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Battles Book of Advanced Classes

For the d20 Modern Roleplaying Game


The d20 Modern Roleplaying Game contains a number of advanced classes, each of which are designed to enhance the games different mechanics. The core rulebooks Gunslinger expands the options for using ranged weapons, d20 Futures Dogfighter specializes in starship piloting, and the Cybernaut in d20 Cyberscape helps a character rule the virtual world. In the same way, the advanced classes presented in this book allow characters to further explore the rules of d20 Modern with a host of new features that take advantage of the games many nuances. The advanced classes that follow are suitable for any modern setting, although those utilizing FX abilities may require the use of the Urban Arcana Campaign Setting. Assassin: This efficient killer uses stealth and deadly attacks to take down his opponents before they have a chance to fight. Exemplar: A legend among men, this charismatic leader calls friends and followers to his aid during battle. Interpreter: This scholar uses her knowledge of language to aid in diplomacy. Jewelmancer: A master of magical devices, this spellcaster imbues mystical jewels with her spells before battle for quicker use. Turntablist: This musical expert can create spell-like effects with his mixing abilities. The GM can decide that certain advanced classes arent available in any given campaign. Check with your GM before selecting an advanced class. All feats and spells from d20 Modern except * from Urban Arcana Campaign Setting, ^ from Modern Players Companion, from Modern Players Companion, Volume Two, from Modern Magic, and from Modern Magic, Volume Two. would much rather prefer to end a conflict before it starts. He is a master of swift and quiet killing; if his skills are used to the fullest, a room of vigilant guards will soon be filled with dead bodies. Select this advanced class if you want your character to excel in stealth combat, taking down your enemies without attracting attention to your partys actions. The fastest path into this advanced class is from the Strong hero basic class, though other paths are possible.

Requirements
To qualify to become an Assassin, a character must meet the following criteria. Ability: Dexterity 10. Base Attack Bonus: +3 Skill: Move Silently 6 ranks. Feats: Improved Initiative.

Class Information
The following information pertains to the Assassin advanced class. Hit Die The Assassin gains 1d8 hit points per level. The characters constitution modifier applies. Action Points The Assassin gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class. Class Skills The Assassins class skills are as follows. Balance (Dex), Climb (Str), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Investigate (Int), Jump (Str), Knowledge (behavorial sciences, tactics) (Int), Listen (Wis), Move Silently (Dex), Read/ Write Language (none), Search (Int), Speak Language (none), Tumble (Dex). Skill Points at Each Level: 5 + Int modifier.

Assassin
There are many different different types of killers. Some live for the trenches of battle, slicing through their enemies in hand to hand combat. Others prefer more impersonal methods, using deadly accuracy to down their enemies from hidden locations. But a select few have the bravery and skills to combine the two, emerging from the shadows to kill their foes with stunning efficiency. While the Assassin can hold his own in open combat, he

Class Features
The following features pertain to the Assassin advanced class. Educated Strikes At 1st level, the Assassin can aim his unarmed

Table 1: The Assassin Ref Class Base Attack Fort Save Save Level Bonus 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th +0 +1 +2 +3 +3 +4 +5 +6 +6 +7 +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Will Save Special +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Educated Strikes, Body Control Undetectable Bonus Feat Surgical Strike Educated Strikes Bonus Feat Capitalize Coup de Mort Bonus Feat Educated Strikes

Defense Reputation Bonus Bonus +1 +2 +2 +3 +4 +4 +5 +6 +6 +7 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4

attacks with pinpoint accuracy, making them extremely effective. He deals 1d6 points of either lethal or nonlethal damage with a successful unarmed attack. However, his unarmed attacks are not considered armed and still provoke attacks of opportunity. At 5th level, the amount of damage the Assassin deals with an unarmed attack increases to 1d8, and at 10th level, it increases to 1d10. Body Control At 1st level, the Assassin learns how to control his muscles with his strength, boosting his Dexterity. He adds his Strength modifier as a circumstance bonus to any Balance or Escape Artist check. Undetectable At 2nd level, the Assassin learns how to compensate for his gear when moving silently. He reduces the armor penalty by up to 4 points when making Move Silently checks. This reduction cannot provide a bonus to the check. Bonus Feat At 3rd, 6th, and 9th level, the Assassin gets a bonus feat. The bonus feat must be selected from the following list, and the Assassin must meet all the prerequisites of the feat to select it. Brawl, Combat Martial Arts, Combat Reflexes, Dead Aim, Dodge, Exotic Melee Weapon Proficiency, Far Shot, Improved Combat Martial Arts, Knockout Punch, Nimble, Power Attack, Stealthy, Two-Weapon Fighting, Improved Overrun*, Power Crit*, Precise Strike*, Bullseye^, Improved Dodge^. Surgical Strike At 4th level, the Assassin knows how to be just as deadly with ranged attacks as he is with melee or

unarmed attacks. The critical threat range of any ranged weapons he uses is doubled. Capitalize At 7th level, the Assassin uses his strength and dexterity to take advantage of a surprised opponent. He may make an extra attack during the surprise round, albeit at a -5 penalty. Both attacks must be made with the same weapon, and if the Assassin takes a move action during the surprise round, he forgoes either attack. Coup de Mort At 8th level, the Assassin becomes a master killer, and his victims rarely ever survive his deadly attacks. The DC to avoid death from an Assassins coup de grace increases to 15 + damage dealt.

Exemplar
Some people are so admired that their deeds, good or evil, become the stuff of legend. Whether through great deeds or sheer force of personality, the Exemplar has become a cult figure, with admirers and allies among all walks of life. His every word and deed become instantly known throughout the world, and his reputation becomes his most important asset. Many of his devoted followers sing his praises so fanatically that they are willing to come to his aid in the heart of battle. When the fight seems grim, the Exemplar can help turn the tide with expert leadership and some welltimed reinforcements. Select this advanced class if you want your character to enhance his reputation and leadership skills, becoming a valuable asset to his party both on and off the battlefield. The fastest path into this advanced class is from the Charismatic hero basic class, though other paths are possible.

Requirements
To qualify to become an Exemplar, a character must meet the following criteria. Reputation: +2 Skills: Diplomacy 6 ranks, Intimidate 6 ranks. Talent: Coordinate

bonus on all Charisma checks and Charismabased skill checks. Legend At 1st level, word of the Exemplars great deeds have spread far and wide, giving him the benefit of the Renown feat. Normally, a character can only take the Renown feat once. However, an Exemplar may have both the Renown feat and the Legend class feature; their benefits stack. Born Leader At 2nd level, the Exemplars natural leadership ability shines through, inspiring others. Whenever the Exemplar uses the Coordinate, Inspiration, or Greater Inspiration talents, he adds +1 to any bonuses that result from the use of these talents. At 7th level, this bonus increases to +2. Bonus Feats At 3rd, 6th, and 9th level, the Exemplar gets a bonus feat. The bonus feat must be selected from the following list, and the Exemplar must meet all the prerequisites of the feat to select it. Alertness, Armor Proficiency (Light), Brawl, Combat Reflexes, Confident, Educated, Endurance, Improved Damage Threshold, Nimble, Quick Reload, Renown, Trustworthy, Weapon Focus, Improved Grapple*, Jack Of All Trades*, Good Impression^, Hard-Eyed^, Star Employee^. Cult Following At 4th level, the Exemplars popularity creates a fanatical group of admirers that are willing to put themselves in harms way to help him. By taking a full round action and spending an action point, the Exemplar can call for aid from his loyal followers. He can only use this feature Defense Reputation Bonus Bonus +1 +2 +2 +3 +4 +4 +5 +6 +6 +7 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5

Class Information
The following information pertains to the Exemplar advanced class. Hit Die The Exemplar gains 1d6 hit points per level. The characters Constitution modifier applies. Action Points The Exemplar gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class. Class Skills The Exemplars class skills are as follows. Bluff (Cha), Computer Use (Int), Diplomacy (Cha), Disguise (Cha), Drive (Dex), Forgery (Int), Gamble (Wis), Gather Information (Cha), Intimidate (Cha), Knowledge (behavioral sciences, civics, current events, streetwise) (Int), Read/Write Language (none), Search (Int), Sense Motive (Wis), Speak Language (none). Skill Points at Each Level: 5 + Int modifier.

Class Features
The following features pertain to the Exemplar advanced class. Win Them Over At 1st level, the Exemplar is able to deal with interpersonal tasks easily because of his notoriety. The Exemplar may choose to use his reputation bonus instead of his Charisma Table 2: The Exemplar Class Base Attack Fort Ref Level Bonus Save Save 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Will Save Special +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Win Them Over, Legend Born Leader Bonus Feat Cult Following Heroic Allies Bonus Feat Born Leader Cult Following Bonus Feat Heroic Allies

in a place where others could reasonably hear him (for instance, in a city park or other populated area; it is up to the GM to decide if this feature can be used). Cult Following can be used no more than twice per day. In d4 rounds, a group of d6 ordinaries arrives to help the Exemplar and others in his party. They are initially friendly to the Exemplar and indifferent to the other members of his party. If the followers show up in the middle of battle, they immediately fight the Exemplars opponents. In any other scenario, the Exemplar can command them as a free action. Once their primary objective is completed, the followers leave the party. If a follower is killed, they are replenished the next time Cult Following is used. When using Cult Following, the Exemplar can choose any of the low-level ordinaries from the Ordinary Archetypes section starting on page 271 of d20 Modern. It is up to the GM to decide whether these characters are played as NPCs or controlled by the Exemplars player. At 8th level, the Exemplar may choose any of the mid-level ordinaries from the Ordinary Archetypes section. Heroic Allies At 5th level, the Exemplars famous exploits lead to friendships with other heroes who band together to help each other in battle. By taking a full-round action and spending an action point, the exemplar can call for aid from his powerful friends. He can only use this feature during combat, and only in a place where others could reasonably hear him (for instance, in a city park or other populated area; it is up to the GM to decide if this feature can be used). Heroic Allies can be used no more than once per day. In d4 rounds, a heroic character arrives Table 3: The Interpreter Class Base Attack Fort Ref Level Bonus Save Save 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

to help the Exemplar and others in his party. He is initially friendly to the Exemplar and indifferent to the other members of his party. If the opponent can be easily discerned, he immediately fights alongside the Exemplar. In any other scenario, the Exemplar can explain the situation as a free action. Once his primary objective is completed, the heroic ally leaves the party. Heroic allies are built as heroic player characters, with a number of levels equal to half the sum of all the Exemplars classes, rounded down. The ally should be developed beforehand, and should be advanced for easy integration. If an ally is killed, a different one must be developed for the next time Heroic Allies is used. It is up to the GM to determine whether these characters are played as NPCs or controlled by the Exemplars player. At 10th level, the Exemplar can summon two heroic allies instead of one.

Interpreter
The end of the twentieth century was characterized by a massive push toward globalization, and in the modern world, it has become increasingly important for people from different countries and backgrounds to work together toward common goals. When language barriers get in the way of this progress, the Interpreter is there to help those speaking different languages to get on the same page quickly and seamlessly. Whether stemming from a love of language or a fascination with different cultures, the Interpreter is a trained professional that can understand the meanings of messages from all corners of the globe. This makes her an essential tool in the newly established global village. Select this advanced class if you want your character to aid in diplomacy by conversing Defense Reputation Bonus Bonus +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4

Will Save Special +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Total Linguist Immersion Bonus Feat Native Speaker Open To Negotiations Bonus Feat Immersion Rosetta Stone Bonus Feat Open To Negotiations

with people from all over the globe, no matter what their ethnicity or native language. The fastest path into this advanced class is from the Smart hero basic class, though other paths are possible.

Requirements
To qualify to become an Interpreter, a character must meet the following criteria. Skills: Diplomacy 6 ranks, Read/Write Language 4 ranks, Speak Language 4 ranks. Talent: Linguist

learn any human language from the Language Groups sidebar on page 73 of d20 Modern, any shadow language from the table on page 33 of the Urban Arcana Campaign Setting, or any alien language from Chapter 10: Xenobiology in d20 Future. Your GM might determine that you cant learn a specific language due to the circumstances of your campaign. Bonus Feats At 3rd, 6th, and 9th level, the Interpreter gets a bonus feat. The bonus feat must be selected from the following list, and the Interpreter must meet all the prerequisites of the feat to select it. Alertness, Attentive, Combat Expertise, Deceptive, Dodge, Drive-By Attack, Educated, Meticulous, Heroic Surge, Improved Initiative, Point Blank Shot, Studious, Trustworthy,Improved Natural Healing*, Vehicle Specialization*, Expert Advice^, Haggle^, Cohort. Native Speaker At 4th level, the Interpreter can use her knowledge of accents to seem more convincing as a foreign national. The Interpreter gets a +3 circumstance bonus on all Disguise checks when using a foreign language as part of a disguise intended to impersonate someone from another culture. Open To Negotiations At 5th level, the ability of the Interpreter to converse in various languages makes others more willing to talk with her. When the Interpreter converses with an NPC in their native language, any hostile NPC automatically becomes unfriendly. At 10th level, any hostile or unfriendly NPC automatically becomes indifferent. A Diplomacy check can be made after this feature is used to further improve the attitude of the target character. Rosetta Stone At 8th level, the Interpreters experience with foreign languages allows her to understand new languages easily. When the Interpreter uses the Linguist Smart class talent, she automatically succeeds on the check, no matter what type of language she encounters. All other rules for using Linguist still apply.

Class Information
The following information pertains to the Interpreter advanced class. Hit Die The Interpreter gains 1d6 hit points per level. The characters Constitution modifier applies. Action Points The Interpreter gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class. Class Skills The Interpreters class skills are as follows. Craft (writing) (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Investigate (Int), Knowledge (art, behavioral sciences, business, civics, current events, streetwise) (Int), Read/ Write Language (none), Research (Int), Sense Motive (Cha), Speak Language (none). Skill Points at Each Level: 7 + Int modifier.

Class Features
The following features pertain to the Interpreter advanced class. Total Linguist At 1st level, the Interpreters language training allows her to better understand new languages. She adds her Interpreter levels to any check made with the Linguist Smart class talent. Immersion Through her training, the Interpreter is able to learn new languages much quicker than the average person. At 2nd and 7th level, the Interpreter learns to read, write, and speak a number of new languages equal to her Intelligence modifier. The Interpreter may

Jewelmancer
In the modern world, magic can take many forms, from the focused mage who pores over tomes to learn and study spells to the faithful

acolyte who places her trust in a higher power. One of the most interesting spellcasters is the Jewelmancer, who has combined her spellcasting powers with the use of magical devices, imbuing mystical jewels with her spells for later use. Once these jewels are filled with arcane energy, they can be used more quickly than cast spells, allowing the Jewelmancer to be more versatille in her attacking types. Select this advanced class if you want your character to combine spellcasting with other types of combat, casting her spells in advance so releasing their magical effects requires little furthur action. The fastest path into this advanced class is from the Fast hero basic class, though other paths are possible. A high Wisdom score is necessary to ensure the ability to cast spells.

points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class. Class Skills The Jewelmancers class skills are as follows. Balance (Dex), Concentration (Con), Craft (chemical, visual art) (Int), Disable Device (Int), Escape Artist (Dex), Gamble (Wis), Listen (Wis), Knowledge (arcane lore, art, earth and life sciences) (Int), Read/Write Language (none), Sense Motive (Wis), Sleight of Hand, Spellcraft (Int), Speak Language (none), Use Magic Device (Cha). Skill Points at Each Level: 5 + Int modifier.

Class Features
The following features pertain Jewelmancer advanced class. to the

Requirements
To qualify to become an Jewelmancer, a character must meet the following criteria. Ability: Wisdom 10. Skills: Sleight of Hand 6 ranks, Knowledge (Arcane Lore) 6 ranks. Feats: Two-Weapon Fighting. Arcane Skills At 1st level, the Jewelmancer gains access to the arcane skills Spellcraft and Use Magic Device and the expansion of the Concentration skill, as described under the Mage entry in Chapter Nine: Campaign Models in the d20 Modern Roleplaying Game. Arcane Spells The Jewelmancers key characteristic is the ability to cast arcane spells. She is limited to a certain number of spells known and a certain number of spells of each level per day, according to her Jewelmancer class level. The number of spells that may be cast per day may be increased by sufficiently high Wisdom scores. Determine the Jewelmancers total Defense Reputation Bonus Bonus +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4

Class Information
The following information pertains to the Jewelmancer advanced class. Hit Die The Jewelmancer gains 1d8 hit points per level. The characters Constitution modifier applies.

Action Points The Jewelmancer gains a number of action Table 4: The Jewelmancer Class Base Attack Fort Ref Will Level Bonus Save Save Save Special Arcane Skills, Arcane 1st +0 +0 +1 +2 Spells, Imbue Jewel 2nd 3rd 4th 5th 6th 7th 8th 9th 10th +1 +1 +2 +2 +3 +3 +4 +4 +5 +0 +1 +1 +1 +2 +2 +2 +3 +3 +2 +2 +2 +3 +3 +4 +4 +4 +5 +3 +3 +4 +4 +5 +5 +6 +6 +7

Heighten Spell, Arcane Spells Bonus Feat, Arcane Spells Jewel Sync, Arcane Spells Extra Jewels, Arcane Spells Bonus Feat, Arcane Spells Ambidexterity, Arcane Spells Jewel Sync, Arcane Spells Bonus Feat, Arcane Spells Maximize Spell, Arcane Spells

Table 5: Jewelmancer Spells Known Class Level 0 1 2 3 4 5 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 2 3 3 4 4 5 5 6 6 7 1 2 2 3 3 4 4 5 5 6 1 2 2 3 3 4 4 5 1 2 2 3 3 4 1 2 2 3 1 2

Table 7: Spells Per Day by spell level Class Level 0 1 2 3 4 5 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 3 4 4 5 5 6 6 6 6 6 2 3 3 4 4 5 5 6 6 6 2 3 3 4 4 5 5 6 2 3 3 4 4 5 2 3 3 4 2 3

Table 6: bonus spells by spell level Wis Score 1 2 3 4 5 12-13 14-15 16-17 18-19 20-21 22-23 1 1 1 1 2 2 1 1 1 1 2 1 1 1 1 1 1 1 1 1

number of spells known and spells per day by consulting the tables on the next page. The Jewelmancer must prepare her spells ahead of time by casting them on her jewels (see Imbue Jewel class feature below); she cannot cast spells in any other capacity. A Jewelmancer can prepare a lower-level spell in place of a higher-level one if she desires. For instance, a Jewelmancer with the ability to prepare a 2nd-level spell can prepare a 1stlevel spell in its place. The Difficulty Class for saving throws to resist the effects of a Jewelmancers spell is 10 + the spells level + the Jewelmancers Wisdom modifier. Imbue Jewel The Jewelmancers jewels are the key to her magical power. At 1st level, she magically acquires a leather bag containing fifteen clear crystals. These crystals can be imbued with any spell the Jewelmancer knows by casting the spell directly on the jewel. The jewel hols the contents of a spell, glowing white with magical energy. Once a jewel has been imbued with a spell, it stays as such until used; if the Jewelmancer has filled all her jewels, she cannot imbue any more until at least one is empty. In order to use a jewel, the Jewelmancer uses a move action to call the desired jewel from its bag to her dominant hand. She then takes another

move action and makes a Use Magic Device check (DC 15) in order to use the jewel. If the Jewelmancer is successful, the spell is treated as if cast normally; the jewel empties of its magical power and returns to its bag. A jewel can only be used after all other moves and attacks have been made during the Jewelmancers turn, and no more than two jewels can be used per round. Jewels can be given to and used by other characters, but they must succeed on a Use Magic Device check (DC 25) in order to do so. Heighten Spell At 2nd level, the Jewelmancer learns how to cast spells that are harder to resist, gaining the effects of the Heighten Spell* feat. A heightened spell has a higher effective level; all effects dependent on spell level (such as saving throw DCs) are calculated according to the heightened level. A heightened spell counts against the Jewelmancers spells per day at its effective level. Bonus Feats At 3rd, 6th, and 9th level, the Jewelmancer gets a bonus feat. The bonus feat must be selected from the following list, and the Jewelmancer must meet all the prerequisites of the feat to select it. Acrobatic, Advanced Two-Weapon Fighting, Alertness, Combat Expertise, Defensive Martial Arts, Dodge, Focused, Heroic Surge, Improved Initiative, Improved Two-Weapon Fighting, Lightning Reflexes, Mobility, Weapon Focus, Empower Spell*, Magical Affinity*, Spell Penetration*, Lucky^, Magic Defense. Jewel Sync At 4th level, a Jewelmancers body becomes

more in tune with her crystals, allowing her to retrieve them with a free action. All other rules pertaining to casting apply. At 8th level, the Jewelmancer is able to cast her jewels with a free action as well, though no more than two jewels may be used per round. Extra Jewels At 5th level, the Jewelmancer recieves ten extra jewels, bringing her total to twenty-five. Ambidexterity At 7th level, the Jewelmancer becomes more experienced balancing weapons and her crystals at the same time. She can use her jewels with either hand, and her penalty for fighting two-handed is reduced to -2 for either hand, stacking with the Two-Weapon Fighting feat. If the off-hand weapon is light, the penalty is reduced to 0. Because it is a magical item, a jewel is not considered a light weapon in this situation. Maximize Spell At 10th level, a Jewelmancer learns to cast some of her spells to maximum effect. All variable, numeric effects of a maximized spell automatically achieve their maximum values. A maximized spell deals the most possible points of damage, affects the maximum number of targets, and so forth, as appropriate. Saving throws and opposed checks are not affected. Spells without random variables are not affected. When a maximized spell is prepared, it is treated as a spell three levels higher than the spells actual level. Therefore, a Jewelmancer can only maximize 0-, 1st-, or 2nd-level spells a maximized 1st-level spell counts against her daily allotment of 4th-level spells.

2nd-Level Jewelmancer Spells Aid, Blur, Darkvision, Enhance Ability, Hold Person, Invisibility, Silence, Spider Climb, Daylight*, Magic Message*, Relay Text*, Shield Other*, Hand Gun, Knockout Gas, Ectodermis, Floor It. 3rd-Level Jewelmancer Spells Dispel Magic, Fireball, Glyph Of Warding, Greater Magic Weapon, Haste, Lightning Bolt, Status, Water Breathing, Magic Circle*, Phantom Chopper*, Secret Pocket*, Vampiric Touch*, Communication Barrier, X-Mark, Sympathetic Sight, Vertigo. 4th-Level Jewelmancer Spells Animate Dead, Cure Critical Wounds, Neutralize Poison, Restoration, Stoneskin, Tongues, Wall Of Fire, Wall Of Ice, Crawling Carpet*, Magic Bullets*, Via Negativa*, Wire Walk*, Amphibious Craft, Brawl, Cranial Hard Drive, Instant Fame. 5th-Level Jewelmancer Spells Cloudkill, Cone Of Cold, Break Enchantment, Mass Cure Light Wounds, Raise Dead, Wall Of Stone, Instant Connectivity*, Phantom Limousine*, Secret Vault*, Spell Resistance*, Save To Disk, Reverse-View Mirror.

Turntablist
The Turntablist is a unique musical performer, mixing and matching songs, beats, and scratch techniques to create a unique form of expression. Different from a DJ, who just lets records play, the Turntablist manipulates every aspect of the sound, creating an experience that is different each time. The weapons of choice for these performers are the turntables, which in the last two decades have morphed from a set of record players to a stage for improvisation and creativity. Whether in the middle of a rave or trying to make it on their own as a commercial performer, the Turntablist lives by his own rules and follows the groove. It has even been said that the music of elite turntablists can have magical effects, inspiring people to dance and have a good time. Select this advanced class if you want your character to use his creativity and musical ability to create FX effects, inspiring friends in battle and stopping enemies in their tracks. The fastest path into this advanced class is from the Charismatic hero basic class, though other paths are possible.

Jewelmancer Spell List


0-Level Jewelmancer Spells Create Water, Daze, Detect Magical Aura, Light, Message, Read Magic, Resistance, Arcane Graffiti*, Magic ID*, Manual-Focus Binoculars, Phantom Sniper, Flashpaint. 1st-Level Jewelmancer Spells Bane, Bless, Cause Fear, Change Self, Cure Light Wounds, Hold Portal, Mage Armor, Magic Missile, Sleep, True Strike, Dancing Lights*, Degauss*, Obscuring Mist*, Sanctuary*, Trace Purge*, R&R, Tanglemat, Whorlooparch, Point-N-Shoot, Questionnaire.

Table 8: The Turntablist Ref Class Base Attack Fort Save Save Level Bonus 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Will Save Special Arcane Skills, Pump Em +2 Up +1 +3 +3 +4 +4 +5 +5 +6 +6 +7 Make Em Dance 1/day Bonus Feat Step Your Game Up Pump Em Up +2 Bonus Feat Make Em Dance 2/day Step Your Game Up Bonus Feat Pump Em Up +3

Defense Reputation Bonus Bonus +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5

Requirements
To qualify to become a Turntablist, a character must meet the following criteria. Skills: Perform (any) 6 ranks, Knowledge (art) 6 ranks. Feats: Creative

and the expansion of the Concentration skill, as described under the Mage entry in Chapter Nine: Campaign Models of the d20 Modern Roleplaying Game. Pump Em Up At 1st level, the Turntablist gains the spell-like ability to Pump Em Up (see Spells below) twice per day, granting a +1 bonus to allies in battle. Unlike most spell-like abilities, however, the spells focus must be provided to use this ability.This bonus increases to +2 at 5th level and to +3 at 10th level. Make Em Dance At 2nd level, the Turntablist gains the spell-like ability to Make Em Dance (see Spells below) once per day. Unlike most spell-like abilities, however, the spells focus must be provided to use this ability. The ability can be used twice per day at 7th level. Bonus Feats At 3rd, 6th, and 9th level, the Turntablist gets a bonus feat. The bonus feat must be selected from the following list, and the Turntablist must meet all the prerequisites of the feat to select it. Alertness, Armor Proficiency (light), Combat Expertise, Confident, Defensive Martial Arts, Focused, Frightful Presence, Heroic Surge, Point Blank Shot, Quick Draw, Renown, Trustworthy, Two-Weapon Fighting, Jack Of All Trades*, Magical Affinity*, Spell Focus (Enchantment only)* Stage Presence^, Signature Skills. Step Your Game Up At 4th and 8th level, the Turntablists skills and popularity in the club scene generate extra

Class Information
The following information pertains to the Turntablist advanced class. Hit Die The Turntablist gains 1d6 hit points per level. The characters Constitution modifier applies. Action Points The Turntablist gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class. Class Skills The Turntablists class skills are as follows. Bluff (Cha), Concentration (Con), Craft (visual art) (Int), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (art, current events, popular culture, streetwise) (Int), Perform (dance, keyboards) (Cha), Read/ Write Language (none), Sense Motive (Cha), Speak Language (none), Spellcraft (Int), Use Magic Device (Cha). Skill Points at Each Level: 5 + Int modifier.

Class Features
The following features pertain to the Turntablist advanced class. Arcane Skills At 1st level, the Turntablist gains access to the arcane skills Spellcraft and Use Magic Device

income. This income provides a Wealth Bonus increase of +4.

New Spells
The Turntablist gains access to two new spells, Pump Em Up and Make Em Dance. These spells can be added to the spell lists of any other spellcasting class with GM approval. Pump Em Up Enchantment [Mind-Affecting] Level: Turntablist 1; Components: V, S, F; Casting Time: Attack action; Range: 75 ft.; Area: All allies within 75 ft.; Duration: 1 minute/level; Saving Throw: None; Spell Resistance: Yes (harmless) Your unique turntable technique inspires your allies to be at their absolute best during battle. They gain a morale bonus of +1 on all attack rolls, damage rolls, and Will saves. Focus: A set of turntables. Make Em Dance Enchantment [Mind-Affecting] Level: Turntablist 2; Components: V, S, F; Casting Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target: Up to ten creatures; Duration: Special; Saving Throw: Will negates, Spell Resistance: Yes Your music is so infections that those around you cannot resist the urge to dance to the rhythms and melodies. The affected creature falls into an unstoppable dancing trance, so that he takes no actions. Creatures with more than 10HD are not affected. A dancing subject is not stunned (so attackers get no special advantage against him), but he cant move around, cast spells, use mental abilities, or perform any other actions requiring concentration. An affected creature makes a new Will save at the beginning of each turn to stop dancing, with the DC decreasing by one with each retry. Focus: A set of turntables.

mix and match music, complete with scratches and audio effects. This setup includes two turntable record players, a two-channel audio mixer, two built-in speakers, a set of headphones, and a sturdy steel stand that unfolds from the bottom. The turntables come with a body strap for mobile use, or can be rested on a cabinet or table for home use. Weight: 30 lb.; Purchase DC: 14.

New Professional Equipment


The Turntablist must use a set of turntables in order to case arcane spells, so this additional item has been provided. A character does not have to be a Turntablist to purchase this item. Turntables Turntables are used by turntablists and DJs to

Credits Design & Layout: Christopher Battles Jewelmancer Concept: Jejyman


d20 System is a trademark of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used according to the terms of the d20 System License version 6.0. A copy of this license can be found at www.wizards.com/d20. d20 Modern, Urban Arcana Campaign Setting, d20 Future, and d20 Cyberscape are trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used without permission. Modern Players Companion, Modern Players Companion Volume Two, Modern Magic, and Modern Magic Volume 2 are trademarks of The Game Mechanics, Inc., and are used without permission. Assassin Advanced Class, Exemplar Advanced Class, Interpreter Advanced Class, Jewelmancer Advanced Class, and Turntablist Advanced Class 2006 Christopher Battles. All rights reserved. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material contained herein is prohibited without the express written permission of Christopher Battles.

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