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Modern Hero Base Class




Modern Hero Base Class

The Modern Hero base class is the main class used in the Modern Path. The GM is free to incorporate any other classes that are appropriate for the campaign. The Modern Hero will work well mixed with any other class, setting or game style.

Many of the old MSRD classes have been incorporated into archetypes for the various standard fantasy classes. Information on “Classic Heroes” sample setting is at the end of this book.

The Modern Hero class is a representation of the modern era. With the influx of mass information readily available, traditional classes are no longer boxed into their original framework. The Modern Hero Base Class is the framework upon which a modern character is built. The Modern Hero comes from many different walks of life.

Class Features

The following are class features of the Modern Hero. Each Modern Hero is unique and custom-made. This base class is the foundation and like transparency layers, Difficulties and Archetypes are added to fill the hero with depth and richness. The possible combinations are vast and the player is sure to find just the right build to fit nearly any character concept.

Role: Any

Alignment: Any

Class Skills: Start with any 6

Skill Ranks per Level, Hit Dice, Base Attack Bonus, and Saves: See the “Heroics” class ability.

Starting Wealth: A character’s starting wealth is $100 plus 1d6 per each rank and bonus in any Profession skill x $100.

Level Special
1 Archetype, Difficulties, Heroics, Talent, Traits
2 Archetype Training
3 Talent
4 Bonus Feat
5 AC Bonus +1, Fame Bonus +1, Hero Point Bonus +1, Wealth Bonus +1
6 Archetype Training
7 Talent
8 Bonus Feat
9 AC Bonus +2, Fame Bonus +2, Hero Point Bonus +2, Wealth Bonus +2
10 Archetype Training
11 Talent
12 Bonus Feat
13 AC Bonus +3, Fame Bonus +3, Hero Point Bonus +3, Wealth Bonus +3
14 Archetype Training
15 Talent
16 Bonus Feat
17 AC Bonus +4, Fame Bonus +4, Hero Point Bonus +4, Wealth Bonus +4
18 Archetype Training
19 Talent
20 Bonus Feat

Archetypes

This is the hero’s primary career. An Archetype must be chosen at 1st level (unless the “No Class” Difficulty is taken) and cannot be changed as higher levels are achieved.

Training

Archetypes also have unique Training abilities, offering further specialization and customization.

Advanced Training

Archetypes have access to unique levels of training called “Advanced Training”. These are the similar to normal training but are unavailable for use with the “Cross Training” talent.

Armor Class Bonus

The hero gains a bonus to their base armor class.

Difficulties

All heroes have their issues. These are similar to flaws but are designed for the Modern Hero and will grant them a bonus feat or talent for each Difficulty that is taken on. These are optional and you may choose up to two Difficulties at first level. The Game Master may allow you to take more if warranted.

Fame Bonus

Fame is the total number of Prestige Points earned in a faction. The character can put this Fame bonus in any faction they wish. This bonus will raise your Fame score and Prestige Points in an equal amount.

For every 10 points of Fame, a character gains a cumulative +1 bonus on Diplomacy checks within that faction.

Heroics

The Modern Hero picks an advancement path based on the six attributes. His chosen attribute has various effects on class advancement and his Hero Point score.

Path of Heroes

The chosen attribute will provide his Hit Dice, Skill Ranks per Level, Base Attack Bonus, and Saving Throws to the Modern Hero class.

Note: If you wish you wish to use the previous version of archetype advancement, the character cannot take Path of Heroes advancement also.

Path of Strength

Hit Dice per Level: d10

Skill Ranks per Level: 3 + Int modifier.

Level Base Attack Bonus Fort Save Ref Save Will Save
1 +1 +2 +0 +0
2 +2 +3 +0 +0
3 +3 +3 +1 +1
4 +4 +4 +1 +1
5 +5 +4 +1 +1
6 +6/+1 +5 +2 +2
7 +7/+2 +5 +2 +2
8 +8/+3 +6 +2 +2
9 +9/+4 +6 +3 +3
10 +10/+5 +7 +3 +3
11 +11/+6/+1 +7 +3 +3
12 +12/+7/+2 +8 +4 +4
13 +13/+8/+3 +8 +4 +4
14 +14/+9/+4 +9 +4 +4
15 +15/+10/+5 +9 +5 +5
16 +16/+11/+6/+1 +10 +5 +5
17 +17/+12/+7/+2 +10 +5 +5
18 +18/+13/+8/+3 +11 +6 +6
19 +19/+14/+9/+4 +11 +6 +6
20 +20/+15/+10/+5 +12 +6 +6
Path of Dexterity

Hit Dice per Level: d8

Skill Ranks per Level: 7 + Int modifier.

Level Base Attack Fort Save Ref Save Will Save
1 +0 +0 +2 +0
2 +1 +0 +3 +0
3 +2 +1 +3 +1
4 +3 +1 +4 +1
5 +3 +1 +4 +1
6 +4 +2 +5 +2
7 +5 +2 +5 +2
8 +6/+1 +2 +6 +2
9 +6/+1 +3 +6 +3
10 +7/+2 +3 +7 +3
11 +8/+3 +3 +7 +3
12 +9/+4 +4 +8 +4
13 +9/+4 +4 +8 +4
14 +10/+5 +4 +9 +4
15 +11/+6/+1 +5 +9 +5
16 +12/+7/+2 +5 +10 +5
17 +12/+7/+2 +5 +10 +5
18 +13/+8/+3 +6 +11 +6
19 +14/+9/+4 +6 +11 +6
20 +15/+10/+5 +6 +12 +6
Path of Constitution

Hit Dice per Level: d12

Skill Ranks per Level: 3+ Int modifier.

Level Base Attack Fort Save Ref Save Will Save
1 +1 +2 +0 +0
2 +2 +3 +0 +0
3 +3 +3 +1 +1
4 +4 +4 +1 +1
5 +5 +4 +1 +1
6 +6/+1 +5 +2 +2
7 +7/+2 +5 +2 +2
8 +8/+3 +6 +2 +2
9 +9/+4 +6 +3 +3
10 +10/+5 +7 +3 +3
11 +11/+6/+1 +7 +3 +3
12 +12/+7/+2 +8 +4 +4
13 +13/+8/+3 +8 +4 +4
14 +14/+9/+4 +9 +4 +4
15 +15/+10/+5 +9 +5 +5
16 +16/+11/+6/+1 +10 +5 +5
17 +17/+12/+7/+2 +10 +5 +5
18 +18/+13/+8/+3 +11 +6 +6
19 +19/+14/+9/+4 +11 +6 +6
20 +20/+15/+10/+5 +12 +6 +6
Path of Intelligence

Hit Dice per Level: d8

Skill Ranks per Level: 7 + Int modifier.

Level Base Attack Fort Save Ref Save Will Save
1 +0 +0 +0 +2
2 +1 +0 +0 +3
3 +2 +1 +1 +3
4 +3 +1 +1 +4
5 +3 +1 +1 +4
6 +4 +2 +2 +5
7 +5 +2 +2 +5
8 +6/+1 +2 +2 +6
9 +6/+1 +3 +3 +6
10 +7/+2 +3 +3 +7
11 +8/+3 +3 +3 +7
12 +9/+4 +4 +4 +8
13 +9/+4 +4 +4 +8
14 +10/+5 +4 +4 +9
15 +11/+6/+1 +5 +5 +9
16 +12/+7/+2 +5 +5 +10
17 +12/+7/+2 +5 +5 +10
18 +13/+8/+3 +6 +6 +11
19 +14/+9/+4 +6 +6 +11
20 +15/+10/+5 +6 +6 +12
Path of Wisdom

Hit Dice per Level: d8

Skill Ranks per Level: 5 + Int modifier.

Level Base Attack Fort Save Ref Save Will Save
1 +0 +0 +0 +2
2 +1 +0 +0 +3
3 +2 +1 +1 +3
4 +3 +1 +1 +4
5 +3 +1 +1 +4
6 +4 +2 +2 +5
7 +5 +2 +2 +5
8 +6/+1 +2 +2 +6
9 +6/+1 +3 +3 +6
10 +7/+2 +3 +3 +7
11 +8/+3 +3 +3 +7
12 +9/+4 +4 +4 +8
13 +9/+4 +4 +4 +8
14 +10/+5 +4 +4 +9
15 +11/+6/+1 +5 +5 +9
16 +12/+7/+2 +5 +5 +10
17 +12/+7/+2 +5 +5 +10
18 +13/+8/+3 +6 +6 +11
19 +14/+9/+4 +6 +6 +11
20 +15/+10/+5 +6 +6 +12
Path of Charisma

Hit Dice per Level: d8

Skill Ranks per Level: 5 + Int modifier.

Level Base Attack Fort Save Ref Save Will Save
1 +0 +0 +0 +2
2 +1 +0 +0 +3
3 +2 +1 +1 +3
4 +3 +1 +1 +4
5 +3 +1 +1 +4
6 +4 +2 +2 +5
7 +5 +2 +2 +5
8 +6/+1 +2 +2 +6
9 +6/+1 +3 +3 +6
10 +7/+2 +3 +3 +7
11 +8/+3 +3 +3 +7
12 +9/+4 +4 +4 +8
13 +9/+4 +4 +4 +8
14 +10/+5 +4 +4 +9
15 +11/+6/+1 +5 +5 +9
16 +12/+7/+2 +5 +5 +10
17 +12/+7/+2 +5 +5 +10
18 +13/+8/+3 +6 +6 +11
19 +14/+9/+4 +6 +6 +11
20 +15/+10/+5 +6 +6 +12

Hero Points

The Modern Hero class uses a customized version of the Hero Point optional rules. Hero Points replace the old MSRD Action Points.

The Modern Hero class begins with 1 Hero Point and gains 1 Hero Point every level. There is no maximum number the Modern Hero can have. The Modern Hero then chooses any attribute to be associated with his Hero Points and the chosen attribute modifier is added to the total number of Hero Points. Once chosen, the attribute cannot be later changed.

Hero Points = 1 + (chosen attribute modifier) + level.

The Modern Hero can spend a number of Hero Points each round equal to 1+1/2 level.

Hero Points can be used in a variety ways. For example if a Talent says “Once per day (or for 1 Hero Point)”, this represents that the Talent can be used once a day and if a Hero Point is spent, the Talent can be activated again.

Hero Points that are spent in the normal fashion (Bonuses, Extra Actions, Cheat Death…etc.) will be permanently lost as per standard rules.

Your campaign type will also determine the rate your Hero Points are replenished.

Campaign Type Example
Low Power Hero Points are permanently spent. Hero Points are gained at 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have.
Standard Power Hero Points are not permanently spent and are replenished after a level is gained. Hero Points are gained at 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have.
High Power Hero Points are not permanently spent and are replenished after each adventure. Hero Points are gained at a rate of 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have.
Epic Power Hero Points are not permanently spent, but are replenished after 8 hours of complete rest. Hero Points are gained at a rate of 1 per level + (your chosen ability modifier) and with additional various bonuses. There is no maximum number you can have.

Talents

Talents are available to the Modern Hero class, even those without an Archetype. Unless otherwise noted, all Talents are extraordinary abilities.

Training

These are special abilities associated with the hero’s Archetype. It is possible to gain Training abilities from another archetype by taking the “Cross Training” Talent. This will open up the Training tree of that Archetype to the hero. If a hero took the “No Class” Difficulty, Training slots can be used to gain Talents or Feats instead.

Wealth Bonus

The Wealth bonus is a skill bonus to any Profession skill. The Profession skill is used to determine the character’s starting money and at the end of each adventure a “Day Job” roll for increased funds.

Weapon Proficiency

The Modern Hero is proficient in all Simple Weapons.