Fallout Conversion for d20 Modern

Post/Author/DateTimePost
#1

Wolfen_Fenrison

May 29, 2011 14:11:56
Introduction

War... War never changes.

I don’t want to set the world on fireI just want to startA flame in your heart

Since the dawn of human kind, when our ancestors first discovered the killing power of rock and bone, blood has been spilled in the name of everything: from God, to justice, to simple psychotic rage. The Romans waged war to gather slaves and wealth. Spain built an empire from its lust for gold and Territory. Hitler shaped a battered Germany into an economic superpower.

In my heart I have but one desireAnd that one is youNo other will do

In the 21st century, war was still waged over the resources that could be acquired. Only this time, the spoils of war were also its weapons: Petroleum and Uranium. For these resources, China would invade Alaska, the US would annex Canada, and the European Commonwealth would dissolve into quarreling, bickering nation-states bent on controlling the last remaining resources on Earth. Everyone who entered into the conflict expected victory. Everyone was optimistic. But as the hostilities escalated, optimism faded and society began to collapse.

I’ve lost all ambition for worldly acclaimI just want to be the one you loveAnd with your admission that you feel the sameI’ll have reached the goal I’m dreaming of

In the year 2077, the end of the world occurred pretty much as we had predicted. Too many humans, not enough space or resources to go around. The details are trivial and pointless, the reasons, as always, are purely mortal ones. The earth was nearly wiped clean of life. A great cleansing, an atomic spark struck by human hands, quickly raged out of control. Spears of nuclear fire rained from the skies. Continents were swallowed in flames and fell beneath the boiling oceans. Humanity was almost extinguished, their spirits becoming part of the background radiation that blanketed the earth.The world was plunged into an abyss of nuclear fire and radiation.

Believe meI don’t want to set the world on fireI just want to startA flame in your heart

A quiet darkness fell across the planet, lasting many years, for man had succeeded in destroying the world. But it was not, as some had predicted, the end of the world. Instead, the apocalypse was simply the prologue to another bloody chapter of human history. 

I don't wanna set the world on fire, honeyI love ya too muchI just wanna start a great big flameDown in your heartYou see, way down inside of meDarlin' I have only one desireAnd that one desire is youAnd I know nobody else ain't gonna do

In the early days, thousands were spared the horrors of the holocaust by taking refuge in enormous underground shelters, known as Vaults. The great Vaults were built to house the wealthy, the powerful, the influential and those deemed necessary to their survival. Inside resources and technology were stockpiled, a final defense against the coming holocaust. But plans were barely in place when the first missiles left the silos. During the destruction, communication between the vaults ceased. Entire vaults were lost; those that survived were on their own. With the past behind them and the present destroyed, they looked to the future.

I’ve lost all ambition for worldly acclaimI just want to be the one you loveAnd with your
admission that you feel the sameI’ll have reached the goal I’m dreaming of


Imprisoned safely behind the large Vault door, beneath a mountain of stone, generations have lived without knowledge of the outside world. When the great darkness passed, these vaults opened. Their inhabitants emerged to begin their lives again. But when they emerged, they had only the hell of the wastes to greet them. Several of the civilized tribes claims they are descended from such Vaults. So the tale of humanity has not come to a close, for the struggle of survival is a war without end.

Believe meI don’t want to set the world on fireI just want to startA flame in your heart

And war... War never changes.
#2

Wolfen_Fenrison

May 29, 2011 14:26:01
Creatures of the Wasteland

Super Mutant: CR 4; Large Giant; HD 4d8+15; hp 31; Mas 17; Init +1; Spd 30 ft; Defense 18, touch 10, flat-footed 17 (-1 size, +1 Dex, +5 natural, +3 sports pads); BAB +3; Grap +14; Atk +9 melee (1d8+10, nail board), or +4 ranged (2d10, remington 700); FS 10 ft by 10 ft, Reach 10 ft.; SQ Darkvision 60 ft, low-light vision, radiation resistance (two degrees weaker); AL the master; SV Fort +5, Ref +2, Will+2; AP 0; Rep +0; Str 24, Dex 13, Con 17, Int 6, Wis 12, Cha 4.
Skills: Climb +7, Listen +3, Spot +3.
Feats: Toughness, Weapon Focus (remington 700).
Possessions: Nail board, remington 700, sports pads, 1d20 7.62mm rounds, 1d4-1 food.
Advancement: By Character Class.

Super Mutant Brute: CR 5; Large Giant; HD 6d8+27; hp 51; Mas 17; Init +1; Spd 30 ft, 20 ft. in armor; Defense 20, touch 10, flat-footed 19 (-1 size, +1 Dex, +5 natural, +5 brestplate); BAB +4; Grap +16; Atk +11 melee (1d8+12, 20/x3, sledgehammer), or +5 ranged (2d8, AK-47); FS 10 ft by 10 ft, Reach 10 ft.; SA Autofire +6 (10 ft square, 2d8 damage, Ref DC 15); SQ Darkvision 60 ft, low-light vision, radiation resistance (two degrees weaker); AL the master; SV Fort +6, Ref +3, Will+3; AP 0; Rep +0; Str 26, Dex 13, Con 17, Int 6, Wis 12, Cha 4.
Skills: Climb +8, Listen +4, Spot +4.
Feats: Improved Toughness, Toughness, Weapon Focus (AK-47).
Possessions: AK-47, brestplate, sledgehammer, 1d20 7.62mmR rounds, 1d4-1 food.
Advancement: By Character Class.

Super Mutant Master: CR 6; Large Giant; HD 8d8+43; hp 75; Mas 19; Init +2; Spd 40 ft, 30 ft. in armor; Defense 20, touch 11, flat-footed 18 (-1 size, +2 Dex, +2 natural, +7 brestplate); BAB +6; Grap +19; Atk +14 melee (1d10+13, 20/x3, supersledge), or +4 ranged (4d10, M134 minigun); Full Atk +14/+9 melee (1d10+13, 20/x3, supersledge), or +4/-1 ranged (4d10, M134 minigun); FS 10 ft by 10 ft, Reach 10 ft.; SA Autofire +8 (10 ft square, 2d10 damage, Ref DC 20), rock throwing +7 (2d6+9); SQ Darkvision 60 ft, low-light vision, radiation resistance (two degrees weaker); AL the master; SV Fort +8, Ref +4, Will+3; AP 0; Rep +0; Str 28, Dex 15, Con 19, Int 10, Wis 12, Cha 6.
Skills: Climb +9, Listen +8, Search +8, Spot +8.
Feats: Burst Fire, Improved Autofire, Improved Toughness, Toughness, Weapon Focus (M134 minigun).
Possessions: Half-plate, M134 minigun, supersledge, 1d20+10 7.62mm rounds, 1d4-1 food, 1d2-1 misc. items.
Advancement: By Character Class.

Super Mutant Overlord: CR 8; Mutated Large Giant; HD 10d10+63; hp 113; Mas 21; Init +6; Spd 40 ft; Defense 22, touch 11, flat-footed 20 (-1 size, +2 Dex, +8 natural, +3 sports pads); BAB +8; Grap +25; Atk +16 melee (1d10+13, 20/x3, supersledge), or +10 ranged (3d10, pulse rifle); Full Atk +16/+11 melee (1d10+13, 20/x3, supersledge), or +10/+5 ranged (3d10, pulse rifle); FS 10 ft by 10 ft, Reach 10 ft.; SA Autofire +10 (10 ft square, 3d10 damage, Ref DC 20), rock thowing +8 (3d6+9); SQ Darkvision 60 ft, low-light vision, radiation resistance (four degrees weaker); AL the master; SV Fort +14, Ref +5, Will+4; AP 0; Rep +0; Str 28, Dex 15, Con 21, Int 10, Wis 12, Cha 6.
Skills: Climb +9, Listen +11, Search +10, Spot +11.
Feats: Alertness, Improved Autofire, Improved Initiative, Improved Toughness, Toughness, Weapon Focus (pulse rifle).
Mutations: Enlarged Form, Festering Sores, Light Sensitivity, Very Thick Hide
Possessions: Pulse rifle, sports pads, supersledge, 1d4 power packs.
Advancement: By Character Class.

Super Mutant Behemoth: CR 10; Mutated Huge Giant; HD 12d10+99; hp 159; Mas 28; Init +6; Spd 40 ft; Defense 26, touch 10, flat-footed 24 (-2 size, +2 Dex, +11 natural, +2 makeshift shield, +3 makeshift armor); BAB +10; Grap +35; Atk +22 melee (3d8+19, 19-20/x3, makeshift hammer); Full Atk +22/+18 melee (3d8+19, 19-20/x3, makeshift hammer); FS 15 ft by 15 ft, Reach 15 ft.; SA Rock thowing +10 (5d6+13); SQ Darkvision 60 ft, low-light vision, radiation resistance (four degrees weaker); AL the master; SV Fort +17, Ref +6, Will+5; AP 0; Rep +0; Str 36, Dex 14, Con 25, Int 10, Wis 12, Cha 6.
Skills: Climb +10, Listen +12, Search +11, Spot +12.
Feats: Alertness, Improved Critical (makeshift hammer), Improved Damage Threshold, Improved Initiative, Improved Toughness, Toughness, Weapon Focus (makeshift hammer).
Mutations: Armor Plates (damage reduction 2/-), Enlarged Form, Festering Sores, Light Sensitivity, Very Thick Hide
Possessions: Makesift armor, makeshift hammer, makeshift shield, 1d4-1 food, 1d2-1 misc. items.
Advancement: By Character Class.

Small Radroach: CR 1/2; Small Vermin; HD 1d8; hp 4; Mas 10; Init +3; Spd 30 ft, climb 10 ft; Defense 16, touch 14, flat-footed 13 (+1 size, +3 Dex, +2 natural); BAB +1; Grap -4; Atk +5 melee (1d6-1plus disease, bite); Full Atk +5 melee (1d6-1plus disease, bite); FS 5 ft by 5 ft, Reach 5 ft.; SA Disease (injury/injested, DC 16, incubation 2d4 hours, initial 1 Con damage, secondary 1d2 Str plus 1d2 Con damage); SQ Blightsight 60 ft., immune to mind-influencing attacks, radiation resistance (two degrees weaker), resistance to massive damage +5; AL none; SV Fort +2, Ref +3, Will+0; AP 0; Rep +0; Str 9, Dex 17, Con 10, Int 2, Wis 10, Cha 2.
Skills: Climb +10, Hide +11, Move Silently +7, Spot +4
Feats: Weapon Finesse (bite)
Advancement: 2-4 HD (small), 5-7 HD (medium)

Large Radroach: CR 2; Medium Vermin; HD 5d8+5; hp 25; Mas 12; Init +12; Spd 30 ft, climb 10 ft; Defense 15, touch 13, flat-footed 12 (+3 Dex, +2 natural); BAB +3; Grap +4; Atk +5 melee (1d6+1 plus disease, bite); Full Atk +5 melee (1d6+1 plus disease, bite); FS 5 ft by 5 ft, Reach 5 ft.; SA Disease (injury/injested, DC 17, incubation 2d4 hours, initial 1 Con damage, secondary 1d2 Str plus 1d2 Con damage); SQ Blightsight 60 ft., immune to mind-influencing attacks, radiation resistance (two degrees weaker), resistance to massive damage +5; AL none; SV Fort +6, Ref +4, Will+1; AP 0; Rep +0; Str 13, Dex 16, Con 12, Int -, Wis 10, Cha 2.
Skills: Climb +12, Hide +11, Move Silently +9, Spot +6
Feats: Weapon Finesse (bite), Weapon Focus (bite)
Advancement: 6-7 (medium)

Radscorpion: CR 1; Medium Vermin; HD 2d8+4; hp 16; Mas 14; Init +0; Spd 40 ft; Defense 14, touch 10, flat-footed 14 (+4 natural); BAB +1; Grap +2; Atk +3 melee (1d4+1, claw); Full Atk +3 melee (1d4+1, 2 claws) and -3 melee (1d4 plus poison, sting); FS 5 ft by 5 ft, Reach 5 ft.; SA Constrict (1d4+1 each round of successful grapple), improved grab, poison (injury, DC 13, initial 1d3 Con, secindary 1d3 Con); SQ Darkvision 60 ft, immune to mind-influencing attacks, radiation resistance (two degrees weaker), resistance to massive damage +5, tremorsense 60 ft; AL none; SV Fort +5, Ref +0, Will+0; AP 0; Rep +0; Str 13, Dex 10, Con 14, Int 2, Wis 10, Cha 2.
Skills: Climb +5, Hide +4, Spot +4
Feats: Weapon Focus (claw)
Advancement: 3-4 (medium)

Radscorpion, Giant: CR 3; Large Vermin; HD 5d8+13; hp 37; Mas 14; Init +0; Spd 50 ft; Defense 16, touch 9, flat-footed 16 (-1 size, +7 natural, ); BAB +3; Grap +11;  Atk +7 melee (1d6+4, claw); Full Atk +7 melee (1d6+4, 2 claws) and +1 melee (1d6+2 plus poison, sting); FS 10 ft by 10 ft, Reach 5 ft.; SA Constrict (1d6+4 each round of successful grapple), improved grab, poison (injury, DC 14, initial 1d4 Con, secindary 1d4 Con); SQ Darkvision 60 ft, immune to mind-influencing attacks, radiation resistance (two degrees weaker), resistance to massive damage +5, tremorsense 60 ft; AL none; SV Fort +6, Ref +1, Will+1; AP 0; Rep +0; Str 19, Dex 10, Con 14, Int 2, Wis 10, Cha 2.
Skills: Climb +9, Hide +0, Spot +8
Feats: Toughness, Weapon Focus (claw)
Advancement: 6-9 (large)

Radscorpion, Albino: CR 9; Mutated Huge Vermin; HD 10d8+43; hp 87; Mas 16; Init ++0; Spd 50 ft; Defense 20, touch 8, flat-footed 20 (-2 size, +12 natural, ); BAB +8; Grap +21; Atk Atk +12 melee (1d8+6, claw); Full Atk +12 melee (1d8+6, 2 claws) and +6 melee (2d4+3 plus poison, sting); FS 15 ft by 15 ft, Reach 10 ft.; SA Constrict (1d8+6 each round of successful grapple), improved grab, poison (injury, DC 18, initial 1d6 Con, secindary 1d6 Con); SQ Darkvision 60 ft, immune to mind-influencing attacks, radiation resistance (four degrees weaker), resistance to massive damage +5, tremorsense 60 ft; AL none; SV Fort +12, Ref +3, Will+3; AP 0; Rep +0; Str 23, Dex 10, Con 18, Int 2, Wis 10, Cha 2.
Skills: Climb +12, Hide +0, Spot +8
Feats: Toughness, Weapon Focus (claw)
Mutations: Armor Plates (DR 4/-), Light Sensitivity, Photosynthetic (no need for food if sunshine is available)
Advancement: 11-19 (huge)

Rat, Giant: CR 1/4; Small animal; HD ½ d8; hp 4; Mas 10; Init +1; Spd 30 ft., climb 30 ft., swim 15 ft.; Defense 12, touch 12, flat-footed 11 (+1 size, +1 Dex); BAB +0; Grap -8; Atk +2 melee (1d4-2, bite); Full Atk +2 melee (1d4-2, bite); FS 5 ft by 5 ft, Reach 5 ft.; SQ scent, low-light vision; AL none; SV Fort +1, Ref +2, Will +1; AP 0; Rep +0; Str 6, Dex 13, Con 10, Int 2, Wis 12, Cha 2.
Skills: Balance +9, Climb +13, Hide +13, Move Silently +9, Swim +11.
Feats: Weapon Finesse (bite).
Advancement: 1 HD (Medium-size); 2-4 HD (Large).

Pig Rat: CR 1/2; Medium animal; HD 1d8+1; hp 9; Mas 12; Init +0; Spd 30 ft., climb 30 ft., swim 15 ft.; Defense 10, touch 10, flat-footed 10 (+0 Dex); BAB +0; Grap +0; Atk +1 melee (1d6, bite); Full Atk +1 melee (1d6, bite); FS 5 ft by 5 ft, Reach 5 ft.; SQ scent, low-light vision; AL none; SV Fort +2, Ref +1, Will +1; AP 0; Rep +0; Str 10, Dex 11, Con 12, Int 2, Wis 12, Cha 2.
Skills: Balance +8, Climb +14, Hide +8, Move Silently +8, Swim +12.
Feats: Weapon Focus (bite).
Advancement: 2-4 HD (Large).

Mole Rat: CR 1; Large animal; HD 2d8+6; hp 18; Mas 16; Init -1; Spd 30 ft., climb 30 ft., swim 15 ft.; Defense 11, touch 9, flat-footed 11 (-1 size, +0 Dex, +2 natural); BAB +0; Grap +8; Atk +4 melee (1d8+4, bite); Full Atk +4 melee (1d8+4, bite); FS 10 ft by 10 ft, Reach 5 ft.; SQ scent, low-light vision; AL none; SV Fort +4, Ref +0, Will +1; AP 0; Rep +0; Str 18, Dex 10, Con 16, Int 2, Wis 12, Cha 2.
Skills: Balance +8, Climb +22, Hide +4, Move Silently +8, Swim +20.
Feats: Weapon Focus (bite).
Advancement: 3-4 HD (Large).

Raider, Low-Level (Strong Ordinary 1/Tough Ordinary 1): CR 1; Medium Humanoid (human);
HD 1d8+2 plus 1d10+2; hp 17; Mas 15; Init +1; Spd 30 ft; Defense 14, touch 13, flat-footed 13 (+1 Dex, +2 class, +1 leather jacket); BAB +1; Grap +3; Atk +4 melee (1d6+2 nonlethal, unarmed strike), or +4 melee (1d4+2/19-20, knife); Full Atk +4 melee (1d6+2 nonlethal, unarmed strike), or +4 melee (1d4+2/19-20, knife), or +2 ranged (2d6, Ruger Service-Six); FS 5 ft by 5 ft, Reach 5 ft.;  AL chaos, evil; SV Fort +4, Ref +1, Will+0; AP 0; Rep +0; Str 14, Dex 12, Con 15, Int 13, Wis 10, Cha 8.
Occupation: Blue Collar (class skills: Drive, Intimidate).
Skills: Craft (mechanical) +5, Drive +5, Intimidate +5, Knowledge (tactics) +2, Knowledge (streetwise) +2, Swim +5
Feats: Brawl, Personal Firearms Proficiency, Simple Weapons Proficiency.
Possessions: Leather jacket, Ruger Service-Six, 5d10 .38S rounds, knife, 1d2-1 food, 1d2-1 misc. items.

Raider, Mid-Level (Strong Ordinary 3/Tough Ordinary 3): CR 5; Medium Humanoid (human); HD 3d8+6 plus 3d10+6; hp 43; Mas 15; Init +1; Spd 30 ft; Defense 16, touch 15, flat-footed 15 (+1 Dex, +4 class, +1 leather jacket); BAB +5; Grap +7; Atk +9 melee (1d8+2 nonlethal, improved unarmed strike), or +9 melee (1d6+2, club); Full Atk +9 melee (1d8+2 nonlethal, improved unarmed strike), or +9 melee (1d6+2, club), or +6 ranged (2d8, Sawed-off shotgun); FS 5 ft by 5 ft, Reach 5 ft.;  AL chaos, evil; SV Fort +6, Ref +3, Will+2; AP 0; Rep +1; Str 15, Dex 12, Con 15, Int 13, Wis 10, Cha 8.
Occupation: Blue Collar (class skills: Drive, Intimidate).
Skills: Climb +5, Craft (mechanical) +6, Drive +7, Intimidate +7, Knowledge (tactics) +2, Knowledge (streetwise) +3, Repair +4, Spot +3, Swim +5
Feats: Brawl, Improved Brawl, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency.
Possessions: Leather jacket, Sawed-off shotgun, 2d10 12-gauge rounds, club, 1d2-1 food, 1d2-1 misc. items.

Raider, High-Level (Strong Ordinary 5/Tough Ordinary 5): CR 9; Medium Humanoid (human); HD 5d8+15 plus 5d10+15; hp 82; Mas 16; Init +1; Spd 30 ft; Defense 20, touch 17, flat-footed 19 (+1 Dex, +6 class, +3 sports pads); BAB +8; Grap +10; Atk +12 melee (1d8+2 nonlethal, improved unarmed strike), or +12 melee (1d8+2, ratchet); Full Atk +12/+7 melee (1d8+2 nonlethal, improved unarmed strike), or +12/+7 melee (1d8+2, ratchet), or ++9/+4 ranged (2d10, HK G3); FS 5 ft by 5 ft, Reach 5 ft.;  AL chaos, evil; SV Fort +9, Ref +3, Will+2; AP 0; Rep +2; Str 15, Dex 12, Con 16, Int 13, Wis 10, Cha 8.
Occupation: Blue Collar (class skills: Drive, Intimidate).
Skills: Climb +6, Craft (mechanical) +6, Drive +9, Intimidate +9, Knowledge (tactics) +3, Knowledge (streetwise) +5, Repair +6, Spot +6, Swim +5
Feats: Armor Proficiency (light), Brawl, Improved Brawl, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency.
Possessions: Sports pads, HK G3, 5d10 7.62mm rounds, ratchet, 1d2-1 food, 1d2-1 misc. items.

Brahmin: CR 4; Large Magical Beast; HD  7d8+28; hp 60; Mas 18; Init +4; Spd 40 ft; Defense 14, touch 9, flat-footed 13 (-1 size, +0 Dex, +5 natural); BAB +5; Grap +15; Atk +12 melee (1d8+9, gore); Full Atk +12/+12 melee (1d8+9, gore); FS 10 ft by 10 ft, Reach 5 ft.; SA Stampede (1d12 per 5 Brahmin in the heard, Ref DC 18 half); SQ Darkvision 90 ft., low-light vision, scent; AL none; SV Fort +9, Ref +5, Will +2; AP 0; Rep +0; Str 22, Dex 10, Con 18, Int 2, Wis 11, Cha 4.
Skills: Listen +9, Search +4, Spot +7
Feats: Alertness, Combat Reflexes, Endurance, Improved Initiative, Weapon Focus (gore)
Advancement: 8-9 (Large)

Yao Guai: CR 7; Large Animal; HD 12d8+51; hp 103; Mas 19; Init +1; Spd 40 ft; Defense 17, touch 10, flat-footed 16 (-1 size, +1 Dex, +7 natural); BAB +9; Grap +23; Atk +19 melee (2d4+10, claw); Full Atk +19/+19 melee (2d4+10, claw) and +13 melee (2d8, bite); FS 10 ft by 10 ft, Reach 5 ft.; SA Improved grab; SQ Low-light vision, scent; AL none; SV Fort +12, Ref +9, Will +9; AP 0; Rep +0; Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10.
Skills: Listen +10, Spot +10, Swim +13
Feats: Alertness, Endurance, Run, Toughness, Weapon Focus (claw)
Advancement: 13-16 HD (Large); 17-36 HD (Huge)

Wasp, Giant: CR 3; Large Vermin; HD 5d8+10; hp 38; Mas 14; Init +1; Spd 20 ft, fly 60 ft. (good); Defense 14, touch 10, flat-footed 13 (-1 size, +1 Dex, +4 natural); BAB +3; Grap +11; Atk +7 melee (1d3+6 plus poison, sting); Full Atk +7 melee (1d3+6 plus poison, sting); FS 10 ft by 10 ft, Reach 5 ft.; SA Poison (injury, DC 14, initial 1d6 Dex, secondary 1d6 Dex); SQ Darkvision 60 ft, immune to mind-influencing attacks, radiation resistance (two degrees weaker), resistance to massive damage +5; AL none; SV Fort +6, Ref +6, Will +6; AP 0; Rep +0; Str 18, Dex 12, Con 14, Int 2, Wis 13, Cha 11.
Skills: Listen +6, Spot +9, Survival +1 (+5 for orientation)
Feats: Weapon Focus (sting)
Advancement: 6-8 HD (Large); 9-15 (Huge)

Feral Ghoul: CR 1; Medium Humanoid (human); HD 1d8+4; hp 12; Mas 19; Init +2; Spd 30 ft; Defense 10, touch 10, flat-footed 8 (+2 Dex, -2 rage); BAB +0; Grap +4; Atk +4 melee (1d4+6, slam); Full Atk +4 melee (1d4+6, slam),; FS 5 ft by 5 ft, Reach 5 ft.; SQ Festering sores (max Dex bonus for armor is -2 and armor penalties is +4), constant rage (+4 Str, +4 Con, -2 Def, +2 Will [already factored into stats], but can still use all skills abilities), radiation resistance (two degrees weaker); AL evil; SV Fort +6, Ref +2, Will +4; AP 0; Rep +0; Str 18, Dex 15, Con 19, Int 3, Wis 14, Cha 8.
Skills: Hide +4, Listen +4, Move Silently +4, Spot +4.
Feats: Alertness.
Possessions: 1d2 misc. items.
Advancement: – 

Feral Ghoul Reaver: CR 6; size creature type (subtype); HD 16d8+80; hp 148; Mas 20; Init +3; Spd 30 ft; Defense 15, touch 11, flat-footed 12 (+3 Dex, +4 partial full plate, -2 rage); BAB +12; Grap +17; Atk +18 melee (1d6+7 plus radiation/19-20, slam), or +15 ranged (2d6 plus radiation, radioactive gore); Full Atk +18 melee (1d6+7 plus radiation/19-20, slam), or +15 ranged (2d6 plus radiation, radioactive gore); FS 5 ft by 5 ft, Reach 5 ft.; SA Radioactive burst (1/day, 60 ft. radius centered on Glowing One, moderate radiation [Fort DC 18, incubation 3d6 hours, initial 1d6-1 Con, secondary 1d6-1 Con]), radioactive gore (ranged attack, 5/day, 2d6 concussion damage and exposure to low radiation [Fort DC 15, 4d6 hours, initial 1d6-2 Con, secondary 1d6-2 Con]), radioactive touch (hitting or being hit in melee combat exposes it's opponent to mild radiation [Fort DC 12, incubation 1 day, initial 1d4-2 Con, secondary 1d4-2 Con]); SQ Festering sores (max Dex bonus for armor is -2 and armor penalties is +4), constant rage (+4 Str, +4 Con, -2 Def, +2 Will [already factored into stats], but can still use all skills abilities), radiation resistance (four degrees weaker), unnatural skin (bubbling and smoking); AL evil; SV Fort +15, Ref +8, Will +9; AP 0; Rep +0; Str 20, Dex 16, Con 20, Int 3, Wis 14, Cha 8.
Skills: Hide +12, Listen +12, Move Silently +12, Spot +12.
Feats: Alertness, Improved Critical (slam), Improved Natural Attack (slam), Weapon Focus (radioactive gore), Weapon Focus (slam).
Possessions: Partial full plate, 1d6 misc. items.
Advancement: – 

Feral Ghoul Roamer: CR 2; Medium Humanoid (human); HD 5d8+25; hp 49; Mas 20; Init +2; Spd 30 ft; Defense 13, touch 10, flat-footed 11 (+2 Dex, +3 partial land warrior armor, -2 rage); BAB +3; Grap +7; Atk +8 melee (1d4+6, slam); Full Atk +8 melee (1d4+6, slam); FS 5 ft by 5 ft, Reach 5 ft.; SQ Festering sores (max Dex bonus for armor is -2 and armor penalties is +4), constant rage (+4 Str, +4 Con, -2 Def, +2 Will [already factored into stats], but can still use all skills abilities), radiation resistance (two degrees weaker); AL evil; SV Fort +9, Ref +3, Will +5; AP 0; Rep +0; Str 18, Dex 15, Con 20, Int 3, Wis 14, Cha 8.
Skills: Hide +6, Listen +6, Move Silently +6, Spot +6.
Feats: Alertness, Weapon Focus (slam).
Possessions: Partial land warrior armor, 1d3 misc. items.
Advancement: – 

Glowing One: CR 4; Medium Humanoid (human); HD 9d8+45; hp 85; Mas 20; Init +3; Spd 30 ft; Defense 11, touch 11, flat-footed 8 (+3 Dex, -2 rage); BAB +6; Grap +10; Atk +11 melee (1d6+6 plus radiation, slam); Full Atk +11 melee (1d6+6 plus radiation, slam); FS 5 ft by 5 ft, Reach 5 ft.; SA Radioactive burst (1/day, 60 ft. radius centered on Glowing One, moderate radiation [Fort DC 18, incubation 3d6 hours, initial 1d6-1 Con, secondary 1d6-1 Con]), radioactive touch (hitting or being hit in melee combat exposes it's opponent to mild radiation [Fort DC 12, incubation 1 day, initial 1d4-2 Con, secondary 1d4-2 Con]); SQ Festering sores (max Dex bonus for armor is -2 and armor penalties is +4), constant rage (+4 Str, +4 Con, -2 Def, +2 Will [already factored into stats], but can still use all skills abilities), radiation resistance (four degrees weaker), unnatural skin (green glowing); AL evil; SV Fort +11, Ref +6, Will +7; AP 0; Rep +0; Str 18, Dex 16, Con 20, Int 3, Wis 14, Cha 8.
Skills: Hide +9, Listen +8, Move Silently +8, Spot +9.
Feats: Alertness, Improved Natural Attack (slam), Weapon Focus (slam).
Possessions: 1d4 misc. items.
Advancement:

Deathclaw: CR 10; Large Monstrous Humanoid; HD 10d8+30; hp 70; Init +4; Spd 40 ft.; Defense 17, touch 9, flat-footed 17 (+0 Dex, +8 natural, -1 size); BAB +10; Grap +22; Atk +18 (1d8+8, 19-20/x3, 2 claws); Full Atk +18 (1d8+8, 19-20/x3, 2 claws) and +12 (1d10+4, bite); SA Pounce, rend (2d8+16); SQ Aumented critical (claw), darkvision 120 ft., fast healing 5, improved critical (claw); AL none; SV Fort +7, Ref +7, Will +9; AP 0; Rep +0; Str 27, Dex 10, Con 18, Int 4, Wis 15, Cha 6.
Skills: Jump +12, Listen +6, Spot +6.
Feats: Alertness, Improved Initiative, Power Attack, Weapon Focus (claw).
Advancement:

Dog: CR 1; Medium-size animal; HD 2d8+4; hp 13; Mas 15; Init +2; Spd 40 ft.; Defense 13, touch 12, flat-footed 11 (+2 Dex, +1 natural); BAB +1; Grap +3; Atk +3 melee (1d6+3, bite); Full Atk +3 melee (1d6+3, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ scent; AL none or owner; SV Fort +5, Ref +5, Will +1; AP 0; Rep +0; Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6.Skills: Jump +4, Listen +5, Spot +5, Survival +1 (+5 when tracking by scent), Swim +5.
Feats: None.
Advancement: None.

Feral Dog: CR 2; Medium-size animal; HD 2d8+8; hp 20; Mas 19; Init +2; Spd 40 ft.; Defense 14, touch 10, flat-footed 12 (+2 Dex, +4 natural, -2 rage); BAB +1; Grap +5; Atk +5 melee (1d6+6, bite); Full Atk +5 melee (1d6+6, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ constant rage (+4 Str, +4 Con, -2 Def, +2 Will [already factored into stats], low-light vision, scent; AL none or owner; SV Fort +7, Ref +5, Will +3; AP 0; Rep +0; Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 6.Skills: Jump +10, Listen +5, Spot +5, Survival +1 (+5 when tracking by scent), Swim +5.
Feats: Alertness, Track.
Advancement: None.
#3

Wolfen_Fenrison

May 29, 2011 14:31:30
Races of the Wasteland

Super Mutant


  • Large size

  • Giant type

  • 30 ft Speed

  • +6 Str, -2 Dex, +2 Con, -2 Int, -2 Cha

  • +4 Natural armor

  • Armor Restriction (Armor for Super Mutants have its purchase DC raised by 2 [+50% caps cost])

  • Darkvision 60 ft

  • Radiation resistance (two degrees weaker)

  • +1 Level adjustment



Ghoul


  • Medium Size

  • Humanoid (Human) Type

  • 30 ft. Speed

  • +2 Con, -2 Cha

  • +4 Skill pts. at 1st level, +1 Skill pt. every level after

  • Radiation Resistance (two degrees weaker)

  • Festering Sores (max Dex bonus for armor is -2 and armor penalties is +4)

  • +0 Level adjustment



Deathclaw


  • Large size

  • Monstrous Humanoid Type

  • 40 ft. Speed

  • +12 Str, -4 Dex, +6 Con, -4 Int, +2 Wis, -4 Cha

  • +8 Natural armor

  • Armor and Weapon Restriction (Armor and weapons for Deathclaws have its purchase DC raised by 2 [+50% caps cost])

  • Natural weapons; 2 Claws (1d8), 1 Bite (1d10)

  • Pounce (when a Deathclaw charges, he can make a full attack at the end of it.)

  • Rend (If a Deathclaw hits with both of his claw attacks, he automatically deals 2d8 [+ double Strength modifier] damage.)

  • Darkvision 120 ft.

  • Fast healing 5

  • Augmented Critical (A Deathclaw deals triple damage with his claw attacks on a critical hit.)

  • Improved Critical (A Deathclaw threatens a critical hit on a natural 19 and 20 with his claw attacks.)

  • +2 racial bonus on Listen and Spot checks.

  • +5 Level Adjustment



Dwarf


  • Small size

  • Humanoid (Human)

  • 30 ft. Speed

  • -4 Str, +2 Dex, -2 Con

  • 1 Extra feat at 1st level

  • +4 Skill pts. at 1st level, +1 Skill pt. every level after

  • +0 Level adjustment



Gecko


  • Small size

  • Humanoid (Reptilian)

  • 30 ft. Speed

  • -2 Str, +2 Dex, -2 Int, +2 Wis

  • +2 Natural armor

  • Natural weapons: 2 Claws (1d3), 1 Bite (1d4)

  • Darkvision 60 ft.

  • Scent

  • +4 racial bonus on balance and jump checks

  • +2 racial bonus on move silently and search checks

  • Light sensitivity (bright light blinds for 1 round, every round after; -1 on attacks, search and spot checks while in brightly lit areas)

  • +0 Level adjustment

#4

Wolfen_Fenrison

May 29, 2011 14:34:24
Wasteland Survival Gear

Healing Powder
 is a tribal drug made from Broc Flower and Xander Root.
Using Healing Powder takes a standard action to consume, and the user recovers1d6+1 hit points (up to max hp).
Healing Powder is non-addictive.
Cost: 10 caps (Purchase DC 11) 

Stimpak, or Stimulation Delivery Package, is a type of hand-held medication used for healing the body. This item consists of a syringe for containing and delivering the medication and a gauge for measuring the status of the stimpak's contents. When the medicine is injected, it provides immediate healing of the body's minor wounds.
Using a stimpak takes a standard action to inject, and the user immediately recovers1d8+5 hit points (up to max hp).
Stimpaks are non-addictive.
Cost: 25 caps (Purchase DC 17, Res [+2]) 

Super Stimpak is an advanced healing chem. As with the regular Stimpak, the Super version comes in a hypodermic, but with an additional vial containing more powerful drugs than the basic model and a leather belt to strap the needle to your limb.
When injected as a standard action, a Super Stimpak heals 2d8+10 hit points immediately.
Super Stimpaks are non-addictive.
Cost: 75 caps (Purchase DC 23, Res [+2]) 

Ultra Stimpak is an advanced version of Super Stimpak and a highly powerful healing chem. The construction of the Ultra Stimpak is made up of two regular stimpaks, with one stimpak connected to a wrist belt for immediate injection, and one connected to an intravenous bag for regulating a prolonged dose of chems over a period of time.
Using a Ultra Stimpak is a standard action to inject, and the user recovers 3d8+15 hit points (up to max hp).
Ultra Stimpaks are non-addictive.
Cost: 225 caps (Purchase DC 30, Res [+2]) 

Trauma Pack is an extremely potent healing chem designed for immediate treatment of major injuries taken during combat to an even greater effect than a Ultra Stimpack.
Using a Trauma Pack is a standard action to inject, and the user recovers 4d8+20 hit points (up to max hp).
Trauma Packs are non-addictive.
Cost: 675 caps (Purchase DC 36, Res [+2]) 

Hypo is a medical injection instrument of some kind. It looks very high tech. You don't know what it's filled with but it appears to have only one dose left. In terms of care, is a better version of a Trauma Pack.
Using a Hypo is a standard action, the user recovers 150 hit point (up to max hp) and is relieved of the following conditions; ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feeblemindedinsanity, nauseated, sickened, stunned, paralyzed, and poisoned.
Cost: 10,500 caps (Purchase DC 48, Res [+2])

Antidote is a chemical found in many first aid kits, antidote is a special hypodermic injection that can be used to save the life of any character infected with a poison. Each antidote injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the poison and generates an antidote from stored chemical compounds. Once the antidote delivers its specially formulated chemicals, the target character is completely cured of the poison and its effects in 1d6 rounds.
Cost: 50 caps (Purcahse DC 9)

Rad Away is an intravenous chemical solution that bonds with radiation particles and passes them through your system. It takes time to work, and is also a potent diuretic. It cannot be used to keep away radiation when entering radioactive areas like Rad-X, but instead is used after receiving radiation to rid yourself of some of it. Once the neutrad delivers its specially formulated chemicals, the target character is completely cured of the radiation poisoning and its effects in 1d4 hours.
Cost: 20 caps (Purchase DC 9)
#5

Wolfen_Fenrison

May 29, 2011 14:37:56
Heroes of the Wasteland

Ability Scores

 32 point-buy
 Roll 5d6-2 lowest for each score

Races


 Human (default)
 Android (d20 Future)
 Dwarf
 Fraal (d20 Future)
 Gecko
 Ghoul
 Mechanoid (Future Player’s Companion)
 Synth-animal (Future Player’s Companion)
 Synthetic (d20 Future)

Starting Occupations

d20 Modern:
 Academic
 Adventurer
 Athlete
 Blue Collar
 Celebrity
 Criminal
 Dilettante
 Doctor
 Law Enforcement
 Military
 Religious
 Rural
 Technician

d20 Future:
 Drifter
 Gladiator
 Heir
 Outcast
 Scavenger
 Transporter

d20 Past:
 Aristocrat
 Cloistered
 Impoverished
 On the Run
 Primitive
 Servant
 Slave 

Urban Arcana:
 Psychic
 Squire

Dark*Matter:
 Mercenary
 Psychic

Modern Player's Companion:
 Bohemian
 Craftsperson
 Domestic
 Tribal

Future Player's Companion:
 Alien Visitor
 Enforcer
 Experiment
 Lone Survivor

Advanced Classes

d20 Modern:
 Battle Mind
 Bodyguard
 Daredevil
 Field Medic
 Field Scientist
 Gunslinger
 Infiltrator
 Investigator
 Martial Artist
 Negotiator
 Personality
 Soldier
 Techie
 Telepath

d20 Future:
 Ambassador
 Dreadnought
 Engineer
 Explorer
 Field Officer
 Helix Warrior
 Nuclear Nomad
 Swindler
 Technosavant
 Tracer

d20 Past:
 Frontier Marshal
 Gangster
 Mesmerist

d20 Apocalypse:
 Evolutionary
 Road Warrior
 Salvager

Cyberscape:
 Bionic
 Cyber Raver
 Cyberwarrior
 Implant Hack

Urban Arcana:
 Archaic Weaponmaster
 Glamourist
 Psionic Agent
 Speed Demon
 Street Warrior
 Swashbuckler
 Thrasher

Dark*Matter:
 Field Guide

Mecha Crusade:
 Cyborg
 Sleeper Agent

Modern Player’s Companion:
 Bounty Hunter
 Confidence Artist
 Dead Shot
 Enforcer
 Gentle Warrior
 Survivalist
 Transporter

Future Player’s Companion:
 Cyborg Adept
 Evolved Mutant
 Pharmer
 Robot Hunter

Modern Organizations:
Unseen Hand

Prestige Classes

Urban Arcana:
 Mastermind
 Sniper
 Specop

d20 Apocalypse:
 Lawbringer

GeneTech:
 Guerilla Intruder
 Patrol Pointer

Modern Player’s Companion:
 Commander
 Martial Arts Master
 Master Tinkerer
 Mentalist
 Psionic Assassin
 Silent Intruder

Future Player’s Companion:
 Robot Avatar
 Shockmonk
 Tech-Knight
#6

Wolfen_Fenrison

May 29, 2011 14:40:55
I made these for my game but I figure they would be useful for anyone playing d20 Modern.

Complete Mutations & Drawbacks List

Psychic Powers
#7

Wolfen_Fenrison

Jun 05, 2011 19:12:46
Cybernetics & Nanotech
#8

Wolfen_Fenrison

Sep 12, 2011 9:38:35
Legendary Creature Template: CR +2, if HD is 5 or more +3; Size increases by one category (can’t be applied to creatures that are colossal); Defense increase natural armor by +5; Defensive Abilities gains damage reduction and energy resistance as noted on the table; Power Resistance gains PR equal to new CR +5; Attacks increase dice rolled by one step; Ability Scores Str +8, Dex +2, Con +8, Int +4, Wis +4, Cha +4.

Legendary Creature Defenses<br />Hit Dice; Resist Acid, Cold, Electricity, and Fire; Damage Reduction<br />1-4 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 5 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; -<br />5-10 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;10 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;5/-<br />11+ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 15 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;10/-
#9

Wolfen_Fenrison

Sep 12, 2011 20:23:26
added Unseen Hand to Advanced classes
#10

Wolfen_Fenrison

Sep 14, 2011 15:01:13
Big update coming; Going to overhaul the game with d20 system changes made in Pathfinder. Working on a custom character sheet for the game and much, much more.
#11

Wolfen_Fenrison

Sep 14, 2011 20:28:51
Fallout d20 Character Sheet
#12

Wolfen_Fenrison

Sep 16, 2011 0:05:56
*head desk* fixed character sheet