Sample Modern Setting

The material below is Open Game Content from The Modern Path

SAMPLE MODERN SETTING

THE MODERN PATH: HEROES OF THE HUNT
This is a campaign setting where the Heroes are Hunters of the supernatural.

OCCULT LANGUAGES

You must have the skill Knowledge: Arcana to learn an Occult language.

ENOCHIAN Language of angels.
GREEN LANGUAGE Also known as the “Language of the Birds”.
OURANIAN BARBARIC Used in many mystic rituals.
THEBAN SCRIPT Witches' Alphabet

DIFFICULTLY

HAUNTING
Penalty: You have a spirit attached to you. What the spirit wants is up to the Game master. Each day the spirit will try and drain 1 Hero Point from the Hero to manifest itself. The spirit must make a Willpower save DC (10 + Hero's Wisdom Bonus and ½ your level). If the spirit makes the save, it drains 1 Hero Point from the Hero and can manifest itself and use its powers.

FACTION

HUNTER
The Hunter can come from any walk of life, background, and/or experience. They serve as a primary bastion against the ever-present threat of a supernatural incursion. The faction’s strength lies in its ability to remain unknown by the general public. Hunters must stand fearless in the face of the supernatural.
Goal: Abolish the Supernatural. The primary goal of a Hunter is to eliminate the supernatural. They hunt the supernatural and keep the innocent safe.
Alignment: Any. Hunters can have any Alignment. Alignments can have their lines blurred when you are faced with the supernatural.
Faction Leader: None. Hunters are a loose group of individuals and many work on their own. Groups of Hunters are not unknown, but they generally have their own leader.
Good Archetype Choice: Shadow Hunter

ARCHTYPE

SHADOW HUNTER
Skill Points per Level: 6
Hit Dice per Level: 10

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

TRAINING

DETECT MAGICAL AURA
Prerequisite: Sensitive
Benefit: For one Hero Point per item, the Shadow Hunter gains the spell-like ability to detect magic.
This effects last for 1 round per level of the Shadow Hunter and is a standard action to initiate but not to maintain.


FAVORED SUPERNATURAL
Prerequisite: None
Benefit: The Shadow Hunter selects a supernatural creature type, (i.e. Demon, Ghost, Vampire, Werewolf, Zombie, etc), as his favored hunted creature. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A Shadow Hunter may make Knowledge skill checks untrained when attempting to identify these creatures. This may be selected again to gain an additional favored enemy.


LOCATE TARGET
Prerequisite: Detect Magical Aura
Benefit: For one Hero Point, Locate Target greatly enhances your senses against the target creature. You gain the ability to perceive the target when it is invisible or ethereal as though using the see invisibility spell, and receive a +20 competence bonus on Perception checks to locate the target.
You ignore concealment provided by fog or mist, blur, displacement, invisibility, and similar effects affecting the target, but not concealment provided by darkness. This provides no benefits to your allies and no benefits against creatures other than the target.

This effects last for 1 round per level of the Shadow Hunter and is a standard action to initiate but not to maintain.


PENETRATING STRIKE
Prerequisite: None
Benefit: Your attacks are capable of penetrating the defenses of some creatures.
Your attacks made with weapons ignore 1 point, (per 1 Hero Point), of damage reduction. This feat does not apply to damage reduction without a type (such as DR 10/—).

This effects last for 1 round per level of the Shadow Hunter and is a standard action to initiate but not to maintain.


PLAY A HUNCH
Prerequisite: None
Benefit: The Shadow Hunter gains the ability to make a guess and be assured that it is correct. The Shadow Hunter may, as a full-round action, spend a Hero Point to determine whether an assumption, hunch, or guess is correct. The player states the assertion and pays a Hero Point.

The Game Master rolls percentile dice; there is a 10% per Hero Point chance of getting a response on the hunch (failure indicates merely that you are unsure if this is true or not).

If the roll is a success, the player knows if the hunch is true, false, both or neither. A “both” response is possible for vague assumptions. An “unknown” response is for questions with no immediate answer.
It may be determined that a hunch is so obvious that it does not require a roll, or that it is so vague that there is no chance for success. In these cases, the Hero Point is not spent (though the attempt still counts as a full-round action). A hunch does not translate as a legal truth, and will not stand up in a court of law. Rather it is an obvious fact to the Shadow Hunter alone. Finding proof of an assumption would require additional work.


SEEN IT
Prerequisite: Fearless Talent
Benefit: For one Hero Point, the Shadow Hunter can remove a condition from himself. You can remove the dazed, fatigued, shaken, or staggered condition.


SENSITIVE
Prerequisite: None
Benefit: The Shadow Hunter becomes aware of the unseen. The Shadow Hunter can notice spells, spell effects, magic items, and supernatural creatures. For one Hero Point, you learn what category of thing you have sensed (including its type if it is a creature).


SWIFT TRACK
Prerequisite: None
Benefit: The Shadow Hunter can move at his normal speed while using Survival to follow a supernatural creature without taking the normal –5 penalty.

He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.


TRACKING THE SHADOWS
Prerequisite: Favored Supernatural and Swift Track
Benefit: The Shadow Hunter can, for 1 Hero Point, denote one target within his line of sight as his quarry.

Whenever he is following his quarry, a Shadow Hunter can take 10 on his Survival skill checks while moving at normal speed, without penalty.

In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed.

A Shadow Hunter can have no more than one quarry at a time and the creature's type must correspond to one of his Favored Supernatural types.

He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the Shadow Hunter sees proof that his quarry is destroyed, he can select a new quarry after waiting 1 hour.


ZOMBIE HUNTING
Prerequisite: Favored Supernatural (Zombies)
Benefit: The Shadow Hunter specializes in Zombie hunting and gains proficiency in Chainsaw and an additional +1 on any rolls involving Zombies.

Page tags: mp setting
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