Modern Rules
From Shahara
These rules are for all the fun modern things we've implemented.
Modern Feats:
- Aircraft Operation- Select from one of four classes of flight craft (Heavy
Aircraft, Helicopters, Jets, or Spacecraft), you are now proficient in the operation of the chosen class of ship. Heavy aircraft are essentially any any aircraft with three or more engines- generally most civilian aircraft. Helicopters obviously include all forms of helicopter craft. Jets include any and all high speed aircraft, military fighters and ground attack jets. Spacecraft will probably not occur often, but you never know! So this class encompasses shuttles, particularly huge sub-space aircraft, and lunar landers.
Prerequisite: Profession/Pilot 4 ranks
Benefit: You may fly the selected class of ship without penalty.
Normal: Without this feat, flying one of the selected classes of aircraft will cause you to suffer a -4 penalty to handle the craft, as well as a similar penalty on using that ships weapons systems.
Special: You can gain this feat multiple times, each time taken grants another proficiency with another class of ship.
- Vehicle Expert-
Benefit: This feat gives you a +2 bonus to Profession/Driver and Profession/Pilot checks.
- Vehicle Dodge-
Expert drivers and pilots that are not only experienced, but highly 'in tune' with their craft, these experts take it even further by focusing on both the road, the sky, and whatever happens to be trying to kill them. Prerequisites: Wis 13, Profession/Driver or Profession/Pilot 6 ranks, Vehicle Expert. Benefit: Acting similar to the Dodge skill, you may designate another vehicle or an opponent as a Dodge target, and your Vehicle gains a +1 Dodge bonus to AC.
Skill Expansions:
To keep things as simple as possible, we've expanded on the use of certain skills instead of just including a bunch of new ones. Therefore, here they are for you.
- Heal- Can now be used for Surgery, the minimum DC to perform advanced Surgical
techniques is 20, and aside from stabilizing a dying character it heals 1d10 non-magical damage, and can heal 1d3 non-magical points lost through ability damage. Heal will also help cover pharmaceutical knowledge.
- Demolitions- This is covered by Knowledge/Architecture & Engineering, as well
as the Disable Device skill.
- Craft- Craft/Alchemical will handle chemistry and aid in pharmaceutical crafts
along with Heal. Craft/Electronics and Craft/Mechanical will be prominent skills in the modern parts of this world, but not so much in the many areas where people are more 'old fashioned'.
- Profession- Driver and Pilot.
- Knowledge- All modern knowledges will be covered by already in place knowledges
and skills as best as can be figured.
- Gambling- Will be handled by a mixture of Bluff and Sense Motive, in the case of
card games. Dice games, and roulette.. Well that's purely a matter of luck, now isn't it?
Firearms: What you've all been waiting for!
Feats that apply to Firearms: Able Sniper, Far Shot, Improved Precise Shot, Point Blank Shot, Precise Shot, Penetrating Shot, Ranged Disarm, Ranged Weapon Mastery, Ranged Weapon Supremacy, Rapid Shot, Sharp-Shooting, Shot on the Run, Woodland Archer, Defensive Archery, Zen Archery.
All guns deal damage considered 'Ballistic' damage. Guns can be reloaded as a standard action. All firearms have a Critical range of 20 x2. Licenses cost 30 gold. Not meeting the Str requirements necessary to handle the weapons recoil imposes a -2 to hit, which stacks with proficiency penalties. Reloading a gun is a standard action, except in the case of speed-loaders which makes it a swift action. Switching a gun's firing modes is a free action.
When using Full Auto, you may cover multiple 5x5' squares- each square is peppered
by 5 bullets. You can make up to six attacks, or as many attacks as you have bullets
in your gun, in a single round. All squares attacked MUST be adjacent to each other.
You can either focus your sprays to one square, or spread them out over six and thus
against multiple foes. Even if you have the ammunition, you cannot hit more than six
squares per turn. Firing on full auto is a standard action, you cannot take a full
attack action with it. Though switching between Semi Automatic and Fully Automatic is
a free action, you cannot fire a single shot then switch to full auto to gain its benefits
in a single turn. Haste and similar tricks cannot be used to gain additional full auto
sprays. Precision based bonuses, such as the Penetrating Shot feat, Sneak attack, and
others like them, cannot be used with a full auto spray. When using a full auto spray,
you roll your attack roll as normal- d20 + Dex + BaB + other bonuses, versus the target's
Armor Class. If you hit, they are allowed a reflex save DC your Attack score -10 (IE:
if you roll a 30, the DC is 20 for them to take half). The first attack roll made with
a full auto spray is resolved with a -1 penalty, and each additional attack suffers a
cumulative -1 penalty. IE: the first attack is -1, the second -2, third -3, etc.