TEXT: Jeff Grubb, Charles Ryan, & Stan!
  making 
  urban arcana 
  more prestigious
  
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  9  8  7  6  5  4  3  2  1  
  First Printing: May 2003
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  logo are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. D20 Modern,
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  This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely
  coincidental. Printed in the U.S.A. © 2003 Wizards of the Coast, Inc.
  CHRISTOPHER PERKINS
  d e s i g n  m a n a g e r
  w e b  p r o d u c t i o n
  g r a p h i c  d e s i g n
  KATE IRWIN, CYNTHIA FLIEGE
  w e b  d e v e l o p m e n t
  MODERN
  MODERN
  d20
  ™
  MARK A. JINDRA
  ™
  d e s i g n
  JEFF GRUBB, 
  CHARLES RYAN, STAN!
  Based on the d20 Modern Roleplaying Game by Bill Slavicsek, Jeff Grubb,
  Rich Redman, and Charles Ryan, utilizing mechanics developed for the
  DUNGEONS & DRAGONS® game by Jonathan Tweet, Monte Cook, Skip
  Williams, Richard Baker, and Peter Adkison.
  This Wizards of the Coast® game product contains no Open Game
  Content. No portion of this work may be produced in any form without
  written permission. To learn more about the Open Gaming License and
  the d20 System License, please visit www.wizards.com/d20.
  The new URBAN ARCANA Campaign Setting expands on many
  concepts found in the d20 MODERN Roleplaying Game. First
  and foremost, it takes the 15-page campaign model presented
  in the core rules and transforms it into a full-fledged roleplay-
  ing world. URBAN ARCANA provides details on the history,
  denizens, and fantastic aspects of a world that would be very
  similar to our own if monsters roamed the sewers, magic was
  real, and your neighbors included elves, dwarves, and other
  familiar fantasy races. 
  Just as importantly, URBAN ARCANA adds several new
  aspects to the d20 MODERN rules. Here you can find new
  advanced classes, equipment, spells, creatures, and NPCs
  that can enhance any d20 MODERN game, whether or not it is
  based in the URBAN ARCANA setting.
  URBAN ARCANA also introduces a concept that is already
  familiar to players of DUNGEONS & DRAGONS and other d20
  system games—prestige classes. In fact, we found ourselves
  so inspired by the possibilities for different character arche-
  types that we soon had more prestige classes than we could
  possibly fit into the allotted space in the book. Rather than let
  the extras languish, we decided to offer them as a web
  enhancement.
  Like those presented in the URBAN ARCANA book, the follow-
  ing prestige classes have requirements that are more restric-
  tive than those for advanced classes, reflecting far deeper
  specialization. In general, prestige classes are accessible
  only after a hero has gained 8 to 10 character levels, and they
  often have requirements found only in advanced classes.
  These prestige classes were designed to interact with the
  other material in the URBAN ARCANA Campaign Setting, but
  they can be used in any d20 MODERN campaign. 
  Mastermind: This brilliant planner thrives on knowledge.
  She has plenty of minions to do her bidding while she sits at
  the center of her web and schemes.
  Shapeshifter: A hardy hero with the ability to change
  form, the Shapeshifter can imitate others.
  Sniper: The Sniper is a highly professional firearms expert
  who is skilled at making single, devastating shots.
  SpecOp: An experienced, seasoned soldier, the SpecOp
  has greatly improved combat skills and capabilities.
  Spellslinger: This magical gunslinger can make firearms
  disobey the laws of physics.
  MASTERMIND
  Masterminds are organizers, planners, and leaders. These
  expert controllers see the world as a giant game of chess, and
  they enjoy maneuvering others to do their bidding. Some over-
  see their operations openly, while others remain shadowy fig-
  ures, influencing events from the background. Not all
  Masterminds are evil—indeed, most feel that they are acting
  in the best interests of some group or another. All, however,
  are capable and dangerous adversaries.
  Select this prestige class if you want your character to have
  loyal minions, to create and supervise the execution of com-
  plex plans, and to acquire power and material benefits
  through careful manipulation of people, corporations, and
  governments.
  The fastest path into this prestige class is via a combina-
  tion of the Smart hero and Charismatic hero basic classes,
  making urban arcana more prestigious
  2
  
  3
  plus the advanced classes that use the abilities of these two
  classes as prerequisites. The Smart hero’s Plan talent is par-
  ticularly useful. Other paths are also possible. 
  Requirements
  To become a Mastermind, a character must fulfill the follow-
  ing criteria.
  Skills: Diplomacy 10 ranks, Gather Information 10 ranks,
  Knowledge (any) 10 ranks.
  Special: Reputation bonus +2, Wealth bonus +10. (The
  character’s Wealth bonus may drop below this level from time
  to time, but she must have a Wealth bonus of at least +10
  every time she gains a level in this prestige class.)
  Class Information
  The following information pertains to the Mastermind pres-
  tige class.
  Hit Die
  A Mastermind gains 1d6 hit points per level. The character’s
  Constitution modifier applies.
  Action Points
  A Mastermind gains a number of action points equal to 5 plus
  one-half her character level, rounded down, every time she
  advances a level in this class.
  Class Skills
  The Mastermind’s class skills are as follows.
  Bluff (Cha), Computer Use (Int), Craft (chemical, electronic,
  mechanical, pharmaceutical, structural, visual art, writing)
  (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int),
  Gather Information (Cha), Intimidate (Cha), Investigate (Int),
  Knowledge (arcane lore, art, behavioral sciences, business,
  civics, current events, earth and life sciences, history, physical
  sciences, popular culture, streetwise, tactics, technology, the-
  ology and philosophy) (Int), Profession (Wis), Read/Write Lan-
  guage (none), Research (Int), Sense Motive (Wis), Speak
  Language (none).
  Skill Points at Each Level: 9 + Intelligence modifier.
  Class Features
  The following features pertain to the Mastermind prestige
  class.
  Equipment Connections
  Through her various connections, a Mastermind gains access
  to equipment that would normally be limited or restricted. She
  does not have to pay the additional costs associated with
  buying such equipment.
  Minions
  At 2nd level, the Mastermind can attract a band of devoted
  followers who can aid her in bringing her plans to fruition.
  These minions can include fanatical warriors, dedicated assis-
  tants, skilled accomplices, devoted employees, trainees, lack-
  eys, and flunkies. Each is loyal to the Mastermind (with
  allegiance to her and her causes) and treats her as a friend,
  mentor, and wise leader, regardless of the situation.
  At 2nd level and once per character level thereafter, the
  Mastermind may attempt a special check to attract new fol-
  lowers. Roll 1d20 and add her Reputation bonus plus her Mas-
  termind level. If the result is 20 or higher, she succeeds, and
  her new minions arrive in 10 + 2d6 days. If the check fails, she
  cannot try again until she gains another character level. Failure
  does not prevent the Mastermind from hiring employees in a
  normal fashion, but these individuals are not fanatically loyal.
  The maximum character level of any single minion is two
  levels lower than the Mastermind’s character level. The total
  levels of her minions cannot exceed her Reputation bonus plus
  her current Mastermind level. Within those parameters, the
  Mastermind may select the number, class, and level of the min-
  ions she attracts, subject to the GM’s approval. (For example,
  the Mastermind cannot gain a psionic agent if there are none
  in the game.) The GM determines the details of the minions.
  Plan X
  At 2nd level, the Mastermind gains the plan X ability, which
  functions similarly to the Smart hero’s plan talent (see the
  strategy talent tree in the Smart Hero description in the d20
  MODERN Roleplaying Game). Unlike the Smart hero’s plan
  talent, plan X has no prerequisites beyond the appropriate
  levels in the Mastermind prestige class. 
  When making Intelligence checks in conjunction with this
  ability, the Mastermind gains a bonus equal to her total char-
  acter level. This bonus lasts for as many rounds as the Mas-
  termind has character levels, then diminishes at the normal
  rate thereafter. 
  Uncanny Dodge X
  At 3rd level, the Mastermind gains the uncanny dodge class
  ability, or increases the level of this ability if she already has
  it. If the Mastermind does not have uncanny dodge 1 (a class
  feature of the Fast hero), she gains it now. This ability enables
  her to retain her Dexterity bonus to Defense (if any), even
  when caught flat-footed or struck by a hidden attacker. (She
  still loses her Dexterity bonus to Defense if she’s immobilized.)
  If she already has uncanny dodge 1 from another source but
  does not have uncanny dodge 2, she gains the latter instead.
  With uncanny dodge 2, the Mastermind can no longer be
  flanked—she can react to opponents on opposite sides of her
  as easily as she can to a single attacker. If the Mastermind
  already has uncanny dodge 2, then no further benefit accrues.
  TABLE 1–1:THE MASTERMIND
  Class
  Base Attack
  Fort
  Ref
  Will
  Defense
  Reputation
  Level
  Bonus
  Save
  Save
  Save
  Special
  Bonus
  Bonus
  1st
  +0
  +0
  +0
  +2
  Equipment connections
  +0
  +2
  2nd
  +1
  +0
  +0
  +3
  Minions, plan X
  +1
  +2
  3rd
  +1
  +1
  +1
  +3
  Uncanny dodge X
  +1
  +2
  4th
  +2
  +1
  +1
  +4
  Exceptional minions
  +1
  +3
  5th
  +2
  +1
  +1
  +4
  Imposing reputation
  +2
  +3
  making urban arcana more prestigious
  
  4
  Exceptional Minions
  When the Mastermind reaches 4th level, the maximum total
  levels of her minions increases to twice her Reputation bonus
  plus her total character levels. The maximum character level
  for any single minion is still two levels below her own charac-
  ter level.
  Imposing Reputation
  A 5th-level Mastermind’s reputation precedes her, making her
  more effective in the use of certain social interaction skills.
  Her Reputation bonus applies to all Bluff, Intimidate, Diplo-
  macy, and Gather Information checks she makes. Furthermore,
  it becomes more difficult for anyone to use one of those skills
  against her or her minions. If such an attempt involves an
  opposed check, the Mastermind (or her minion) gains a bonus
  equal to the Mastermind’s Reputation bonus on the opposing
  check. Otherwise, the DC for the opponent’s check increases
  by an amount equal to the Mastermind’s Reputation bonus. In
  addition, the DC for any Investigate, Knowledge, or Research
  check made to probe issues directly involving the Mastermind
  increases by an amount equal to her Reputation bonus.
  SHAPESHIFTER
  Through study, accident, or devout empathy with the forces of
  the natural world, the Shapeshifter has gained the ability to
  take on other forms. This ability may stem from mental disci-
  pline, otherworldly intervention, mystic power, or previously
  untapped genetic potential. Whatever its source, however, it
  allows the user to assume animal forms and, eventually,
  human forms as well.
  Select this prestige class if you want your character to be
  able to change shape. 
  The fastest path into this mystical prestige class is through
  the Tough hero basic class combined with the Wild Lord
  advanced class. Other paths are also available.
  Requirements
  To become a Shapeshifter, a character must fulfill the follow-
  ing criteria.
  Base Attack Bonus: +4.
  Skills: Handle Animal 10 ranks, Survival 10 ranks.
  Feat: Animal Affinity.
  Special: GM approval. The GM may choose to make this
  prestige class available only to characters who have been
  exposed to shapechanging effects, such as lycanthropy or
  mutagenic agents.
  Class Information
  The following information pertains to the Shapeshifter pres-
  tige class.
  Hit Die
  A Shapeshifter gains 1d8 hit points per level. The character’s
  Constitution modifier applies.
  Action Points
  A Shapeshifter gains a number of action points equal to 6 plus
  one-half her character level, rounded down, every time she
  advances a level in this class.
  Class Skills
  The Shapeshifter’s class skills are as follows.
  Balance (Dex), Climb (Str), Concentration (Con), Diplomacy
  (Cha), Disguise (Cha), Escape Artist (Dex), Handle Animal
  (Cha), Hide (Dex), Knowledge (current events, earth and life
  sciences, popular culture) (Int), Listen (Wis), Move Silently
  (Dex), Navigate (Int), Profession (Wis), Ride (Dex), Spot (Wis),
  Survival (Wis), Swim (Str), Treat Injury (Wis).
  Skill Points at Each Level: 5 + Intelligence modifier.
  Class Features
  The following features pertain to the Shapeshifter prestige
  class.
  Wild Shape
  At 1st level, a Shapeshifter gains the spell-like ability to turn
  herself into a Small or Medium-size animal once per day. She
  may adopt only one animal form per use of this ability. As her
  level in the prestige class rises, she gains additional uses per
  day of this ability, but at a cost of one action point per use
  after the first. Her maximum number of uses per day is equal
  to her Shapeshifter level. It never costs action points for the
  Shapeshifter to return to human form.
  The creatures available as wild shape forms include some
  giant versions of animals and large creatures but not magical
  beasts or creatures with types other than animal. Thus, the
  Shapeshifter may use wild shape to become a dog, a rat, or a
  giant lizard, but not a displacer beast. The form chosen must
  be that of an animal she is familiar with. For example, a
  Shapeshifter cannot become a species of dinosaur known only
  from fossil records.
  The Shapeshifter can freely designate the new form’s minor
  physical qualities (such as the color and texture of fur, feath-
  ers, or skin) within the normal ranges for an animal of that
  kind. The new form’s significant physical qualities (such as
  height, weight, and gender) are also under her control but
  must fall within the norms for the animal’s species. The
  Shapeshifter is effectively disguised as an average member of
  the new form’s species, gaining a +10 bonus on her Disguise
  checks.
  This change of form never disorients the Shapeshifter.
  Upon changing to an animal form, she regains lost hit points
  as if she had rested for 8 hours, though this healing does not
  TABLE 1–2:THE SHAPESHIFTER
  Class
  Base Attack
  Fort
  Ref
  Will
  Defense
  Reputation
  Level
  Bonus
  Save
  Save
  Save
  Special
  Bonus
  Bonus
  1st
  +0
  +1
  +1
  +1
  Wild shape
  +0
  +0
  2nd
  +1
  +2
  +2
  +2
  Wild shape (Large, speech)
  +1
  +0
  3rd
  +1
  +2
  +2
  +2
  Wild shape (Huge, Tiny)
  +1
  +0
  4th
  +2
  +2
  +2
  +2
  Wild shape (human)
  +1
  +0
  5th
  +2
  +3
  +3
  +3
  Wild shape (duplicate)
  +2
  +1
  making urban arcana more prestigious
  
  5
  making urban arcana more prestigious
  restore ability damage or provide any other benefits of such
  rest, and changing back to human form does not heal her fur-
  ther. If slain, the Shapeshifter reverts to her original form,
  though she remains dead.
  When the change occurs, the Shapeshifter’s equipment, if
  any, melds into her new form and becomes nonfunctional.
  Material components and focuses melded in this way cannot
  be used to cast spells. When the Shapeshifter reverts to her
  true form, any objects previously melded into the animal form
  reappear in the same locations they previously were and are
  once again functional. Any new items the Shapeshifter wore
  in animal form (such as a saddle, rider, or halter) fall off and
  land at her feet; any that she carried in a body part common to
  both forms (mouth, hands, or the like) at the time of reversion
  are still held in the same way.
  The Shapeshifter acquires the physical and natural abilities
  of the creature whose form she has taken while retaining her
  own mind. Physical abilities include size as well as Strength,
  Dexterity, and Constitution scores. Natural abilities include
  natural armor, natural weapons (such as claws, bite, or a gore
  attack), sensory abilities (such as low-light vision), and similar
  gross physical qualities (presence or absence of wings or gills,
  number of extremities, and so forth). Natural abilities also
  include mundane movement capabilities, such as walking,
  swimming, and flying with wings. The Shapeshifter also gains
  all the species bonuses and feats of the animal form selected.
  She does not gain any supernatural or spell-like abilities (such
  as breath weapons or gaze attacks) of her new form, but she
  does gain all its extraordinary abilities. All these alterations
  last until the wild shape ends.
  The Shapeshifter’s new scores and faculties are average for
  the species into which she has transformed. She cannot, for
  example, turn herself into a wolf with a Strength of 20. Like-
  wise, she cannot change into a bigger or more powerful ver-
  sion of a creature (or a smaller or weaker version).
  The Shapeshifter retains her own Intelligence, Wisdom,
  and Charisma scores, level and classes, hit points (despite any
  change in her Constitution score), allegiances, base attack
  bonus, and base save bonuses. (New Strength, Dexterity, and
  Constitution scores may affect final attack and save bonuses.)
  The Shapeshifter also retains her own creature type (for
  example, humanoid), extraordinary abilities, and spell-like
  abilities, but not her supernatural abilities. She loses her abil-
  ity to speak while in animal form because she is limited to the
  sounds that a normal, untrained animal of the selected kind
  can make. (The normal sound a wild parrot makes is a squawk,
  so changing to this form does not permit speech.)
  Though the Shapeshifter retains any spells she may previ-
  ously have carried, her new form may not permit her to use
  them. Unless the chosen form is one with prehensile hands
  (such as a monkey or an ape) or some other manipulative
  appendage, the Shapeshifter cannot manipulate manufac-
  tured weapons and magic items, including material compo-
  nents for magical spells. Likewise, her lack of a humanlike
  voice means she cannot communicate normally, cast spells
  with verbal components, or activate command word items.
  Psionic powers, if the Shapeshifter has access to them,
  remain effective. If the usability of a particular spell or item is
  in doubt, the GM’s decision is final.
  At 2nd level, the Shapeshifter adds Large animals to the
  forms she can assume. In addition, she gains the supernatural
  ability to speak when in animal form. This ability may allow
  the use of some spells with verbal components and voice-acti-
  vated devices, though the restrictions on material components
  still apply, as above.
  At 3rd level, the Shapeshifter adds Tiny and Huge animals
  to the forms she can adopt.
  At 4th level, the Shapeshifter may assume human,
  humanoid, and monstrous humanoid forms of Tiny to Huge
  size, though all the restrictions above still apply to such
  forms. The individual is typical member of the humanoid or
  monstrous humanoid species (as opposed to a specific indi-
  vidual), and the Shapeshifter gains a +5 circumstance bonus
  on Disguise checks when trying to appear as a member of that
  group.
  At 5th level, the Shapeshifter can use her wild shape abil-
  ity to duplicate a specific human or animal. She gains a +10
  circumstance bonus on Disguise checks made to perpetuate
  this masquerade.
  SNIPER
  One shot, one kill—that’s the Sniper’s mantra. A
  firearms expert with a careful eye and a steady hand, the
  Sniper is a master not of the gunfight but rather of the
  surgical shot that takes down an opponent from afar.
  Snipers tend to strike swiftly and unexpectedly, then
  fade into the background.
  Select this prestige class if you want your character to
  excel at the use of long-range weapons and be able to deal
  grievous harm to specific targets from a distance.
  The fastest path into this prestige class is via the Gun-
  slinger advanced class, though other paths are also possible.
  Requirements
  To qualify as a Sniper, a character must fulfill the following
  criteria.
  Base Attack Bonus: +5.
  Skills: Concentration 4 ranks, Move Silently 8 ranks.
  Feats: Dead Aim, Far Shot.
  Special: Defensive position class feature.
  Class Information
  The following information pertains to the Sniper prestige
  class.
  Hit Die
  A Sniper gains 1d8 hit points per level. The character’s Con-
  stitution modifier applies.
  Action Points
  A Sniper gains a number of action points equal to 5 plus one-
  half his character level, rounded down, every time he
  advances a level in this class.
  Class Skills
  The Sniper’s class skills are as follows.
  Balance (Dex), Climb (Str), Concentration (Con), Craft (elec-
  tronic, mechanical) (Int), Drive (Dex), Hide (Dex), Jump (Str),
  Knowledge (tactics) (Int), Listen (Wis), Move Silently (Dex),
  Profession (Wis), Spot (Wis).
  Skill Points at Each Level: 5 + Int modifier.
  
  6
  Class Features
  The following features pertain to the Sniper prestige class.
  Massive Shot
  Professional snipers are trained to deliver particularly deadly
  shots. When the Sniper succeeds on an attack with a ranged
  weapon and deals damage that exceeds the target’s massive
  damage threshold, the DC for the Fortitude save increases by
  twice the Sniper’s level in this prestige class. For example,
  when a 3rd-level Sniper deals massive damage with a ranged
  weapon, the DC for the save is 15+6, or 21.
  Improved Dead Aim
  Using breathing techniques, impeccable timing, and finely
  honed skill, the Sniper has mastered the art of careful aim.
  When the Sniper reaches 2nd level, the circumstance bonus
  he gains when using the Dead Aim feat increases to +3. When
  he reaches 4th level, this bonus increases to +4.
  Improved Far Shot
  The Sniper is an expert at hitting a target at extreme range.
  When a 2nd-level or higher Sniper uses a firearm or archaic
  ranged weapon (such as a bow), its range increment is dou-
  bled. (This benefit does not stack with the increase in range
  increment from the Far Shot feat, but it does stack with
  increases from scopes or other equipment.) This ability has no
  effect on thrown weapons.
  Center Mass
  At 3rd level, the Sniper gains the ability to hit targets that
  others would miss. When the Sniper uses the Dead Aim feat,
  the cover bonus to the target’s Defense is reduced by 4 (mini-
  mum +0). This benefit does not stack with the reduction in
  cover bonus from the Gunslinger’s sharp-shooting ability.
  Windage
  The Sniper is skilled at correcting his aim. If a 4th-level or
  higher Sniper using the Dead Aim feat misses his target, he
  may spend 1 action point to reroll the attack, gaining a +1
  bonus on the second attack roll. This second roll is made at
  the same base attack bonus as the first roll, and all bonuses or
  penalties that applied to the first roll also apply to the second.
  This second roll does not count as a second attack. However,
  the windage ability expends twice as much ammunition as the
  attack would normally require, so it can be used only if the
  weapon contains sufficient ammunition.
  Critical Shot
  The Sniper is a master at dropping a target with a single shot.
  A 5th-level Sniper using the Dead Aim feat with a Large or
  larger firearm may attempt an automatic critical hit with his
  attack. The attempt requires a full-round action (in addition to
  the full-round action required for lining up the shot) and the
  expenditure of 1 action point. The Sniper takes a –8 penalty
  on the attack roll, but if the attack is successful, it is automat-
  ically a critical hit. The natural roll does not have to be within
  the weapon’s threat range, and the sniper does not have to roll
  to confirm the critical hit.
  SPECOP
  When the task at hand is too delicate for a conventional mili-
  tary force, the special operations team is ready to go. Past or
  present members of Delta Force, the green berets, the SEALs,
  the SAS, Spetsnaz, and other elite military and paramilitary
  units have the skills, discipline, and endurance to take on the
  toughest of missions—often without ever letting the enemy
  know they have been there. Stealthy, rugged, and very, very
  lethal, SpecOps get in, take care of business, and get out
  while others are still wondering if the job can even be done.
  Select this prestige class if you want your character to be
  an expert at unconventional warfare.
  The fastest path into this prestige class is via the Strong
  hero basic class and Soldier advanced class, though other
  paths are possible.
  Requirements
  To qualify as a SpecOp, a character must fulfill the following
  criteria.
  Base Attack Bonus: +6.
  Skill: Knowledge (tactics) 6 ranks.
  Feats: Advanced Firearms Proficiency, Athletic, Endurance,
  Stealthy, Weapon Focus (any).
  Special: The candidate must have the weapon specializa-
  tion class feature plus any one of the following: Demolitions
  10 ranks, Speak Language 2 ranks and Read/Write Language
  2 ranks, Treat Injury 5 ranks, Knowledge (tactics) 10 ranks, or
  Burst Fire.
  Class Information
  The following information pertains to the SpecOp prestige
  class.
  Hit Die
  The SpecOp gains 1d8 hit points per level. The character’s
  Constitution modifier applies.
  Action Points
  A SpecOp gains a number of action points equal to 7 plus one-
  half his character level, rounded down, every time he
  advances a level in this class.
  TABLE 1–3:THE SNIPER
  Class
  Base Attack
  Fort
  Ref
  Will
  Defense
  Reputation
  Level
  Bonus
  Save
  Save
  Save
  Special
  Bonus
  Bonus
  1st
  +1
  +0
  +1
  +0
  Massive shot
  +1
  +0
  2nd
  +2
  +0
  +2
  +0
  Improved dead aim +3,
  +1
  +0
  improved far shot
  3rd
  +3
  +1
  +2
  +1
  Center mass
  +2
  +1
  4th
  +4
  +1
  +2
  +1
  Improved dead aim +4,
  +2
  +1
  windage 
  5th
  +5
  +1
  +3
  +1
  Critical shot 
  +3
  +1
  making urban arcana more prestigious
  
  7
  making urban arcana more prestigious
  Class Skills
  The SpecOp’s class skills are as follows.
  Climb (Str), Diplomacy (Cha), Demolitions (Int), Hide (Dex),
  Jump (Str), Knowledge (tactics), Listen (Wis), Move Silently
  (Dex), Navigate (Int), Read/Write Language (none), Speak Lan-
  guage (none), Spot (Wis), Survival (Wis), Swim (Str), Treat
  Injury (Wis).
  Skill Points at Each Level: 5 + Int modifier.
  Class Features
  The following features pertain to the SpecOp prestige class.
  Specialist
  A special operations team relies on the highly refined skills of
  its individual members. At 1st level, the SpecOp develops
  extreme capability in one of five areas of specialization.
  Choose one specialization from those given below.
  Demolitions: This specialization requires 10 ranks in
  Demolitions. The SpecOp gains a +5 bonus on all Demolitions
  checks. With a Demolitions check result of 30 or higher, an
  explosive device placed by a demolitions SpecOp deals
  quadruple damage to a structure. It still deals normal damage
  to all other targets within its burst radius.
  Language: This specialization requires 2 ranks in Speak
  Language and 2 ranks in Read/Write Language. The language
  SpecOp gains the linguist talent from the Smart hero basic
  class description (see page 26 of the d20 MODERN Roleplaying
  Game).
  Medical: This specialization requires 5 ranks in Treat
  Injury. The medical SpecOp gains a +2 bonus on all Treat Injury
  checks made to restore hit points, stabilize dying characters,
  or perform surgery. In addition, he may take 10 on Treat Injury
  checks even if stress and distractions would normally prevent
  him from doing so.
  Tactics: This specialization requires 10 ranks in Knowl-
  edge (tactics). The tactical SpecOp gains the plan talent from
  the Smart hero basic character description (see page 27 of the
  d20 MODERN Roleplaying Game). If he has no levels in Smart
  hero, he makes the required Intelligence check with no level
  bonus.
  Weapons: This specialization requires the Burst Fire feat.
  The weapons SpecOp gains Exotic Firearms Proficiency in his
  choice of weapon categories as a bonus feat, assuming that
  he meets the prerequisites for it.
  In addition, when the weapons SpecOp uses any exotic
  firearm with which he is proficient, the Reflex save DC (if any)
  that targets are allowed increases by +5. For example, if a
  weapons SpecOp who is proficient with heavy machineguns
  uses autofire with such a weapon, the saving throw DC for the
  targets is 20 instead of 15.
  Bonus Feat
  At 2nd level and again at 4th level, the SpecOp gets a bonus
  feat. He must meet all the prerequisites for the selected feat,
  and it must be chosen from the following list: Cautious,
  Combat Reflexes, Exotic Firearms Proficiency (any), Guide,
  Heroic Surge, Improved Damage Threshold, Improved Initia-
  tive, Run, Toughness, Track, Trustworthy, Weapon Focus (any).
  Hunt and Evade
  A SpecOp is a master of survival in the wild. Unlike standard
  military personnel, he can move through hostile territory with-
  out even alerting the enemy to his presence. At 2nd level, he
  gains a +2 bonus on all Move Silently, Navigate, and Survival
  checks.
  Night Mover
  Special operations units rely on stealth and try to strike when
  the enemy is most vulnerable—often when she’s asleep. At
  3rd level, the SpecOp gains a +2 bonus on Hide checks made
  in darkness or under conditions that provide at least one-quar-
  ter concealment. This adjustment stacks with any bonuses
  provided by darkness, concealment, or equipment (such as
  fatigues or a ghillie suit).
  Shock and Awe
  A SpecOp knows how to hit his target with precision, speed,
  and power. At 4th level, he gains a +4 bonus on initiative, and
  his base speed increases by 5 feet.
  Silent Death
  The SpecOp is a master at taking out unsuspecting enemies.
  At 5th level, he gains the ability to make silent, deadly melee
  attacks against unprepared opponents.
  As his first attack against a flat-footed opponent, the
  SpecOp may attempt a special grapple check. Because the
  target is flat-footed, this action does not provoke an attack of
  opportunity. If successful, the SpecOp begins a grapple nor-
  mally, but the opponent may not speak or otherwise vocalize
  until his or her next turn. In addition, the SpecOp may imme-
  diately make an unarmed attack or an attack with a light
  melee weapon against the grappled foe. If this attack is suc-
  cessful, it deals triple damage (or normal damage against a
  target that is immune to critical hits). This ability can be used
  only against targets that are the same size category as the
  SpecOp or smaller.
  SPELLSLINGER 
  The Spellslinger combines the hard reality of modern ranged
  weapons with the magical effects of arcane and divine spells.
  She could be a blind archer who strikes unseen targets, a lone
  TABLE 1–4:THE SPECOP
  Class
  Base Attack
  Fort
  Ref
  Will
  Defense
  Reputation
  Level
  Bonus
  Save
  Save
  Save
  Special
  Bonus
  Bonus
  1st
  +1
  +2
  +1
  +0
  Specialist
  +1
  +0
  2nd
  +2
  +3
  +2
  +0
  Bonus feat,
  +1
  +0
  hunt and evade 
  3rd
  +3
  +3
  +2
  +1
  Night mover
  +2
  +0
  4th
  +4
  +4
  +2
  +1
  Bonus feat,
  +2
  +0
  shock and awe 
  5th
  +5
  +4
  +3
  +1
  Silent death
  +3
  +1
  
  8
  hunter who brings down werewolves, or a mysterious
  stranger who fires magical bullets that curve around corners.
  Select this prestige class if you want your character to mix
  technology and magic, spinning them together to invest
  ranged weapon attacks with enhanced abilities. 
  The fastest path into this prestige class is via the Fast hero
  basic class combined with the Gunslinger advanced class,
  though other paths are also possible. To best utilize the Spell-
  slinger’s upper-level abilities, a character should have one or
  more levels of a class that allows divine or arcane spellcasting.
  Requirements
  To become a Spellslinger, a character must fulfill the following
  criteria.
  Base Attack Bonus: +5.
  Skills: Concentration 6 ranks, Spellcraft 10 ranks. 
  Special: The candidate must have the Weapon Focus feat
  or class feature with one ranged weapon.
  Class Information
  The following information pertains to the Spellslinger prestige
  class.
  Hit Die
  A Spellslinger gains 1d8 hit points per level. The character’s
  Constitution modifier applies.
  Action Points
  A Spellslinger gains a number of action points equal to 5 plus
  one-half her character level, rounded down, every time she
  advances a level in this class.
  Class Skills
  The Spellslinger’s class skills are as follows.
  Balance (Dex), Concentration (Con), Craft (chemical, elec-
  tronic, mechanical) (Int), Drive (Dex), Escape Artist (Dex), Hide
  (Dex), Jump (Str), Knowledge (arcane lore, current events, his-
  tory, popular culture, streetwise, tactics) (Int), Listen (Wis),
  Move Silently (Dex), Profession (Wis), Sleight of Hand (Dex),
  Spot (Wis), Tumble (Dex). 
  Skill Points at Each Level: 5 + Intelligence modifier.
  Class Features
  The following features pertain to the Spellslinger prestige
  class.
  Uncanny Dodge X
  At 1st level, the Spellslinger gains the uncanny dodge class
  ability, or increases the level of this ability if she already has
  it. If the Spellslinger does not have uncanny dodge 1 (a class 
  feature of the Fast hero), she gains it now. This ability enables
  her to retain her Dexterity bonus to Defense (if any), even
  when caught flat-footed or struck by a hidden attacker. (She
  still loses her Dexterity bonus to Defense if she’s immobilized.)
  If she already has uncanny dodge 1 from another source but
  does not have uncanny dodge 2, she gains the latter instead.
  With uncanny dodge 2, the Spellslinger can no longer be
  flanked—she can react to opponents on opposite sides of her
  as easily as she can to a single attacker. If the Spellslinger
  already has uncanny dodge 2, then no further benefit accrues.
  Enchanted Shot
  At 2nd level and higher, the Spellslinger can invest her shots with
  magical power. Each shot that she fires from a ranged weapon
  with which she has the Weapon Focus feat or class feature is
  treated as a magical attack with a +1 enhancement bonus. The
  projectile becomes enchanted as soon as it leaves the weapon
  (bow, crossbow, firearm). The Spellslinger must actually be the
  one firing the weapon; she cannot grant this power to others. 
  This enhancement bonus increases as the Spellslinger
  gains more levels in the prestige class. Thus, a 3rd-level Spell-
  slinger generates a +2 enhancement bonus, a 4th-level Spell-
  slinger generates a +3 enhancement bonus, and a 5th-level
  Spellslinger generates a +4 enhancement bonus.
  Negate Concealment
  At 3rd level, the Spellslinger gains the supernatural ability to
  reduce the benefit her targets gain from concealment—be it
  from brush, fog, or even invisibility—by 20% (minimum 0%).
  To make use of this benefit, the Spellslinger must be using a
  ranged weapon with which she has the Weapon Focus feat or
  class feature. 
  Seeker Shot
  At 4th level, the Spellslinger may take a full-round action and
  spend 1 action point to fire a single shot at a target whose
  location is known to her. The projectile travels toward the
  target along a path determined by the Spellslinger, swerving
  around corners and impediments, until it reaches the target,
  encounters an unavoidable obstacle, or moves a total distance
  equal to one range increment.
  If the shot reaches the target, the attack is rolled normally,
  but all concealment and cover benefits the target may have
  are ignored. If the shot reaches an unavoidable obstacle, it
  behaves like any other missed shot. If the shot moves a total
  distance equal to one range increment, it continues in a
  straight line. If this line leads to the target, the attack is
  resolved normally, factoring in any modifiers such as range
  increments, cover, and concealment that may apply. Other-
  wise, it behaves like any other missed shot.
  TABLE 1–5:THE SPELLSLINGER
  Class
  Base Attack
  Fort
  Ref
  Will
  Defense
  Reputation
  Level
  Bonus
  Save
  Save
  Save
  Special
  Bonus
  Bonus
  1st
  +1
  +0
  +0
  +0
  Uncanny dodge X
  +1
  +0
  2nd
  +2
  +0
  +0
  +0
  Enchanted shot +1
  +1
  +0
  3rd
  +3
  +1
  +1
  +1
  Enchanted shot +2,
  +2
  +1
  negate concealment
  4th
  +4
  +1
  +1
  +1
  Enchanted shot +3,
  +2
  +1
  seeker shot
  5th
  +5
  +1
  +1
  +1
  Enchanted shot +4,
  +3
  +1
  imbued shot
  making urban arcana more prestigious
  
  9
  making urban arcana more prestigious
  Imbued Shot
  At 5th level, a Spellslinger who has divine or arcane spell-
  casting ability gains the supernatural ability to invest her
  shots with magical effects. If she has no spellcasting capabil-
  ity, then this class feature does not function.
  As a standard action, the Spellslinger may spend 1 action
  point to fire a single shot invested with the power of one spell
  that she is currently capable of casting. The spell must have a
  target other than “You.” Once the shot is fired, the spell is
  expended as if it had been cast normally.
  An imbued shot may be aimed at an individual, an item, or a
  specific 5-foot square. When the target is a creature or object,
  treat the shot as a touch attack. In this case, the normal
  damage of the shot is negated and only the magical effect
  occurs. (In other words, the Spellslinger could fire a “healing
  bullet” that would produce a cure light wounds effect on the
  target without dealing damage.) When the target is a 5-foot
  square, use the rules for thrown explosives (see Chapter Five:
  Combat in the d20 MODERN Roleplaying Game). 
  Once you determine whether or where the shot hits, the
  spell’s effects are centered on that spot. A spell that targets a
  creature or object functions only if the shot hits the intended
  target.
  ABOUT THE AUTHORS
  Jeff Grubb builds worlds for a living. A civil engineer by train-
  ing and a designer of games by profession, Jeff insists that
  writing is his avocation and not-so-secret joy. He was one of
  the “First Four”—the initial cocreators of DRAGONLANCE®
  under Tracy Hickman—and also the cofounder (with Ed Green-
  wood) of the Forgotten Realms setting. In addition, he has
  been the founding father of such diverse game worlds as the
  original MARVEL SUPER HEROES™ game, SPELLJAMMER® and AL-
  QADIM®. From this base, he has branched out into comics,
  computer games, and, of course, novels. After a few years as
  a senior designer at Wizards of the Coast, Inc., Jeff has now
  moved on to WizKids, where he continues to design games.
  He lives in Seattle in a house beneath the cedars with his
  lovely wife Kate and their three cats.
  Charles Ryan has been designing and editing games for
  more than twelve years. His credits include such diverse titles
  as the d20 MODERN Roleplaying Game, The WHEEL OF TIME Role-
  playing Game, Deadlands, Millennium’s End, The Last
  Crusade, Star Trek: Deep Space Nine, Dune: Chronicles of the
  Imperium, and Star Trek: Red Alert!, to name just a few.
  Charles served as Chairman of the Academy of Adventure
  Gaming Arts & Design, the professional organization of the
  games industry, from 1996 through 2001. He lives in Kent,
  Washington with his lovely wife Tammie, three cats, and a
  dog. He works for Wizards of the Coast, Inc.
  Stan! has been publishing fiction, cartoons, and games
  professionally since 1982. He has served as a graphic
  designer and line editor for West End Games, an editor and
  designer for TSR, Inc., and an author, senior designer, and cre-
  ative director for Wizards of the Coast, Inc. Currently, Stan! is
  the Creative Vice President of The Game Mechanics, Inc.
  www.thegamemechanics.com. His recent projects include
  URBAN ARCANA from Wizards of the Coast and the Modern
  Player’s Companion from The Game Mechanics.
  Stan! lives in Renton, WA, where he eats nothing but meat
  and cheese. Visit him online at <www.stannex.com>.
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/d20 Modern/Urban_Arcana_WE.pdf