP 8; Rep +1; Str 14, Dex 18, Con 14, Int 13, Wis 12, Cha 15. Occupation: Law Enforcement (Diplomacy, Knowledge: Tactics) Bonus Feat: Armor Proficiency (light) Skills: Diplomacy +7, Drive +7, Investigate +3, Knowledge (civics) +4, Knowledge (streetwise) +5, Knowledge (tactics) +7, Listen +4, Spot +3, Tumble +7 Feats: Advanced Firearms Proficiency, Armor Proficiency (light), Improved Initiative, Personal Firearms Proficiency, Point Blank Shot, Quick Reload, Simple Weapons Proficiency Talents: Fast: Increased Speed, Improved Increased Speed Possessions: Light Undercover Shirt, H&K VP70, 4 magazines 9mm, Desert Eagle, 3 magazines .50 AE, MAC Ingram, 1 magazine 9mm, knife

Ada Wong Female Human Fast Hero 5 / Charismatic Hero 3 / Infiltrator 2; Medium humanoid (human); HD 5d8 + 3d6 + 2d8 + 20; hp 75; Mas 14; Init +4 (dex); Spd 30 ft.; Defense 22 (+4 Dex, +8 class); BAB +5; Grap +5; Browning HP +9 (2d6, 20x2); AL unknown; SV Fort +5, Ref +12, Will +3; AP 11; Rep +4; Str 10, Dex 18, Con 14, Int 14, Wis 12, Cha 17. Occupation: Investigative (computer use, sense motive); Bonus feat: Personal Firearms Proficiency Skills: Balance +10, Bluff +13, Climb +4, Computer Use +6, Diplomacy +10, Disable Device +7, Disguise +5, Drive +5 Escape Artist +9, Gather Information +10, Hide +12, Investigate +6, Jump +8, Knowledge (streetwise) +5 Listen +3, Move Silently +12, Profession +3 Search +9, Sense Motive +10, Sleight of Hand +7, Tumble +16. Feats: Defensive Martial Arts, Trustworthy, Simple Weapons Proficiency, Personal Firearms Proficiency, Point Blank Shot, Stealthy, Double Tap, Advanced Firearms Proficiency, Deceptive, Acrobatic. Talents: Fast: Evasion, Uncanny Dodge, Defensive Roll Charismatic: Charm (male), Fast-talk Infiltrator: Sweep, Improvised Implements Possessions: Browning HP, 4 magazines 9mm, first-aid spray

Sherry Birkin Female Human Fast Hero 1; Small humanoid (human); HD 1d8-1; hp 7; Mas 9; Init +2; Spd 25 ft.; Defense 16 (+1 size, +2 Dex, +3 class); BAB +0; Grap -5; AL Good, Claire; SV Fort +0 Ref +1, Will +0; AP 5; Rep +0 Str 9*, Dex 14*, Con 9*, Int 12*, Wis 13*, Cha 13*. Occupation: Adventurer (Climb, Jump); Bonus feat: Personal Firearms Proficiency** Skills: Balance +3, Climb +3, Escape Artist +4, Hide +6, Jump +3, Knowledge (streetwise) +3, Move Silently +6, Tumble +5. Feats: Dodge, Run, Simple Weapons Proficiency, Personal Firearms Proficiency**. Talents: Fast: Increased Speed Possessions: Locket, First-aid Spray, Family photo *Stats include the Child age modifiers: -3 Str and Con, -1 Dex, Int, Wis, Cha. **She does not have this feat as of RE2, though assuming her relationship with Claire and Leon, it is a good assumption that she will in a few years.

Resident Evil 3

Jill Valentine Female Human Fast Hero 7/ Infiltrator 2 Medium humanoid (human); HD 9d8 + 9; hp 67; Mas 13; Init +4; Spd 35 ft.; Defense 22 (+4 Dex, +8 class); BAB +6; Grap +7; Benelli M3 +10/+5 (2d8, 3d8 with HE shells 20/x2) Beretta 92FS +11/+6 (2d6, 3d6 with HE rounds 20/x2) Knife +7/+2 (1d4+1, 19-20/x2) AL Good, S.T.A.R.S; SV Fort +3, Ref +13, Will +3; AP 10; Rep +3; Str 12, Dex 19, Con 13, Int 14, Wis 13, Cha 14. Occupation: Law Enforcement (Knowledge: Tactics, Listen) Bonus Feat: Personal Firearms Proficiency Skills: Balance +12, Disable Device +12, Hide +15, Investigate +8, Knowledge (streetwise) +7, Knowledge (tactics) +9, Listen +10, Move Silently +15, Search +9, Tumble +15 Feats: Acrobatic, Advanced Firearms Proficiency, Armor Proficiency (light), Burst Fire, Defensive Martial Arts, Lightning Reflexes, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Stealthy Talents: Fast: Increased Speed, Evasion, Uncanny Dodge I, Uncanny Dodge II Infiltrator: Sweep, Improvised Implements Possessions: Benelli M3, 28 shells 12 gauge, 14 shells HE 12 gauge, Beretta 92FS (Mastercraft +1 to hit), 4 magazines 9mm, 2 magazines HE 9mm, knife, lockpick set (Mastercraft +2 on checks to open mechanical locks) ---Note: Another suitable feat replacement would be to swap out Burst Fire for Exotic Firearms Proficiency (grenade launcher) as it's a versatile and all around great weapon used from the beginning to end of the events in Resident Evil 3 HK-P Grenade Launcher - treat as Mastercraft +1 to attack and damage Colt M79

Carlos Oliviera Male Human Fast Hero 3/ Tough Hero 2/ Soldier 1 CR 6; Medium humanoid (human); HD 3d8 + 3d10 + 12; hp 48; MAS 14; Init +3; Spd 35 ft; Defense 23 (+3 Dex, +7 class, +3 Undercover Vest); BAB +3; Grp +5; M4A1 +7 (2d8, 20/x2) SIG Pro SP 2340 +6 (2d6, 20/x2) Knife +5 (1d4+2, 1920/x2) AL; Jill Valentine, Good, Self SV Fort +6 Ref +6 Will +2; AP: 4; Rep +1; Str 14, Dex 16, Con 14, Int 12, Wis 13, Cha 10 Occupation: Mercenary* (Knowledge: Tactics, Survival) Bonus Feat: Personal Firearms Proficiency Skills: Climb +7, Drive +5, Knowledge (tactics) +9, Listen +7, Spot +9, Survival +10, Swim +5, Tumble +7 Feats: Advanced Firearms Proficiency, Alertness, Armor Proficiency (light), Athletic, Burst Fire, Personal Firearms Proficiency, Point Blank Shot, Simple Weapon Proficiency, Weapon Focus (M4 Carbine) Talents: Fast - Increased Speed, Evasion Tough - Second Wind Soldier - Weapon Focus (M4 Carbine) Possessions: Undercover Vest, Mesh Vest, M4A1, 4 magazines 5.56mm, SIG Pro SP 2340, 4 magazines 9mm, knife

Resident Evil: Code Veronica

Chris Redfield (RE:CV/X) Male Human Strong Hero 7/ Soldier 3 Medium humanoid (human); HD 3d8 + 2d10 + 2d8 + 1d10 + 1d8 + 20; hp 85 ; Mas 14; Init +2; Spd 30 ft.; Defense 22 (+3 Dex, +6 class, +3 undercover vest); BAB +9; Grap +12; Glock 17 +14/+9 (2d6, 19-20x2) SPAS-12 +12/+7 (2d8, 20x2) Colt Python +14/+9 (2d6, 20x2) Knife +12/+7 (1d4+5, 19-20/x2) AL Good, S.T.A.R.S; SV Fort +8, Ref +7, Will +4; AP 19; Rep +1; Str 16, Dex 16, Con 14, Int 12, Wis 13, Cha 11. Occupation: Military (Knowledge: Tactics, Pilot) Bonus Feat: Personal Firearms Proficiency Skills: Climb +11*, Investigate +5, Knowledge (streetwise) +3, Knowledge (tactics) +14, Listen +8, Pilot +13, Spot +8 Feats: Advanced Firearms Proficiency, Aircraft Operation (jet fighters), Armor Proficiency (light), Athletic, Exotic Firearms Proficiency (grenade launchers), Far Shot, Personal Firearms Proficiency, Quick Reload, Simple Weapons Proficiency, Weapon Focus (Beretta 92FS), Weapon Focus (Colt Python), Weapon Focus (Glock 17) Talents: Strong: Melee Smash, Improved Melee Smash, Extreme Effort, Improved Extreme Effort Soldier: Weapon Focus and Specialization (Beretta 92FS) Possessions: Undercover Vest, Mesh Vest, Glock 17, 4 magazines 9mm, SPAS-12, 28 shells 12 gauge, Colt Python, 4 speed loaders .357, knife *with Armor Check Penalty

Resident Evil Outbreak

George Hamilton Male Human Dedicated 1 CR 1; Medium humanoid (human); HD 1d6+2; hp 8; MAS 15; Init +0; Spd 30 ft; Defense 11 (+0 Dex, +1 class); BAB +0; Grp +1; Unarmed Strike +1 (1d3+1 nonlethal, 20/x2) AL; Good, Self SV Fort +3 Ref +0 Will +3; AP: 5; Rep +1; Str 13, Dex 10, Con 15, Int 13, Wis 15, Cha 12 Occupation: Doctor (Craft (pharmaceutical), Treat Injury) Skills: Bluff +1, Climb +1, Computer Use +1, Concentration +2, Craft (Chemical) +2, Craft (Pharmaceutical) +8, Diplomacy +1, Disguise +1, Forgery +1, Gamble +2, Gather Information +1, Intimidate +1, Investigate +2, Jump +1, Knowledge (earth & life sciences) +3, Listen +2, Navigate +1, Profession +5, Research +3, Search +3, Sense Motive, +2, Spot +2, Survival +2, Swim +1, Treat Injury +9 Feats: Medical Expert, Simple Weapon Proficiency, Surgery Talents: Dedicated - Healing Knack Possessions: Clothing outfit (business), pharmacist kit, pill launcher, surgical kit, medical kit

Background: George is a doctor who works at the Raccoon City Hospital. He is a first-class surgeon who possesses a cooperative spirit and the power to naturally acquire other people's trust. It is almost crucial that George is on your team because of his medical abilities. He carries a medical set which can be used to mix a variety of medicinal cures.

New Item: Pill Launcher: Capacity: 5 This unique weapon can load various pills that can be used to heal your partners or to attack enemies. The pills loaded into the weapon has various effects when used. When used against humans/ teammates, use the pills normal effects as if it was taken by the target it self.

Herb Conversion Table This shows you what herbs and herb combinations make when converted into medicinal capsules, as well as the DC for each (Craft (Pharmaceutical)) check: Table: Combination-Results (Effects)Craft (Pharmaceutical) DC 5 10 10 20 15 20 22 10

Green Antidote Pill (As Antidote, but more compact) Blue Recovery Medicine (Restore 1d6+2 HP) Red Hemostat (Stops bleeding) Blue+Red Recovery Medicine (large) (Restores 2d8 HP) Green+Blue Anti Virus (Reduce Fort save DC vs. T-Virus by 5) 2 Green+Blue Anti Virus (large) (By 10) Green+Blue+Red Anti Virus (extra large) (By 15) Recovery Medicine Base Recovery Medicine (Restore 1d6+2 HP)

**Pill Launcher: Capacity: 5 This unique weapon can load various pills that can be used to heal your partners or to attack enemies. The pills loaded into the weapon has various effects when used. When used against humans/ teammates, use the pills normal effects as if it was taken by the target it self. (Anti-Virus) When used on teammate, its the same effect as when they use an Anti-Virus on themselves. Inflicts 4D8+4 points of damage to zombie. Inflicts 2D8+2 points of damage to other monsters. (Antidote) When used on teammate, its the same effect as when they use an Antidote on themselves. Effective against (or instantly kill) insects, especially: Hornbill Flying Bug Mega Bite (B) Scissor Tails Giant Spider Wasp Inflicts 2d8 points of damage to other monsters.

(Hemostat) The only real use for this is to cure your teammates of their bleeding status. When use on monsters, it will only knock them down/back, but inflict no damage at all. (Recovery Pill) The only real use for this is to cure your teammate. Totally useless against monsters, this cannot knock them back nor inflict damage.

Yoko Suzuki Female Human Smart 1 CR 1; Medium humanoid (human); HD 1d6+1; hp 7; MAS 13; Init +1; Spd 30 ft; Defense 11 (+1 Dex, +0 class); BAB +0; Grp +0; Unarmed Strike +0 (1d3 nonlethal, 20/x2) AL; Good, Self SV Fort +1 Ref +1 Will +3; AP: 5; Rep +1; Str 11, Dex 12, Con 13, Int 16, Wis 15, Cha 10 Occupation: Student (Computer Use, Knowledge (technology), Research)

Extra Languages: Japanese (Literate and spoken) Skills: Balance +1, Computer Use +11, Concentration +3, Craft (Electronic) +7, Craft (Pharmaceutical) +4, Craft (Writing) +3, Disable Device +5, Drive +1, Escape Artist +1, Forgery +3, Hide +1, Investigate +4, Knowledge (art) +4, Knowledge (behavorial sciences) +4, Knowledge (business) +4, Knowledge (civics) +4, Knowledge (current events) +6, Knowledge (history) +4, Knowledge (physical sciences) +4, Knowledge (pop. culture) +5, Knowledge (technology) +10, Knowledge (theology) +4, Listen +3, Move Silently +1, Profession +4, Research +8, Search +4, Sense Motive +2, Spot +3, Survival +2, Swim +1, Treat Injury +2, Tumble +1 Feats: Educated (Current events, Technology), Gearhead, Simple Weapons Proficiency Talents: Smart - Savant (Computer Use) Possessions: Backpack

Background: Yoko is the computer expert who is attending Raccon University. Anything that requires hacking or working with computers, it will be to your advantage to have Yoko on your team. She has a quite and reserved personality. Yoko carries a knapsack which gives her 4 more inventory slots than the other characters.

Alyssa Ashcroft Female Human Smart 1 CR 1; Medium humanoid (human); HD 1d6+2; hp 8; MAS 14; Init +2; Spd 30 ft; Defense 12 (+2 Dex, +0 class); BAB +0; Grp +0; Unarmed Strike +0 (1d3 nonlethal, 20/x2) or Beretta 92F +2 (2d6, 20/x2) AL; Good, Self SV Fort +2 Ref +2 Will +2; AP: 5; Rep +2; Str 10, Dex 14, Con 14, Int 15, Wis 12, Cha 14 Occupation: Investigative (Gather Information, Investigate) Skills: Balance +2, Bluff +6, Climb +1, Computer Use +4, Concentration +2, Craft (Pharmaceutical) +3, Craft (Writing) +2, Diplomacy +2, Disable Device +7, Disguise +4, Drive +2, Escape Artist +2, Forgery +8, Gather Information +2, Hide +3, Intimidate +3, Investigate +7, Knowledge (current events) +4, Knowledge (popular culture) +4, Knowledge (streetwise) +3, Listen +3, Move Silently +3, Navigate +2, Profession +5, Research +6, Ride +2, Search +4, Sense Motive +1, Spot +1, Survival +1, Treat Injury +1 Feats: Deceptive, Meticulous, Personal Firearms Proficiency, Simple Weapons Proficiency Talents: Smart - Savant (Disable Device) Possessions: Clothing Outfit (Business), Beretta 92F, lockpick set

Background: Alyssa is a newspaper journalist that works for one of the local newspapers. She has an appetitie for collecting every bit of information. She is also known to be very pushy, argumentative, and can be quite the sore loser when she doesn't get her way. But even with this tough exterior, deep down she still cares for others and will help in a time of need. Alyssa carries a lockpick, which can be quite useful for opening certain doors.

Cindy Lennox Female Human Dedicated 1 CR 1; Medium humanoid (human); HD 1d6+2; hp 8; MAS 15; Init +0; Spd 30 ft; Defense 11 (+0 Dex, +1 class); BAB +0; Grp +1; Unarmed Strike +1 (1d3+1 nonlethal, 20/x2) AL; Good, Self SV Fort +3 Ref +0 Will +3; AP: 5; Rep +2; Str 12, Dex 11, Con 15, Int 12, Wis 15, Cha 13 Occupation: Blue Collar (Climb, Drive, Repair) Skills: Bluff +1, Climb +2, Computer Use +1, Concentration +2, Craft (Pharmaceutical) +10, Diplomacy +5, Disguise +1, Drive +2, Forgery +1, Gamble +2, Gather Information +4, Intimidate +1, Jump +1, Knowledge (current events) +3, Knowledge (earth & life sciences) +3, Knowledge (physical sciences) +2, Knowledge (popular culture) +2, Knowledge (streetwise) +2, Listen +3, Navigate +1, Profession +3, Repair +2, Research +1, Search +1, Sense Motive +2, Spot +3, Survival +3, Swim +1, Treat Injury +8 Feats: Medical Expert, Simple Weapons Proficiency, Trustworthy Talents: Dedicated - Skill Emphasis 1 (Craft (Pharmaceutical) Possessions: Uniform (Waitress), herb case, lighter

Background: Cindy is a waitress at J's Bar. A very popular person because of her cheerful attitude and bright smile, she will always try to put other people's interests before her own. Even in the most extreme bad situation she strives to keep that "can-do" attitude. She carries an herb case and is able to treat the wounds of others in the game.

New Item: Herb Case - This device increases the strength of herb mixtures and allows for the storage of up to 4 herb mixtures. Herbs mixed within the case heal an extra die+(healer's level).

Jim Chapman Male Human Fast 1 CR 1; Medium humanoid (human); HD 1d8+2; hp 10; MAS 14; Init +2; Spd 30 ft; Defense 15 (+2 Dex, +3 class); BAB +0; Grp +2; Unarmed Strike +2 (1d3+2 nonlethal, 20/x2) SQ Play Dead, Lucky Coin; AL; Good, Self SV Fort +2 Ref +3 Will +0; AP: 5; Rep +0; Str 14, Dex 15, Con 14, Int 15, Wis 10, Cha 10 Occupation: Blue Collar (Climb, Drive, Repair) Skills: Balance +3, Craft (Mechanical) +6, Craft (Pharmaceutical) +3, Drive +3, Escape Artist +3, Hide +5, Intimidate +2, Knowledge (Art) +4, Move Silently +3, Navigate +4, Tumble +5 Feats: Simple Weapons Proficiency Talents: Fast - Evasion Possessions: Uniform (Raccoon Subway), lucky coin

Background: Jim is a subway employee who has great powers of intuition and enjoys solving puzzles. While he is a friendly and cheerful fellow, he will eventually expose his cowardice and narrow-mindedness. Even though he means no harm, he talks a lot which can invite frowns of disgust from those around him. Jim carries a coin around with him which he will toss and use the ensuing result to make certain decisions in his life.

Play Dead (Ex): This ability allows Jim to make a Hide check vs. a B.O.W.'s Spot check at a +5 circumstance bonus by "playing dead" on the floor. However, doing so provokes a Fortitude save (DC 20) or be infected by the T-Virus immediately after hiding.

Lucky Coin (Su): Jim's coin can alter his luck with a few tosses. Roll 1d2 and assign "1" as "Heads" and "2" as "Tails". Each "Heads" results in a cumulative +1 bonus (up to +10) on attack rolls, damage, and skill checks. However, each result of "Tails" erases the bonuses you've accumulated.

Mark Wilkins Male Human Strong 1 CR 1; Medium humanoid (human); HD 1d8+1; hp 9; MAS 13; Init +2; Spd 30 ft; Defense 13 (+2 Dex, +1 class); BAB +1; Grp +3; Unarmed Strike +3 (1d3+2 nonlethal, 20/x2) or +3 Beretta 92F (2d6, 20/x2); AL; Good, Self SV Fort +2 Ref +2 Will +1; AP: 5; Rep +1; Str 15, Dex 15, Con 13, Int 13, Wis 12, Cha 10 Occupation: Military (Knowledge (Tactics), Survival) Skills: Balance +2, Bluff +0, Climb +2, Computer Use +1, Concentration +1, Craft (Pharmaceutical) +1, Drive +2, Escape Artist +2, Forgery +1, Gamble +1, Gather Information +0, Hide +2, Intimidate +1, Investigate +2, Jump +2, Knowledge (history) +2, Knowledge (popular culture) +2, Knowledge (streetwise) +2, Knowledge (tactics) +3, Listen +1, Move Silently +2, Navigate +1, Profession +3, Research +1, Ride +2, Search +1, Sense Motive +2, Spot +1, Survival +2, Swim+4, Treat Injury +1 Feats: Advanced Firearms Proficiency, Quick Draw, Personal Firearms Proficiency, Simple Weapon Proficiency Talents: Strong Melee Smash Possessions: Beretta 92F, flashlight (standard), uniform (security)

Background: Mark is a security officer who also served in Vietnam. Over 50 years old, his robust strength has still not dimmed. He has tasted the emptiness of war, and there is a side to him that is mentally fragile. He has experience with weapons, and has some size advantages over the other characters.

Kevin Ryman Male Human Fast 1 CR 1; Medium humanoid (human); HD 1d8+2; hp 10; MAS 14; Init +3; Spd 30 ft; Defense 16 (+3 Dex, +3 class); BAB +0; Grp +1; Unarmed Strike +1 (1d3+1 nonlethal, 20/x2) or +1 Pistol Whip (1d4+1) or +3 Colt M1911 (2d6, 20/x2); AL; Good, Self SV Fort +2 Ref +4 Will +1; AP: 5; Rep +1; Str 13, Dex 16, Con 14, Int 11, Wis 13, Cha 11 Occupation: Raccoon Police Department (as Law Enforcement; Knowledge (streetwise), Knowledge (tactics)) Skills: Balance +3, Climb +1, Computer Use +1, Concentration +2, Craft (pharmaceutical) +1, Diplomacy +1, Drive +3, Gather Information +1, Hide +3, Investigate +1, Jump +1, Knowledge (current events) +1, Knowledge (streetwise) +3, Knowledge (tactics) +3, Listen +2, Move Silently +3, Profession +3, Ride +3, Sense Motive +2, Spot +2, Survival +1, Swim +1, Treat Injury +1, Tumble +4 Feats: Armor Proficiency (light), Personal Firearms Proficiency, Quick Reload, Simple Weapons Proficiency Talents: Fast Evasion Possessions: Colt M1911, flashlight (standard), uniform (R.P.D.)

Background: Kevin is a member of the Raccoon City Police. Rumor has it, he interviewed for a position with S.T.A.R.S. but was turned down, mainly because of his happy-go-lucky attitude. He has superior athletic abilities and is an outstanding marksman. A good fellow all-around, he's also a dyed-in-the-wool optimist who doesn't dwell on small things.

David King Male Human Smart 1 CR 1; Medium humanoid (human); HD 1d6+2; hp 8; MAS 15; Init +1; Spd 30 ft; Defense 11 (+1 Dex, +0 class); BAB +0; Grp +2; Unarmed Strike +2 (1d3+2 nonlethal, 20/x2) or +2 Knife (1d4+2, 20/x2); AL; Good, Self SV Fort +2 Ref +1 Will +1; AP: 5; Rep +1; Str 14, Dex 13, Con 15, Int 15, Wis 11, Cha 10 Occupation: Blue Collar (Craft (mechanical), Intimidate, Repair) Skills: Balance +2, Bluff +1, Climb +3, Computer Use +3, Concentration +4, Craft (Improvisational) +8, Craft (Mechanical) +8, Craft (Pharmaceutical) +3, Drive +1, Escape Artist +1, Forgery +2, Hide +1, Intimidate +3, Jump +3, Knowledge (streetwise) +4, Knowledge (technology) +5, Listen +2, Move Silently +1, Navigate +2, Profession +3, Repair +7, Research +3, Ride +1, Search +4, Sense Motive +1, Swim +2 Feats: Builder (mechanical, improvisational), Housewares, Simple Weapon Proficiency Talents: Smart Savant (Craft (Improvisational)) Possessions: Folding knife, mechanical tool kit (basic), duct tape, tool belt, uniform (plumbing)

Background: David, a plumber, is rumored to have a violent past. This also means he has a short temper, but the bright side is he can definitely prove his worth in a scene of bloodshed. A quiet man, he doesn't speak very often, but it's not because he is unfriendly.

Chapter 6 Monsters This chapter contains write ups for the various monsters and mutations found in Resident Evil. Keep in mind that these are presented as-is, and not all of the creatures may be finished; also, not every creature in the games has been written up. Monster Types Undead B.O.W. - D12 Hit Dice and no Constitution score. - Base attack bonus equal to its total Hit Dice. - Good Fort saves. - Skill points equal to (4+ Int modifier, minimum 1) per Hit Dice, with quadruple skill points for the first Hit Die. - Racial +4 to Grapple checks. - Darkvision out to 60 ft. - Infectious (a successful attack will transmit the T-Virus (Fort DC 20) to the target). - Immunity to all mind-affecting effects, paralysis, disease, and death from Massive Damage. - Can be subject to critical hits and called shots. - Cannot heal damage on its own, although it can be healed. - Proficient with all natural weapons it possesses. - Unless otherwise noted, Undead B.O.W.s dont need to breathe, eat, or sleep to continue existing. Mutant B.O.W. - D10 Hit Dice - Base attack bonus equal to its total Hit Dice. - Good Fort saves. - Skill points equal to (4+ Int modifier, minimum 1) per Hit Dice, with quadruple skill points for the first Hit Die. - Racial +4 to Grapple checks. - Darkvision out to 60 ft. - Infectious (a successful attack will transmit the T-Virus (Fort DC 20) to the target). - Immunity to mind-affecting effects, disease and death from Massive Damage. - Can be subject to critical hits and called shots. - Cannot heal damage on its own, unless otherwise stated (Fast healing, for example), although it can be healed. - Proficient with all natural weapons it possesses, and any additional weapons listed.

Zombies

T-zombie Medium size B.O.W. (Undead) HD: 2d12+5 (21Hp) Initiative: +0 Speed: 20ft. Defense: 14 (+4 natural armor, +0 Dex) DR: 3/-BAB/Grapple: +2/ +8 Attacks: Slam +4(1d6+2), Bite +4(1d6+2) Face/Reach: 5ft. by5ft./5ft. Special Attacks: Improved grab, Viciousness Special Qualities: Infectious B.O.W. traits Saves: Fort: +2, Ref +1, Will +1 Abilities: Str 14, Dex 10, Con--, Int--, Wis 10, Cha 1 Skills: Climb+2, Intimidate +6, Listen+8, Spot+8 Feats: Alertness, Toughness, Improved Toughness CR: 3 Improved Grab (ex): To use this ability the T-zombie must first hit with its slam attack. It may then attempt to start a grapple as a free action without providing am attack of opportunity. If it succeeds it establishes a hold and automatically deals its bite damage. Viciousness (ex): The T-zombie can move at its base speed normally. They are not limited to partial actions and if a successful attack of opportunity would normally interrupt its action (for example: Grapple, Charge, etc.) the zombie takes the damage and continues to move on with its action uninterruptedly, unless the attack knocks it prone. A T-Zmobie may also make Attacks of Opportunity to opponents it threatens. Infectious (T-Virus): Whenever an infected creature deals damage (which penetrates any Damage Reduction) to a non infected creature or character, the victim to the attack must make a Fort Save (DC 20) or be infected with the T-Virus. Success mean the bodies immune system process it as waste and its eliminated from the system as waste; upon failure the virus incurs its full effect on the body within an hour.

Once infected the virus moves quickly throughout the blood stream were it begins to weaken the body. Every hour after the initial point of infection a Fort Save is required (DC 15 + number of hours since the initial infection occurred) or one point of his Constitution Score is lost permanently. This process continues until the body dies (Con Score reaches 0) from the symptoms of Pneumonia or until the T-Virus antitoxin is administered. Whenever the antidote is applied to the subject, the subject must make a Fort Save (DC 10 + hours he's been infected) to determine whether or not the virus is eliminated from the subjects system. Upon success the virus is eliminated as waste and he also recovers any of lost Constitution points due to the virus and any other previously lost ability score. If the antitoxin is administered within a half an hour from the pain of infection no save is required, and the body removes the virus from the system with no complications, yet no Constitution points are recovered. If a person is infected long enough to loose 75% or more of his Constitution score, the antitoxin becomes useless and his fate is sealed. Whenever an infected person dies he shall raise as a T-Virus Zombie in 1d4 rounds. Dogs reanimate as Cerberus and etc. It is possible for a Human body that has been reanimated as a T-Virus Zombie to continue evolving up to the point were it may become a Licker. Special Notes: -Any T-zombie that is reduced to 0 or less hit points dies but unless its nervous system is destroyed or they will rise in 1 hour as an Acid Spitter. -A head shot does not always guarantee the severing of the head from the body. There is a 60% chance that a Head Shot will sever this connection. -Whenever a Zombie is dropped by an attack there is a 50% chance of it continuing to drag on. A successful "Called Shot" targeting the lower torso of the zombie results in a 60% chance of it falling prone, resulting in a legless zombie, if a second Called Shot targeting the lower torso of the zombie is used it automatically drags itself across the floor as a legless zombie. -The Burst-fire attack of some weapons has a 70% chance of provoking a legless zombie, the Autofire attack has an 80% chance of causing legless zombies. A "Burst Fire Called Shot" or a "Shot Gun Called Shot" to the lower torso will 90% of the time result in a Legless Zombie. -Anytime a Zombie takes Fire damage from any source it risks catching on fire. If it takes at least 1d4 (2.5) fire damage it turns into a Flaming Zombie. So be careful with explosives and molotov cocktails! Nekkid Zombies require at least 1d8 (4.5) fire damage to successfully catch on fire -Any personnel that would have logically been armored in life is also Armored in Undeath. Zombie Variants: 1- Legless Zombie: ankle biter zombie for some reason or other is missing his lower torso, meaning he is always prone and will chew your ankles off. It moves at 1/2 the normal zombie speed and had 1/3 less Hp. Its main attacks would be Bite and Grapple.

2- Rotten Corpse Zombie: this zombie is highly decayed, it originates from the cemeteries of infested areas; they have a lower Damage Reduction (DR2/--) and 1/2 less Hp since they are more fragile. Otherwise its a normal zombie. 3- "Nekkid" Zombie: this type would be found in morgues, laboratories, motels, bathrooms and etc. These shambling hordes dont trip as easily as their heavily dressed brethren, and since no clothes are worn they dont catch on fire as easily; only catching on fire on a 20% chance when exposed to open flames. 4- Flaming Zombie: 40% of the times a zombie is exposed to fire it may be set on fire. In this case its attacks deal an additional 1d6 fire damage and anything it touches risks catching fire, and my set other normal zombies on fire. The Flaming Zombie has 1 less HD than that of a normal Zombie (reduce HP by 6), its movement is sporadic at best, with little or no real thought behind it. Once dead it burns completely into ash leaving no body left to turn into an Acid Spitter or a Crimson Head. These zombies move double their base speed since they run instead of walk. 5- Bullet Proof Zombie: this zombie is a normal zombie who was a cop and was wearing some kind of armor. The Armor's non-proficiency bonus is applied to its AC. 6- Fat Zombie: these are normally fat people turned zombie or some how the virus mutated the host into a largely deformed mockery of its former self. These types are hardier due to the excess mass increasing their Damage Reduction to 6/-- and they gain 1 more Hit Die (d12 average of 6.5). These larger than normal Zombies move slower (Dex Score 8) than the normal T-Zombie.

T-Zombie Mob: CR 8; Gargantuan zombie (mob of Medium-size T-Zombies); HD 30d12: hp 220; Mas-; Init+0; Spd 5 ft; Defense 10, Touch 10, Flat-Footed 10 (-4 size, +4 natural armor) DR 3/- BAB +22; Grap +40; Atk +33 melee (5d6 half bludgeoning/half piercing, special); Full Atk +33 melee (5d6 half bludgeoning/half piercing, special); SQ Infectious, undead, expert grappler, improved overrun, mob anatomy, trample; FS 20 ft. by 20 ft.; Reach 0 ft; Al:hunger Sv Fort +9, Ref +9, Will +17; AP -; Rep +0; Str 14, Dex 10, Con -, Int -, Wis 10, Cha 1 Skills: Climb +8, Intimidate +6, Listen +8, Spot +8 Feats: Alertness, Toughness, Improved Tougness, Improved Grapple, Improved Bullrush Special Qualities: Expert Grappler (Ex): A mob can maintain a grapple without penalty and still make attacks against other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks) A mob is never considered flat-footed while grappling Improved Overrun (Ex): When a mob attempts to overrun an opponent, the target may not choose to avoid it. The mob also gains a +4 bonus on it's Strength check to knock down the opponent Mob Anatomy (Ex): A mob is not subject to critical hits or sneak attacks. A mob cannot be flanked, tripped, grappled or bull rushed Trample (Ex): A mob that simply moves over a creature and doesn't end it's movement with that creature in it's fighting space can trample the creature. A trampled creature takes damage equal to 2d6 + 1 1/2 times the mob's Strength modifier. The victim can either make an attack of opportunity against the mob or make a Reflex save (DC 25 + the mob's Str modifier) to take half damage. Spells or psionic powers that target specific numbers of creatures can affect a mob. Each specific creature that is slain, disabled or otherwise incapacitate by effects that target specific creatures bestows two negative levels on the mob. A mob that gains negative levels equal to it's Hit Dice breaks up as if reduced to 0 hit points. Negative levels gained in this manner are not the result of negative energy and never result in permanent level loss. A mob takes half again as much damage (+50%) from effects that target an area, such as fireball spells and splash weapons. Although a mob is treated as one creature, it sometimes becomes necessary to determine the fate of a specific individual caught up in the mob. If a mob is dispersed by nonlethal attacks, there are no casualties. If the mob is dispersed by lethal attacks, assume that 30% of it's number are slain and 30% are reduced to 0 hit points. To determine a specific individual's fate, simply roll d% 01-30 indicates death, 31-60 indicates the victim is reduced to 0 hit points, and a 61-100 indicates the victim escapes relatively unscathed

Acid Spitter Medium size Undead B.O.W. HD: 3d12+6 (26Hp) Initiative: +2 Speed: 20ft. Defense: 16 (+4 natural armor, +2 Dex) DR: 3/-BAB/Grapple: +3/+10 Attacks: Slam +6(1d6+3), Bite +6(1d6+3) Face/Reach: 5ft. by 5ft./5ft. Special Attacks: Improved grab, Viciousness, Vomit Special Qualities: Infectious, Undead Saves: Fort: +3, Ref +2, Will +2 Abilities: Str 16, Dex 14, Con--, Int--, Wis 10, Cha 1 Skills: Climb+6, Intimidate +6, Listen+10, Spot+10 Feats: Alertness, Toughness, Improved Toughness CR: 4 Improved Grab (ex): To use this ability the T-zombie must first hit with its slam attack. It may then attempt to start a grapple as a free action without providing am attack of opportunity. If it succeeds it establishes a hold and automatically deals its bite damage. Viciousness (ex): The T-zombie can move at its base speed normally. They are not limited to partial actions and if a successful attack of opportunity would normally interrupt its action (for example: Grapple, Charge, etc.) the zombie takes the damage and continues to move on with its action uninterruptedly, unless the attack knocks it prone. Vomit (ex): An acid spitter can project a 5ft. wide, 15ft. stream (Line) of gastric acid every 1d4 rounds. Anyone caught in the vomits path must make a Reflex save (DC15) for half the damage. The acid is considered Strong and deals 2d6 damage per round administered.

Crimson Head Medium size B.O.W. (Undead) HD: 4d12+7 (33Hp) Initiative: +3 Speed: 35ft. Defense: 17 (+4 natural armor, +3 Dex) DR: 4/-BAB/Grapple: +4/+12 Attacks: 2Claws +9(1d6+4), Bite +7(1d6+4) Face/Reach: 5ft. by5ft./5ft. Special Attacks: Improved grab, Viciousness, Ravenous Frenzy Special Qualities: Infectious, Undead Saves: Fort: +6, Ref +4, Will +4 Abilities: Str 18, Dex 16, Con--, Int--, Wis 11, Cha 2 Skills: Climb+6, Intimidate +8, Listen+10, Spot+10 Feats: Alertness, Toughness, Improved Toughness, Multiattack, Weapon Focus (Claws) CR: 5 Improved Grab (ex): To use this ability the Crimson Head must first hit with its slam attack. It may then attempt to start a grapple as a free action without providing am attack of opportunity. If it succeeds it establishes a hold and automatically deals its bite damage. Viciousness (ex): The Crimson Head can move at its base speed normally. They are not limited to partial actions and if a successful attack of opportunity would normally interrupt its action (for example: Grapple, Charge, etc.) the zombie takes the damage and continues to move on with its action uninterruptedly, unless the attack knocks it prone. Ravenous Frenzy (ex): Whenever a Crimson Head is reduced to half its Hp (in this case: 16Hp) it enters an adrenaline fueled frenzy gaining a +4 bonus to Strength and Dexterity; and its base speed is increased by 10ft. until destroyed.

Green Zombie Medium size Undead B.O.W. HD: 3d12+6 (28 Hp) Initiative: +0 Speed: 20ft. Defense: 14 (+4 natural armor, +0 Dex) DR: 3/-BAB/Grapple: +3/ +9 Attacks: Slam +5 (1d6+2), Bite +5 (1d6+2) Face/Reach: 5ft. by5ft./5ft. Special Attacks: Improved grab, Viciousness, Pollen Spray Special Qualities: Infectious, B.O.W. traits Saves: Fort: +2, Ref +1, Will +1 Abilities: Str 14, Dex 10, Con--, Int--, Wis 10, Cha 1 Skills: Climb+2, Intimidate +6, Listen+8, Spot+8 Feats: Alertness, Toughness, Improved Toughness CR: 4 Improved Grab (ex): To use this ability the Green Zombie must first hit with its slam attack. It may then attempt to start a grapple as a free action without providing am attack of opportunity. If it succeeds it establishes a hold and automatically deals its bite damage. Viciousness (ex): The Green Zombie can move at its base speed normally. They are not limited to partial actions and if a successful attack of opportunity would normally interrupt its action (for example: Grapple, Charge, etc.) the zombie takes the damage and continues to move on with its action uninterruptedly, unless the attack knocks it prone. A Green Zombie may also make Attacks of Opportunity to opponents it threatens. Pollen Spray (ex): Whenever a Green Zombie becomes the victim of a successful attack, whether or not damage is dealt, a burst of poisonous pollen is released from the mutated plants running through its body. This burst forms a cloud with a 5-foot radius around the zombie, which dissipates after 1d4 rounds. Any creature caught within the cloud must make a Fortitude save DC 16 or suffer 1d4 points of Constitution damage. This is initial and secondary damage.

Animals and Insects Cerberus

Small size B.O.W. (undead) HD: 2d12+3 (16 Hp) Initiative: +3 Speed: 40ft. Defense: 17 (+4 Natural +3 Dex) DR: 2/-BAB/Grapple: +2/+10 (use for trip attempts as well) Attacks: Bite +4 (1d6+2) Face/Reach: 5ft. by 5ft. / 5ft. Special Attacks: Rabid Charge Special Qualities: Ferocity, Infectious, Scent, Trip, Undead Saves: Fort+6 Ref+7 Will+1 Abilities: Str 16 Dex 17 Con -- Int 2 Wis 12 Cha 2 Skills: Jump +5, Listen +5, Spot +5, Survival +5 Feats: Toughness, Weapon Focus (bite) CR: 2 Rabid Charge (Ex): A Cerberus suffers no penalties to AC for charging. Ferocity (Ex): Cerberus are so fiercely aggressive in combat they continue fighting even when disabled or dying. Improved Grab: When the Cerberus makes a successful bite attack it can automatically begin a grapple check. Trip (Ex): A Cerberus that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Cerberus.

Titan Huge size Undead B.O.W. HD: 11d12+22* (94 hp) Initiative: +0 Speed: 40ft. Defense: 13 (-2 size, +7 natural, -2 rage) DR: 6/BAB/Grapple: +11/+35 Attacks: Gore +21 melee (2d8+15) Full Attack: Slam +21 melee (2d6+12) and 2 stamps +16 melee (2d6+7); or Gore +21 melee (2d8+17) Face/Reach: 15ft / 10ft Special Attacks: Trample 2d8+17 Special Qualities: Low-light vision, Scent, Infectious, B.O.W. traits, Rage, Destructive Rage Saves: Fort: +5, Ref +7, Will +6 Abilities: Str 34*, Dex 10, Con -, Int 2, Wis 13, Cha 7 Skills: Listen +13, Spot +10 Feats: Alertness, Iron Will, Power Attack, Skill Focus (listen) CR: 9 *With rage Rage (ex): Due to the extensive damage done by the T-virus, primal instinct has overtaken any kind of docile nature the beast may have once had, leaving it in a state of complete recklessness and unbridled rage. Titan gains +4 to its Strength score, and an additional 2 hit points per hit dice (22), but the focus on shear destruction has left it heedless of defense, giving it a -2 penalty to its Defense rating. Destructive Rage (ex): Due to its incredible size, mass, and primal rage, Titan is an engine of pure destructive power. When attempting to break through a barrier of any sort, be it an iron gate or a concrete wall, Titan gains a +8 bonus to its strength checks to break the object.

Raven Tiny size Undead B.O.W. HD: d12 (2 hp) Initiative: +2 Speed: 10 ft / 40 ft fly (average) Defense: 14 (+2 size, +2 dex) BAB/Grapple: +0/-9 Attacks: +4 melee (1d2-5 claw) Full Attack: +4 melee (1d2-5 claw) Face/Reach: 2.5 ft / 2.5 ft Special Qualities: Infectious, B.O.W. traits, Pester Saves: Fort: +2, Ref +4, Will +2 Abilities: Str 1, Dex 15, Con -, Int 2, Wis 14, Cha 6 Skills: Listen +4, Spot +4 Feats: Weapon Finesse (claw) CR: Pester (ex): Though normally non-violent, if a raven or its flock is disturbed, they will attack relentlessly and ferociously. Whenever a raven attacks and successfully hits with its claws, typically by scratching and pulling at the targets hair, the victim becomes dazed for one round due to the intensity of the assault.

Lion (Female, Normal Male) Large size Undead B.O.W. HD: 5d12 (36 hp) Initiative: +3 Speed: 40 ft. Defense: 15 (-1 size, +3 dex, +3 natural) DR: 3/BAB/Grapple: +5/+18 Attacks: claw +9 melee (1d4+5) Full Attack: 2 claws +9 melee (1d4+5) and bite +4 melee (1d8+2) Face/Reach: 10 ft / 5 ft Special Attacks: Pounce, improved grab, rake 1d4+2 Special Qualities: Low-light vision, Scent, Infectious, B.O.W. traits Saves: Fort: +4, Ref +7, Will +2 Abilities: Str 21, Dex 17, Con -, Int 2, Wis 12, Cha 6 Skills: Balance +8, Hide +10, Listen +4, Move Silently +9, Spot +4 Feats: Alertness, Run CR: 4 Pounce (ex): If a lion charges a foe, it can make a full attack, including two rake attacks. Improved Grab (ex): To use this ability, the lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake. Rake (ex): Attack bonus +9 melee, damage 1d4+2. Skills: Lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.

Stalker (Alpha Male) Large size Undead B.O.W. HD: 8d12 (54 hp) Initiative: +2 Speed: 40 ft. Defense: 15 (-1 size, +2 dex, +4 natural) DR: 4/BAB/Grapple: +8/+23 Attacks: claw +15 melee (1d6+7) Full Attack: 2 claws +15 melee (1d6+7) and bite +9 melee (1d8+3) Face/Reach: 10 ft / 5 ft Special Attacks: Pounce, improved grab, rake 1d6+3 Special Qualities: Low-light vision, Scent, Infectious, B.O.W. traits Saves: Fort: +6, Ref +8, Will +7 Abilities: Str 25, Dex 15, Con -, Int 2, Wis 12, Cha 10 Skills: Hide +9, Listen +5, Move Silently +10, Spot +5 Feats: Alertness, Run, Weapon Focus (claw) CR: 6 Pounce (ex): If Stalker charges a foe, it can make a full attack, including two rake attacks. Improved Grab (ex): To use this ability, Stalker must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake. Rake (ex): Attack bonus +14 melee, damage 1d6+3. Skills: Stalker has a +4 racial bonus on Hide and Move Silently checks. In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.

Neptune Huge size Aquatic Undead B.O.W. HD: 18d12 (126 hp) Initiative: +2 Speed: Swim 60 ft. Defense: 17 (-2 size, +2 dex, +7 natural) DR: 4/BAB/Grapple: +18/+36 Attacks: Bite +23 melee (2d8+9) Full Attack: Bite +23 melee (2d8+9) Face/Reach: 15 ft / 10 ft Special Attacks: Improved grab, Swallow whole Special Qualities: Keen scent, Infectious, B.O.W. traits Saves: Fort: +11, Ref +13, Will +12 Abilities: Str 23, Dex 15, Con -, Int 2, Wis 12, Cha 10 Skills: Listen +5, Spot +5, Swim +16 Feats: Improved Natural Attack (bite), Toughness (4), Weapon Focus (bite) CR: 10 Improved Grab (ex): To use this ability, Neptune must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe in the following round. Swallow whole (ex): Neptune can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 2d6+6 points of bludgeoning damage plus 1d8+4 points of acid damage per round from digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the sharks digestive tract (Defense 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Keen Scent (ex): Neptune can notice creatures by scent in a 180 foot radius and can detect blood in the water at a range of up to 1 mile.

Skills: Neptune has a +8 racial bonus on any swim check to perform some special action to avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Yawn Huge Mutant B.O.W. HD: 12d10 +60 (130 hp) Initiative: +1 (Dex) Speed: 20ft., 20 Climb ft., 40 Swim ft. AC: 16 (-2 size, +1 Dex +7 Nat) BAB/Grapple: 12/35 Attack: Bite +32(2d6+11+Poison), Tail Slap +32(1d6+11) Full Attack: Tail Slap +32 and Bite +27 Face/Reach: 15ft. by 15ft./10ft. Special Attack: Constrict (1d6+16), Poison (DC20); Infectious Special Qualities: Scent, Improved Grab, Swallow Whole, B.O.W. traits Saves: Fort: +13, Ref: +5, Will +5 Abilities: Str 32 Dex 13 Con 21 Int 1 Wis 12 Cha 2 Skills: Balance +20, Climb +23, Hide+8, Listen +10, Spot +0, Swim +23 CR: 14 Poison (ex): The initial and secondary damage of the Yawns poison is 1d6 constitution damage (DC 20). Improved Grab (ex): To use this ability the Yawn must first hit with its tail slap or bite attack. It may then attempt to start a grapple as a free action without providing am attack of opportunity. If it succeeds it establishes a hold and automatically deals its bite damage for each round that the Yawn maintains its hold. Scent (ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Swallow Whole (ex): If a Yawn begins its turn with an opponent held in its mouth (see Improved Grab), it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category smaller than the swallowing creature. A swallowed creature is considered to be grappled, while the creature that did the swallowing is not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon, dealing at least 30 points of damage to the stomach (AC 18) in this way creates an opening large enough for the swallowed creatue to escape, or it can just try to escape the grapple. If the swallowed creature escapes the grapple, success puts it back in the attackers mouth, where it may be bitten or swallowed again. A

huge Yawns stomach can hold 1 Large, 2 Medium-size, 8 Small, 32 Tiny or 128 Diminutive or smaller opponents.

Black Tiger Huge size Mutant B.O.W. HD: 8d10+16 (66 hp) Initiative: +3 Speed: 30 ft., climb 20ft. Defense: 16 (-2 size, +3 dex, +5 natural) DR: 3/BAB/Grapple: +8/+25 Attacks: Bite +12 melee (2d6+6+poison) Full Attack: Bite +12 melee (2d6+6+poison) Face/Reach: 15 ft / 10 ft Special Attacks: Poison, Poisonous Spray, Web Special Qualities: Darkvision 60ft., tremorsense 60ft., vermin traits, Infectious, B.O.W. traits Saves: Fort: +8, Ref +5, Will +2 Abilities: Str 20, Dex 16, Con 14, Int -, Wis 10, Cha 2 Skills: Climb +13, Hide +5, Jump +15, Spot +4 Feats: CR: 6 Poison (ex): Fort DC 20, 2d6 Con/1d6 Con Poisonous Spray (ex): Same as poison, only a ranged touch attack is required to hit the target; maximum range 30 ft. Web (ex): A single strand is strong enough to support the spider and one creature of the same size. Black Tiger can throw a web ten times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check (DC 20) or burst it with a Strength check (DC 24). Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Black Tiger often creates sheets of sticky webbing from 5 to 60 feet square. It usually positions these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 16 hit points, and sheet webs have damage reduction 5/.

Black Tiger can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Skills: Black Tiger has a +4 racial bonus on Hide and Spot checks, a +8 racial bonus on Climb checks, and a +10 racial bonus on Jump checks. He can always choose to take 10 on Climb checks, even if rushed or threatened. It also receives an additional +4 racial bonus to Hide checks, and a +8 racial bonus to Move Silently checks when using its web.

Giant Spider Large size Mutant B.O.W. HD: 4d10+8 (36 hp) Initiative: +3 Speed: 30 ft., climb 20ft. Defense: 14 (-1 size, +3 dex, +2 natural) DR: 1/BAB/Grapple: +4/+14 Attacks: Bite +5 melee (1d8+3+poison) Full Attack: Bite +5 melee (1d8+3+poison) Face/Reach: 10 ft / 5 ft Special Attacks: Poison, Poisonous Spray Special Qualities: Darkvision 60ft., tremorsense 60ft., vermin traits, Infectious, B.O.W. traits Saves: Fort: +5, Ref +4, Will +1 Abilities: Str 16, Dex 16, Con 14, Int -, Wis 10, Cha 2 Skills: Climb +11, Hide +6, Jump +13, Spot +4 Feats: CR: 3 Poison (ex): Fort DC 16, 1d8 Con/1d4 Con Poisonous Spray (ex): Same as poison, only a ranged touch attack is required to hit the target; maximum range 30 ft. Skills: Giant spiders have a +4 racial bonus on Hide and Spot checks, a +8 racial bonus on Climb checks, and a +10 racial bonus on Jump checks. They can always choose to take 10 on Climb checks, even if rushed or threatened.

Giant Crocodile Huge size Mutant B.O.W. HD: 7d10+31 (77 hp) Initiative: +1 Speed: 20 ft., swim 30ft. Defense: 18 (-2 size, +1 dex, +9 natural) DR: 4/BAB/Grapple: +7/+27 Attacks: Bite +13 melee (2d8+12) or tail slap +13 melee (1d12+12) Full Attack: Bite +13 melee (2d8+12) or tail slap +13 melee (1d12+12) Face/Reach: 15 ft / 10 ft Special Attacks: Improved Grab Special Qualities: Hold breath, Low-light vision, Infectious, B.O.W. traits Saves: Fort: +9, Ref +6, Will +3 Abilities: Str 27, Dex 12, Con 19, Int 1, Wis 12, Cha 2 Skills: Hide +4, Listen +4, Spot +4, Swim +14 Feats: Alertness, Endurance, Skill Focus (Hide), Toughness CR: 6 Improved Grab (ex): To use this ability, a giant crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold on the opponent with its mouth and drags it to deep water, attempting to pin it on the bottom. Hold breath (ex): A giant crocodile can hold its breath for a number of rounds equal to 4x its Constitution score before it risks drowning. Skills: A giant crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can also take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided is swims in a straight line. Giant crocodiles gain a +4 racial bonus on Hide checks when in the water. Further, they can lie in the water with only eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

Giant Wasp Small size Mutant B.O.W. HD: 3d10+3 (23 hp) Initiative: +2 Speed: 20 ft., fly 80ft. (good) Defense: 15 (+1 size, +2 dex, +2 natural) BAB/Grapple: +3/+4 Attacks: Sting +4 melee (1d4+1+poison) Full Attack: Sting +4 melee (1d4+1+poison) Face/Reach: 5 ft / 5 ft Special Attacks: Poison, Dive-bomb Special Qualities: Darkvision 60ft., vermin traits, Infectious, B.O.W. traits Saves: Fort: +4, Ref +3, Will +2 Abilities: Str 12, Dex 14, Con 12, Int -, Wis 12, Cha 8 Skills: Spot +8, Survival +4. Feats: CR: 2 Poison (ex): Injury, Fort DC 16, 1d4 Con/1d4 Con. Unlike normal wasps and bees, the T-Virus mutations do not loose their stingers after an attack, and thus do not die afterwards. Dive-bomb (ex): This attack requires a full-round action. The giant wasp flies high above the target and drops, using its wings to add to its momentum. This is treated as a charge attack, though the wasp suffers no penalty to defense. Upon a successful hit, the target must make a successful Fort save, DC 16, or be knocked prone. This attack also dazes the wasp for 1d4 rounds. Skills: Giant wasps have a +4 racial bonus on Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.

Type-Y139 (Stinger)

Large B.O.W. (T-Virus Mutation) HD: 4d10 +13 (35Hp) Initiative: +1 (Dex) Speed: 50ft. Defense: 17 (-1 size +1 Dex +7 Nat) DR: 8/ Head BAB/Grapple: +4/+16 Attack: 2 Claws +8 (1d6+4), Sting +6 (2d4+4+Poison) Face/Reach: 5ft. by 10ft./5ft. Special Attack: Poison (DC18), Improved Grab, Constrict 1d6+4 Special Qualities: Infectious Saves: Fort +6 Ref +2 Will +1 Abilities: Str 19 Dex 12 Con 14 Int 2 Wis 10 Cha 2 Skills: Climb + 15, Hide +8, Spot +10 Feats: Toughness, Multiattack CR: 4 Constrict (Ex): A Stinger deals automatic claw damage on a successful grapple check. Improved Grab (Ex): To use this ability, a Stinger must hit with a claw attack. Poison (Ex): A Stinger has a poisonous sting, DC 18, 1d4 Con damage.

Plants

Ivy Medium size B.O.W. (Mutation) HD: 3d10+11 (31 Hp) Initiative: +2 Speed: 15ft. Defense: 16 (+4 natural, +2 Dex) DR: 2/-BAB/Grapple: +3/ +13 Attacks: Tentacle +5 (1d4+2) Full Attack: 2 tentacles +5 (1d4+2) Face/Reach: 5ft. by5ft./5ft. Special Attacks: Acid Spray, Acid Shower Special Qualities: Fire Vulnerability, Infectious, B.O.W. traits Saves: Fort: +5, Ref +3, Will +1 Abilities: Str 14, Dex 15, Con 14, Int 1, Wis 10, Cha 3 Skills: Listen +3, Spot +3 Feats: Improved Grapple, Toughness CR: 5

Acid Spray (ex): Once every 1d3 rounds, the Ivy may attempt to spray a strong acid at a target within 20 feet. This requires a successful ranged attack (+6 to hit), and deals 1d10 acid damage. Acid Shower (ex): On the round following a successful pin, the Ivy releases a shower of potent acid. This acid is harmless to the Ivy, but deals 4d6 points of acid damage to the grappled opponent, and to each other creature (except another Ivy) adjacent to the Ivy. Those not grappled may make a reflex save (DC 13) for half damage. Fire Vulnerability (ex): Any successful fire attack against an Ivy automatically deals double damage.

Poison Ivy Medium size B.O.W. (Mutation) HD: 5d10+13 (43 Hp) Initiative: +2 Speed: 15ft. Defense: 17 (+4 natural, +3 Dex) DR: 3/-BAB/Grapple: +5/ +15 Attacks: Tentacle +7 (1d4+2) Full Attack: 2 tentacles +7 (1d4+2) Face/Reach: 5ft. by5ft./5ft. Special Attacks: Acid Spray, Acid Shower, Poisonous Acid Special Qualities: Fire Vulnerability, Infectious, B.O.W. traits Saves: Fort: +6, Ref +3, Will +1 Abilities: Str 14, Dex 16, Con 14, Int 1, Wis 10, Cha 3 Skills: Listen +4, Spot +4 Feats: Improved Grapple, Toughness CR: 7

Acid Spray (ex): Once every 1d3 rounds, the Ivy may attempt to spray a strong acid at a target within 20 feet. This requires a successful ranged attack (+6 to hit), and deals 1d10 acid damage. Acid Shower (ex): On the round following a successful pin, the Ivy releases a shower of potent acid. This acid is harmless to the Ivy, but deals 4d6 points of acid damage to the grappled opponent, and to each other creature (except another Ivy) adjacent to the Ivy. Those not grappled may make a reflex save (DC 14) for half damage. Poisonous Acid (ex): Each of the acid attacks of the Poison Ivies have the potential to not only cause severe acid burns, but also to poison those they hit. Any time a creature is dealt damage by an acid attack, they must make a Fortitude save (DC 14) or suffer 1d4 Constitution damage. This is initial and secondary damage. Fire Vulnerability (ex): Any successful fire attack against a Poison Ivy automatically deals double damage.

Plant 42 Huge size B.O.W. (Mutation) HD: 10d10+36 (91 Hp) Initiative: -4 Speed: 0ft. Defense: 12 (-2 size, +8 natural, -4 dex) DR: 6/-BAB/Grapple: +10/ +27 Attacks: Tentacle +15 (2d6+5) Full Attack: 4 tentacles +15 (2d6+5) Face/Reach: 15ft. by 15ft./ 25ft. Special Attacks: Bleeding Wounds Special Qualities: Acidic Secretions, V-Jolt Vulnerability, Infectious, B.O.W. traits Saves: Fort: +10, Ref -1, Will +3 Abilities: Str 20, Dex 2, Con 16, Int 1, Wis 10, Cha 4 Skills: Listen +7, Spot +6 Feats: Toughness x2, Improved Natural Attack (tentacles), Snatch. CR: 12 Bleeding Wounds (ex): Whenever Plant 42 successfully grapples an opponent, the opponent must make a Fortitude save (DC 18) or suffer a bleeding wound that deals an additional 1 hit point of damage per round. The save must be made each round the creature remains in the grip of Plant 42, with each failed save adding another point of damage per round. Acidic Secretions (ex): When threatened, the petals and tentacles of Plant 42 begin to secret a potent acid, which rains down on those below it. Each round, Plant 42 deals 1d6 points of acid damage to those below it; a Reflex save (DC 18) halves the damage. Whenever Plant 42 successfully strikes a creature with its tentacle attacks while it is secreting the acid, it deals 1d4 points of acid damage (no save). V-Jolt Vulnerability (ex): Using this concoction against Plant 42 weakens it considerably, causing it a great deal of pain and causing it shrivel greatly. Once V-Jolt is applied, Plant 42 is immediately dropped to half of its current hit points, suffers a -4 penalty to its Strength score, suffers a -4 penalty to its grapple checks, and has its DR reduced by 4/-.

Hunters

Hunter 121 Alpha Medium size Mutant B.O.W. HD: 8d10+24 (72Hp) Initiative: +5 Speed: 40ft. Defense: 19 (+4Nat. +5 Dex) DR: 4/ Acid BAB/Grapple: +8/+16 Attacks: Claw +12 (1d6+4), Bite +12 (1d4+4) Full Attack: 2Claws +12 (2d6+4) Bite +10 (1d4+4) Face/Reach: 5ft. by 5ft./ 5ft. Special Attacks: Leap Attack, Vorpal Claws Special Qualities: Scent, Special Weakness, Infectious, B.O.W. traits Saves: Fort: +9, Ref +7, Will +3 Abilities: Str 18, Dex 20, Con 16, Int 3, Wis 12, Cha 6 Skills: Jump +14, Listen +8, Spot +8, Swim +14, Survival +11 Feats: Power Attack, Leap Attack, Multiattack Leap Attack(ex): The Hunter can combine a jump with a charge against an opponent if it covers atleast 10ft. of horizontal distance with its jump and ends the jump in a square that threatens its target thus doubling the extra damage delt by the use of the Power Attack Feat. (See Page 110 from D&D Complete Adventurer) Vorpal Claws (ex): A Hunters claws have the vorpal weapon ability. A Hunter can also instantly behead a creature it can coup de grace. Special Weakness (ex): Since a Hunter is a genetically engineered super-predator a failsafe countermeasure was developed given its dangerous nature. The 121-Alpha series of Hunters have a specific aversion to strong corrosive materials, such as acids or liquid nitrogen and thus take double damage from these or similar sources.

Hunter 121 Alpha Sweeper Medium size Mutant B.O.W. HD: 7d10+21 (64Hp) Initiative: +5 Speed: 40ft. Defense: 19 (+4Nat. +5 Dex) DR: 4/ Acid BAB/Grapple: +7/+15 Attacks: Claw +11 (1d6+4), Bite +11 (1d4+4+Poison) Full Attack: 2Claws +11 (2d6+4) Bite +9 (1d4+4+Poison) Face/Reach: 5ft. by 5ft./ 5ft. Special Attacks: Leap Attack, Vorapal Claws Special Qualities: Poisonous, Scent, Special Weakness, Infectious, B.O.W. traits Saves: Fort: +9, Ref +7, Will +3 Abilities: Str 18, Dex 20, Con 16, Int 3, Wis 12, Cha 6 Skills: Jump +10, Listen +8, Spot +8, Swim +10, Survival +10 Feats: Power Attack, Leap Attack, Lightning Reflexes, Multiattack, CR: 8 Poison (ex): The bite of the Sweeper variant Hunter carries a strong neurotoxin: injury, fortitude DC 20, initial 1d6 and the secondary damage 1d6 Con damage. Leap Attack (ex): The Hunter can combine a jump with a charge against an opponent if it covers atleast 10ft. of horizontal distance with its jump and ends the jump in a square that threatens its target thus doubling the extra damage delt by the use of the Power Attack Feat. (See Page 110 from D&D Complete Adventurer) Vorpal Claws (ex): A Hunters claws have the vorpal weapon ability. A Hunter can also instantly behead a creature it can coup de grace. Special Weakness (ex): Since a Hunter is a genetically engineered super-predator a failsafe countermeasure was developed given its dangerous nature. The 121-Alpha series of Hunters have a specific aversion to strong corrosive materials, such as strong acids or liquid nitrogen. Appearance: A Hunter 121-Alpha Sweeper appears exactly like that of a typical 121-Alpha series, with the exception that its scales are a deep shade of blood red and it is more likely to use its bite.

121- Hunter Elite Medium size Mutant B.O.W. HD: 9d10+27 (81Hp) Initiative: +5 Speed: 40ft. (20ft. Swim, 20ft.Climb) AC: 19 (+4Nat. +5 Dex) DR: 4/-BAB/Grapple: +9/+17 Attacks: Claw +14 (1d6+4) Full Attack: 2Claws +14 (2d6+4) Face/Reach: 5ft. by 5ft./ 5ft. Special Attacks: Keen Claws, Leap Attack Special Qualities: Scent, Special Weakness, Infectious, B.O.W. traits Saves: Fort: +9, Ref +10, Will +3 Abilities: Str 19, Dex 20, Con 16, Int 3, Wis 12, Cha 6 Skills: Jump +16, Listen +11, Spot +11, Swim +20, Survival +13 Feats: Power Attack, Leap Attack, Lighting Reflexes, Weapon Focus (Claws) CR: 9 Keen Claws (ex): The Hunter 121-A Elite series has been designed to be a lethal weapon, hence its claws have a critical threat range of 18-20/x3. Leap Attack (ex): The Hunter can combine a jump with a charge against an opponent if it covers atleast 10ft. of horizontal distance with its jump and ends the jump in a square that threatens its target thus doubling the extra damage dealt by the use of the Power Attack Feat. (See Page 110 from D&D Complete Adventurer) Special Weakness (ex): Since a Hunter is a genetically engineered super-predator a failsafe countermeasure was developed given its dangerous nature. The 121-Alpha series of Hunters have a specific aversion to strong corrosive materials, such as strong acids hereby taking double damage from the source.

Miscellaneous Creatures

Lisa Trevor Medium size Undead B.O.W. HD: 6d12+12 (53Hp) Initiative: +2 Speed: 20ft. Defense: 11 (-1 dex, +2 natural armor) DR: 5/-BAB/Grapple: +6/+17 Attacks: Slam +13 (2d6+10*) or tentacle +13 (1d8+7) Full Attack: 2 Slams +13 (2d6+10*) or 2 tentacles +13 (1d8+7) Face/Reach: 5ft. by5ft./5ft. Special Qualities: G-Virus Mutations, Invulnerability, Infectious, B.O.W. traits Saves: Fort: +5, Ref +1, Will +0 Abilities: Str 24, Dex 8, Con--, Int 6, Wis 6, Cha 2 Skills: Climb +11, Jump +12 Feats: Power Attack, Toughness x2, Improved Toughness CR: 9 *1.5x Strength modifier, as though wielding a two-handed weapon. G-Virus Mutations (ex): Though exposed to an unknown number and type of different viruses, Lisa Trevor is known to have been the breeding ground for the G-Virus. Though known to have only shown a tentacle mutation, it is possible that further mutations from the G-Virus could occur. As such, treat this ability as a random mutation from the G-virus mutations list whenever she is reduced to -1 or fewer hit points. Invulnerability (ex): When dealt enough damage to be dropped to -1 or fewer hit points, Lisa Trevor cannot be killed through normal means. Once thusly injured, Lisa becomes immobile and seemingly dead, though she gains an extremely rapid healing rate, restoring 4 hit points per round until she is fully recovered. At this point, she can once again rise and move about. A confirmed method of destroying her has yet to be discovered.

Licker Medium size B.O.W. (Undead) HD: 4d12+4 (34 Hp) Initiative: +4 Speed: 30ft. / 20ft. climb Defense: 18 (+4 natural armor, +4 Dex) DR: 3/ exposed cranium BAB/Grapple: +4/ +11 Attacks: Tongue +8 (1d6+3), 2 Claws +7 (1d6+2) Full Attack: Tongue +8 (1d6+3) or 2 claws +7 (1d6+3) Face/Reach: 5ft. by5ft./5ft. (10ft. with tongue) Special Attacks: Piercing Tongue Special Qualities: Improved Grab, Improved Toughness, Blindsense, Infectious, B.O.W. traits Saves: Fort: +4, Ref +7, Will +2 Abilities: Str 17, Dex 19, Con --, Int 4, Wis 12, Cha 3 Skills: Climb +8, Listen +2, Spot +2 Feats: Lightning Reflexes, Weapon Finesse (tongue), Dodge CR: 6

Piercing Tongue (ex): Once per round, whenever an opponent within reach of a Licker is denied his Dexterity to AC, the Licker may attempt to impale the creature with its tongue. A successful attack is considered to be an automatic critical hit Improved Grab (ex): To use this ability, a Licker must hit with its tongue attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Improved Toughness (ex): A Licker gains an additional 1 hit point per hit die due to the increased resilience granted by the T-Virus mutation.

Tyrants

Tyrant-001(RE0) & Tyrant-002(RE1) Large size Aberration B.O.W. HD: 9d12+36 (94Hp) Initiative: -1 Speed: 27ft. Run: 54ft. AC: 8 (-1 Size, -1 Dex) DR: 10/ Exposed Heart BAB/Grapple: +7/+16 Attacks: Claw +11 (2d6+6) Face/Reach: 10ft. by 10ft. by 10ft. Special Attacks: None Special Qualities: Infectious, B.O.W. traits Saves: Fort: +3, Ref +2, Will +3 Abilities: Str 23, Dex 9, Con 19, Int 4, Wis 11, Cha 1 Skills: None Feats: Power Attack, Cleave, Frightful Presence (DC20) Special: Acid wears away a Tyrants Damage Reduction by one every 4 rounds its applied and deals double damage if applied to the heart.

Tyrant-00 (Mr.X) Large size Aberration B.O.W. HD: 11d12+44 (115Hp) Initiative: +4 Speed: 30ft. Run: 90ft. AC: 9 (-1 Size) DR: 12/ Exposed Heart BAB/Grapple: +9/+18 Attacks: Slam +13/+10 (2d8+6) Face/Reach: 10ft. by 10ft. by 10ft. Special Attacks: Break (When attacking an object the Tyrant Ignores its Hardness) Special Qualities: Infectious, B.O.W. traits Saves: Fort: +5, Ref +3, Will +5 Abilities: Str 23, Dex 10, Con 19, Int 4, Wis 11, Cha 1 Skills: None Feats: Power Attack, Improved Initiative, Combat Reflexes, Frightful Presence (DC20), Improved Bull Rush Break: Whenever the Tyrant attacks an object it ignores its Hardness and attacks its HP directly. Special: Acid wears away a Tyrants Damage Reduction by one every 4 rounds its applied and deals double damage if applied to the heart.

Tyrant-078 (Code Veronica) Large size Aberration B.O.W. HD: 15d12+60 (157Hp) Initiative: +4 Speed: 30ft. Run: 90ft. AC: 9 (-1 Size) DR: 14/ -BAB/Grapple: +12/+21 Attacks: Slam +16/+13 (2d8+6) Face/Reach: 10ft. by 10ft. by 10ft. Special Attacks: Break (When attacking an object the Tyrant Ignores its Hardness) Special Qualities: Infectious, B.O.W. traits Saves: Fort: +5, Ref +3, Will +5 Abilities: Str 23, Dex 10, Con 19, Int 4, Wis 11, Cha 1 Skills: None Feats: Power Attack, Improved Initiative, Combat Reflexes, Frightful Presence (DC20), Improved Bull Rush, Cleave Break: Whenever the Tyrant attacks an object it ignores its Hardness and attacks its HP directly.

Hypnos Tyrant Stage I Medium size Aberration B.O.W. HD: 9d12+36 (97Hp) Initiative: +6 Speed: 45ft. Run: 90ft. AC: (2 Dex) DR: 6/ -BAB/Grapple: +5/+14 Attacks: Claw +9 (2d6+5) Face/Reach: 5ft. by 5ft. / 5ft. Special Attacks: None Special Qualities: Infectious, B.O.W. traits Saves: Fort: +3, Ref +4, Will +1 Abilities: Str 20, Dex 15, Con 19, Int 4, Wis 11, Cha 1 Skills: None Feats: Toughness, Improved Initiative, Frightful Presence (DC18)

Hypnos Tyrant Stage II Large size Aberration B.O.W. HD: 12d12+48 (125Hp) Initiative: +5 Speed: 30ft. Run: 90ft. AC: 10 (-1 Size) DR: 12/ -BAB/Grapple: +9/+18

Attacks: Slam +13/+10 (2d8+6) Face/Reach: 10ft. by 10ft. by 10ft. Special Attacks: Break Special Qualities: Infectious, B.O.W. traits Saves: Fort: +5, Ref +3, Will +5 Abilities: Str 23, Dex 12, Con 19, Int 4, Wis 11, Cha 1 Skills: None Feats: Power Attack, Improved Initiative, Combat Reflexes, Frightful Presence (DC20), Improved Bull Rush

Hypnos Tyrant Stage III Large size Aberration B.O.W. HD: 17d12+68 (178Hp) Initiative: +4 Speed: 48ft. Run: 96ft. AC: 9 (-1 Size) DR: 14/ -BAB/Grapple: +12/+21 Attacks: 2 Claws +16/+13 (2d8+6), Bite +11 (2d6+6) Face/Reach: 10ft. by 10ft. by 10ft. Special Attacks: Break Special Qualities: Infectious, B.O.W. traits Saves: Fort: +5, Ref +6, Will +5 Abilities: Str 23, Dex 16, Con 19, Int 4, Wis 11, Cha 1 Skills: None Feats: Power Attack, Improved Initiative, Combat Reflexes, Frightful Presence (DC22), Improved Bull Rush, Cleave, Multiattack

Tyrant-091 (G-Tyrant) Large size Aberration B.O.W. HD: 15d12+60 (157Hp) Initiative: +4 Speed: 30ft. Run: 90ft. AC: 9 (-1 Size) DR: 14/ Backside of the Head BAB/Grapple: +12/+21 Attacks: 2 Claws +16/+13 (2d8+6) Face/Reach: 10ft. by 10ft. by 10ft. Special Attacks: Break (When attacking an object the Tyrant Ignores its Hardness) Special Qualities: Infectious, B.O.W. traits, Saves: Fort: +5, Ref +3, Will +5 Abilities: Str 23, Dex 10, Con 19, Int 4, Wis 11, Cha 1 Skills: None Feats: Power Attack, Improved Initiative, Combat Reflexes, Frightful Presence (DC20), Improved Bull Rush, Cleave Break: Whenever the Tyrant attacks an object it ignores its Hardness and attacks its HP directly. Controlled Mutation: The G-Tyrant was created using the G-virus in the Tyrant project this version has been enhanced so it has control over its mutation. Meaning that it does not mutate as a G-Type, but it can use 1d20 HP to produce a Mutation from the Random Mutations Table.

Nemesis Large Size B.O.W. Mutation HD: 18d10 +108 (HP: 210) Initiative: +4 Speed: 40ft. AC: 24 (+8 Reinforced Coat +7 Natural +0 Dex -1 Size) BAB/Grapple: +18 / +32 Attacks: Slam +24 (2d8+7), Tentacle +20 (1d8 +7), FIM92A Stinger +18 (8d10) Face/Reach: 10ft. by 10ft. / 10ft. Special Attacks: Choke Hold, Improved Grab, Superior Ignore Hardness, Seismic Impact Special Qualities: Great Leap, Low-Light Vision, B.O.W Traits, Electrical & Fire Resistance 20, Damage Reduction 3/-Saves: Fort +17, Ref +6, Will +6 Abilities: Str 25 Dex 10 Con 22 Int 7 Wis 9 Cha 8 Skills: Climb +27, Intimidate +18, Jump +37, Listen +17, Spot +17 Feats: Power Attack, Cleave, Improved Bull Rush, Awesome Blow, Improved Initiative CR: 18 Special Weakness: The Nemesis takes double damage from electrical sources and must succeed a Fortitude Save (DC: 30) or be completely paralyzed for 1d8+2 rounds. Equipment: Nemesis Reinforced Trench Coat, FIM92A Stinger Choke Hold (Ex): If the Nemesis can pin a creature for a full round, it must make Fortitude save (DC 20) or fall unconscious. Great Leap (Ex): The Nemesis always makes Jump Checks as if he where running. Improved Grab (Ex): To use this ability the Nemesis must first hit with its slam or tentacle attack. It may then attempt to start a grapple as a free action without providing an attack of opportunity. If it succeeds it establishes a hold and automatically deals its slam damage. Superior Ignore Hardness (Ex): The Nemesis is able to ignore up to one half of an objects Hardness Rating. Seismic Impact (Ex): Whenever the Nemesis would take damage from falling; instead the full damage is applied to the square he lands on. Furthermore those within a 30ft. radius from the point of impact must make a Reflex Save for half damage. Nemesis Reinforced Trench Coat: Weighing in at 150lbs, this coat provides the Nemesis unit with additional protection (+8 AC, DR: 3/-) without restricting its movement (Max Dex +0). The coat is

specially designed to provide added protection from fire and electrical hazards by soaking up the first 20 points of damage from these sources.

The G-Virus The G-virus must be injected into a subject, it cannot be transmited in any other way. A Fortitude Save (DC 20) is required after the injection, upon success the body completly injests and adapts to the new genetic material within the G-Virus, thus gaining the G-virus template (See below). If the body is wounded or harmed in anyway when the G-virus is injected (ex: Birkin in RE2) the Fort Save is increassed by 2 for every successful wound (# of attacks that delt damage) upon faliure of the Fort save the G-virus begins to mutate at an incredible rate, twisting the body's anatomy in wicked ways (Roll 3 times on the G-virus Random mutations table below). G-Virus Random Mutation Table: Roll a d12 to determine the mutation 01 - Multiple Legs 02 - Multiple Arms 03 - Multiple Eyes 04 - Tentacles 05 - Massive Growth 06 - Wings 07 - Blade Claws 08 - Tougher Skin 09 - Poisonous Spray 10 - Acid Spit 11 - Bone Spikes 12 - Roll twice on the random mutations table Multiple Legs: Spidery legs spring forth from the torso granting a 10 feet speed increment to the creatures base speed. Multiple Arms: A second pair of arms grows from the creatures shoulders. Multiple Eyes: 1d4 number of eyes sprout on random locations, the creature cannot be flanked. Tentacle: The creatures gains ranged touch attack+5 up to 15ft. and a +2 to grapple checks. Massive Growth: The creature grows one size category larger all stats. Change accordingly. Wings: The creature sprouts bat like leathery wings a Fly speed of 40ft. with average maneuverability Blade Claw: The creature grows a hideous claw which deals 1d8+str with a +4 ta attack. Tougher Skin: The creature's hide thickens granting it a Damage Redcution of 2/-Poisonous Spray: Inhaled DC15, Primary 1d6 Con damage, Secondary 1d6 Con Acid Spit: Ranged Touch attack+5 deals 2d6 damage Bone Spikes: The creature's skeleton breaks though the skin creating a spikes all over its body, deals 1d6 damage when grappling and any melee attack must make a Reflex Save (DC15) or take 1d4 damage. Roll twice on the random mutations table: Self explanatory.

G-Virus Template Type changes to B.O.W. HD: Increase to d12 Spd: +20ft. Defense: as base Attacks: As base Special Attacks: Controlled Mutation Special Qualities: Immunity to all disease and G/T Virus, Fast Heal 2 Hp/per round Face/Reach: As base Saves: As Base Abilities: +4 to Str & Con, +6 to Dex Skills: As Base Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative & Lightning Reflex Controlled Mutation: Anyone with the G-Virus template can make a Fort Save (DC 15 + the number of mutations grown) as a Full round action that provokes an attack of opportunity, to gain a mutation from the G-virus random mutation table.

NOTE: This is designed for NPC's Villians such as Wesker and Krauser (only two examples of these cases). In Birkin's case he failed his save and became the ONLY G-Type known.

Chapter 7 Locations In this chapter, you will find all of the various maps that have been made for use with the Resident Evil game. These maps cover several areas found within the course of the games. For more detailed and differently colored maps, refer to the Online Resources section (these were included for printability). Resident Evil 0 Train, 1F

Train 2F

Crew Quarters

Resident Evil 1 Front Foyer, 1F

Front Foyer, 2F

Dining Hall, 1F

Itchy, Tasty Room

Medical Storage Room

Mansion Graveyard

Forest Path to Graveyard and Lisa Trevors Cabin

Lisa Trevors Cabin

Resident Evil 2 Raccoon City

Raccoon City Bus

Raccoon Police Department Main Hall

Interrogation Rooms

East Office

Umbrella Labs, Tower

Resident Evil 3 Warehouse

Clock Tower

Restaurant

Graveyard and Cabin

Hospital, 1F

Hospital, 4F

Hospital B3F

City Trolley

Resident Evil Outbreak Js Bar, 1F

Js Bar, 2F

Js Bar, 3F

Chapter 8 Online Resources This chapter contains a listing of all of the online sources for Resident Evil d20 modern, and Resident Evil in general. Resident Evil d20 Modern, Wizards of the Coast Forum http://community.wizards.com/go/thread/view/75882/19877614/Resident_Evil_for_Modern_d2 0 Resident Evil d20 Modern Scratchpad Wiki http://scratchpad.wikia.com/wiki/D20_Resident_Evil RE d20 Modern Yahoo Group http://games.groups.yahoo.com/group/REd20Modern/ THE Resident Evil Wiki http://residentevil.wikia.com/Resident_Evil_Wiki Resident Evil Maps http://s51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/ Resident Evil Revised Maps http://s51.photobucket.com/albums/f398/UrbanSniper69/RE%20Maps%20-%20Revised/ My DeviantArt Page (shameless plug!) http://urbansniper.deviantart.com

Chapter 9 Credits The following people are responsible for creating the content found within this document: Urban Sniper The Merciless DM Azar / Ragitsu Joshy767 PsiSeveredHead

Anda mungkin juga menyukai