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1 Emerald Press PDF Publishing Presents: Second Publication, 2008 Designer: Nathanael Christen ORIGINAL ARTWORK: Benjamin Richards, Otherworlds Creations EDITOR: Duane Nutley COVER DESIGN AND LAYOUT: Todd Crapper Photographs courtesy of www.sxc.hu. All photographs are royalty free images provided in compliance with provisions provided by the site and with the original photographer’s permission when required. Any known or listed photographers are named with their respective photograph. Artwork provided by Otherworlds Creations is used with permission. Visit their website at www.otherworlds.cx A Rules Supplement and Campaign Setting for use with the OGL System and D20 Modern Role-Playing Games by Wizards of the Coast. Sample file

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Page 1: Emerald Press PDF Publishing PresentsRelations 30 Governmental Bodies 30 Military Institutions 30 Religious Organizations 30 Secret Societies 31 Levels of Contacts 31 Contacts and

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Emerald Press PDF Publishing Presents:

Second Publication, 2008

Designer: Nathanael Christen

ORIGINAL ARTWORK: Benjamin Richards, Otherworlds CreationsEDITOR: Duane Nutley

COVER DESIGN AND LAYOUT: Todd Crapper

Photographs courtesy of www.sxc.hu. All photographs are royalty free images provided in compliance with provisions provided by the site and with the original photographer’s permission when required. Any known or listed photographers are

named with their respective photograph.

Artwork provided by Otherworlds Creations is used with permission. Visit their website at www.otherworlds.cx

A Rules Supplement and Campaign Setting for use with

the OGL System and D20 Modern Role-Playing Games by

Wizards of the Coast.

Emerald Press PDF Publishing Presents:

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What is Treasure Hunter? 4The D20 Modern System and the Treasure Hunter Campaign 5

Chapter 1:

Advanced Classes

6Holy Warrior 6TABLE 1-1: THE HOLY WARRIOR 7Hunter 8TABLE 1-2: THE HUNTER 9Occultist 10TABLE 1-3: THE OCCULTIST 11TABLE 1-4: OCCULTIST SPELLS PER DAY 11Priest 12TABLE 1-5: THE PRIEST 13TABLE 1-6: PRIEST SPELLS PER DAY 13Retrieval Specialist 14TABLE 1-5: THE RETRIEVAL SPECIALIST 14Scholar 15TABLE 1-6: THE SCHOLAR 16

Chapter 2:

Occupations 17Primitive 17Royal 17

Chapter 3:

Reputation 18Reputation and Leadership 18Reputation and Access to Restricted Sites 18TABLE 3-1: RESTRICTED ACCESS 18

Chapter 4: Skills

19Boating 19Knowledge: Connoisseur 19Knowledge: Occult 20Craft: Traps 20Modern Languages 20Ancient Languages 21Old Languages and Dialects 21

Chapter 5: Feats

22Agile 22Deflect Arrows 22Diehard 22Improved Critical 23Leadership 23TABLE 5-1: FOLLOWERS BY LEADERSHIP SCORE 24Greater Two-Weapon Fighting 25Greater Weapon Focus 25Greater Weapon Specialization 25Improved Overrun 25Improved Precise Shot 25Investigator 26Mounted Combat 26Negotiator 26Ride-By Attack 26Self-Sufficient 26Skill Focus 26Snatch Arrows 26Spirited Charge 27Stunning Fist 27Trample 27Two-Weapon Defense 27Weapon Specialization 27Backbone 28Craft Minor Magical Item 28Dead Reckoning 28Divine Protection 28

Dodge a Bullet 28Dumb Luck 28Extraordinary Ability 28Guts of Steel 28Hotshot 29Iron Lungs 29Linguist 29Night Eyes 29Occult Abjuration 29Resistance to Cold 29Resistance to Heat 29Shoot from the Hip 29TABLE 5-2: DUMB LUCK 28

Chapter 6:

Allegiances,

Contacts and

Relations 30Governmental Bodies 30Military Institutions 30Religious Organizations 30Secret Societies 31Levels of Contacts 31Contacts and the Party 31TABLE 6-1: CONTACTS 31

Chapter 7: Tools

of the Trade

32Archeologist’s Tools 32Climbing Gear 32Ice Climbing Tools 32Lighter 32Multitool 32Spade Shovel 32Tack & Harness 33Water Purifier 33TABLE 7-1: BASIC EQUIPMENT 33

Table of Contents

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TABLE 7-2: WEAPONS 34Pick, Shovel and Sledgehammer 35Torches 36Using a Whip as a Grapple 36Ancient and Medieval Weapons in the Modern Setting 36Simple Melee Weapons 36Simple Ranged Weapons 36Archaic Melee Weapons 36Archaic Ranged Weapons 36Exotic Melee Weapons 36Exotic Ranged Weapons 36A Note on Bigger and Nastier Weapons 36Purchasing Items in Unusual Places— 37Haggling 37TABLE 7-3: PURCHASE DC MODIFIERS FOR UNUSUAL LOCATIONS 37TABLE 7-4: HAGGLING 37

Chapter 8:Combat

38Obstacles and Barriers 38More Exotic Obstacles 38Three’s a Crowd 39Items at Hand 39TABLE 8-1: OBSTACLES 39

Chapter 9:The Art

of the Chase

40On Foot 40In Vehicles 40Obstacles and Hindrances 40Inclement Weather 40Ice and Gravel 41Tight Spaces 41TABLE 9-1: VEHICLE DAMAGE IN TIGHT SPACES 41Crowds 42The Climb Skill and Moving Vehicles— 42TABLE 9-2: CROWD DCS 42

Chapter 10:

Traveling the

Globe 43TABLE 10-1: AVERAGE SPEED BY TRAVEL MEANS 43TABLE 10-2: TERRAIN MODIFIERS 44

Chapter 11:

Occupational

Hazards 45TABLE 11-1: AVALANCHE EFFECTS AND SEARCH DCS 46TABLE 11-2: FRIGID WATER DAMAGE 46

Chapter 12:

Magic and the

Modern World

47No Magic 47Low Magic 47Full Magic 48The Mixed Setting 48Caveat 48Priest Spells 49Domains 49Occult Spells 49Spell List 50A Bit of History 98Major and Minor Items 98Items in the Mixed Setting 98Existing Items 98Weapons 98Potions 99TABLE 12-10: POTIONS AND WEALTH DCS 99Scrolls 100Books 100Relics 100Charms 100

TABLE 12-11: SCROLLS AND WEALTH DCS 100Other Existing Items 101TABLE 12-12: CRYSTAL BALLS 101Arthur’s Golden Dragon Standards 102The Crystal Skulls 102TABLE 12-13: THE CRYSTAL SKULLS 103Durandal, Joyeuse and Cortana 103The Egyptian Book of the Dead 103TABLE 12-14: BOOK OF THE EGYPTIAN DEAD 103Gnostic Charms 104Judas’ Thirty Pieces of Si lver 104TABLE 12-15: GNOSTIC CHARMS 104The Lance of Longinus 105TABLE 12-16: LANCE OF LONGINUS 105Palladium 105The Piri Reis Map 105Prophecies of Merlin 106Rabbi Loew’s Medallion of Invisibi lity 106Relics of the Saints 106Shamanistic Charms 106The True Cross 106TABLE 12-17: RELICS OF THE SAINTS 106Vodoun Zombie Poison 107Creating New Magical Items 107TABLE 12-18: SHAMANISTIC CHARMS 107

Chapter 13:

Animals and

Monsters ̀ 108BABOON 108BEAR, BLACK 109BEAR, BROWN 109BEAR, POLAR 110BOAR 110CAMEL 111CHEETAH 111DONKEY 112

Table of Contents

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EAGLE 112ELEPHANT 113HYENA 113LEOPARD 114LION 115LIZARD, MONITOR 115MANTA RAY 116MULE 116OCTOPUS 117OCTOPUS, GIANT 117PIRHANAS 118PONY 118PORPOISE 119RHINOCEROS 119SHARK 120Shark, Medium 120Shark, Large 120Shark, Huge 120SNAKE 121Constrictor Snake 121Constrictor Snake, Giant 122Viper Snake 122SQUID 124SQUID, GIANT 124WHALE 125Baleen Whale 125Cachalot Whale 126Orca 126WOLVERINE 126

Chapter 14:

Exotic Places and

Ancient Lore

128Oak Island 128Mystery Hill 128Native American Mounds 129The Mayan City of Palenque 129Lubantuun 129The Nasca Lines 130El Dorado 130Easter Island 130Stonehenge 130Glastonbury Abbey 130El Compostella di Santiago 131The House of Trade 131Chartres Cathedral 131

Secret Archives of the Vatican 132The Cave at Cumae 132Knossos, Crete and Thera 132Troy 133Jerusalem 133The Library at Alexandria 133The Pyramids of Giza and the Great Sphinx 133Rub al-Khali 134Great Zimbabwe 134Mohenjo-daro 134Angkor Wat 134Shangri-La 135

Chapter 15: Secret

Societies 136The Thule Gesellschaft 136The Knights Templar 136The Order of the Golden Dawn 136The U.S. Army Office of Special Services 137

Chapter 16:

Crafting

Adventures and

Campaigns 138Campaign Overview 138Characteristics of the Treasure Hunter Campaign 138Elements of Adventures 139Tombs, Traps and Other Touches 141CR 1 Traps 141CR 2 Traps 141CR 3 Traps 142CR 4 Traps 142CR 5 Traps 143CR 6 Traps 143CR 7 Traps 144CR 8 Traps 144CR 9 Traps 144CR 10 Traps 144Rope Bridges 144Statues, Pi l lars, Obelisks, etc. 145Exotic Locations 145

Appendix I:

Converting

Fantasy

Adventures for

Treasure Hunter

146Characters 146Race 146Class 146Skills 147Feats 147Description 147Setting 147Location 147

Appendix II:

Inspirations

148Plot 148Recommended Reading 148Recommended Viewing - Fi lms 148Recommended Viewing - Television 149Other Possible Sources 149

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Introduction

5

IntroductionIntroduction

DEEP IN THE DUSTY CHAMBERS OF AN EGYPTIAN PYRAMID, A SCHOLAR FERVENTLY STUDIES HIEROGLYPHS IN HOPES OF AVOIDING AN ANCIENT CURSE. HIGH IN A FRIGID ARCTIC MOUNTAIN RANGE, A TEAM OF ADVENTURERS STRUGGLES TO SURMOUNT A PRECIPITOUS SUMMIT, DETERMINED IN PURSUIT OF THEIR QUEST. ENGULFED BY THE SWELTERING HEAT AND DENSE FOLIAGE OF A SOUTH AMERICAN JUNGLE, AN ARCHEOLOGIST SEARCHES FOR A MYSTICAL ARTIFACT, SURROUNDED BY WILD DANGERS. IN THE SHADOWY BACK ALLEYS OF A DISTANT, EXOTIC CITY, THE AGENTS OF A VILE SECRET SOCIETY FORGE A PLOT TO GAIN TREMENDOUS POWER. THIS IS THE WORLD OF TREASURE HUNTER.

Treasure Hunter is a supplement for use with the D20 Modern RPG rules, designed to recreate modern-era, real world adventures. As its inspiration, it takes such motion pictures as RAIDERS OF THE LOST ARK, THE MUMMY and ROMANCING THE STONE as well as novels like KING SOLOMON’S MINES and the various tales of Dirk Pitt. At its core it uses the rules presented in the D20 MODERN RULEBOOK. When necessary, however, it makes certain modifications to facilitate adventures in the style of the inspirational sources mentioned.

What is Treasure Hunter?

Like all RPG settings, Treasure Hunter is what a given GM makes of it; it is flexible enough to meet the needs of any particular campaign. With that in mind, however, it should be noted that there are numerous elements that play into nearly every campaign.

For one thing, Treasure Hunter is set in the modern-day, real world—but with suitable embellishment, of course. While the setting draws its inspiration from the lost civilizations and archaeological discoveries of real history, it also

elaborates upon these ideas. The secret societies of the real world become much more nefarious, the artifacts that lie hidden in ancient ruins become more

valuable or more powerful, and the events of history become more fantastic.

A GM shouldn’t feel constricted by this connection to non-fictional events, but rather should see them as a foundation upon which to build interesting and exciting adventures and campaigns. (The

facts should never stand in the way of a good story). Indeed, sources ranging from history texts to the daily news can be used to create a world

that is more intricately detailed than perhaps any other campaign setting.

Plenty of inspiration for a Treasure Hunter campaign can be found the novels and movies of this genre. These range from ones

without any magic (such as the novels of Clive Cussler and films such as NATIONAL TREASURE or THE DA VINCI CODE), to ones

that just tease the heroes with arcane secrets (like in RAIDERS OF THE LOST ARK or LARA CROFT: TOMB RAIDER), to those that incorporate magic and magical creatures (a la THE MUMMY).

Campaigns need not be limited to these examples, however; indeed, a GM could include any fantasy elements that one might

want—even vampires, demons, and others, as long as they make for exciting play. In this way Treasure Hunter could even be used to build a modern D&D campaign, allowing a GM to derive material from a nearly unlimited number of other sourcebooks. While this Core Rulebook includes those spells and magical items that seemed to fit more naturally into real-world history, more fantastic ones from the D20 System could easily be incorporated.

While the setting draws its inspiration from the lost civilizations and archaeological discoveries of real history, it also elaborates upon these ideas. The secret societies of the real world become much

more nefarious, the artifacts that lie hidden in ancient ruins become more valuable or more powerful, and the events of history become more fantastic.

A

facts should never stand in the way of a good story). Indeed, sources ranging from history texts to the daily news can be used to create a world

that is more intricately detailed than perhaps any other campaign setting.

Plenty of inspiration for a found the novels and movies of this genre. These range from ones

without any magic (such as the novels of Clive Cussler and films such as

Campaigns need not be limited to these examples, however; indeed, a GM could include any fantasy elements that one might

want—even vampires, demons, and others, as long as they make for exciting play. In this way Treasure Hunter could even be used to build a modern D&D campaign, allowing a GM to derive

While this Core Rulebook includes those spells and magical items that seemed to fit more naturally into real-world history, more fantastic ones from the D20 System could easily be incorporated.

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Treasure Hunter Core Rulebook

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Treasure Hunter Core RulebookTreasure Hunter Core Rulebook

Many of the elements that make other RPG settings fun and exciting are just as prevalent in a Treasure Hunter campaign. For example, there is just as much action, with combat scenes amidst ancient ruins and chases through forbidding wilderness areas. One thing that does tend to separate it from other RPG’s, however, is the inclusion of

puzzles. A big part of the fun of Treasure Hunter is solving the ancient mysteries that can be found in the world around us. This adds to the fun for both the players and the GM, allowing a creative Gamemaster to devise puzzles and riddles and then to sit back while the players try to decipher them.

The D20 Modern System and the Treasure Hunter

Campaign

While the Treasure Hunter campaign setting utilizes the basic rules of the D20 MODERN ROLEPLAYING GAME, certain modifications have been made. These include skills, feats, spells, magical items and creatures from the D20 System, along with new skills, feats, and advanced classes.

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Adapting the Advanced Classes from D20

ModernMany of the advanced classes presented in the D20 Modern rulebook are appropriate for the Treasure Hunter campaign; indeed, there are good examples of such character types in popular fiction and film:

SOLDIER: Indiana Jones (THE YOUNG INDIANA JONES CHRONICLES)MARTIAL ARTIST: Jackie Condor (OPERATION CONDOR)

GUNSLINGER: Rick O’Connell (THE MUMMY)DAREDEVIL: Jack Cutter (TALES OF THE GOLD MONKEY)

FIELD SCIENTIST: Dr. Peter Elliot (CONGO)TECHIE: Bryce (LARA CROFT: TOMB RAIDER)

PERSONALITY: Willie Scott (INDIANA JONES AND THE TEMPLE OF DOOM)

INVESTIGATOR: Sam Spade (THE MALTESE FALCON)

New Advanced ClassesThe following are advanced classes that represent character types particularly appropriate for the Treasure Hunter campaign.

Holy WarriorHoly warriors are those soldiers who are driven by some sort of righteous zeal. While they seek the treasures hidden across the earth, they do so not for their own glory but to glorify a higher power. (Often times, too, their motivation is to keep powerful relics from falling into the hands of less righteous individuals.) Ardeth Bey from THE MUMMY and Kazim from INDIANA JONES AND THE LAST CRUSADE are examples of the holy warrior.

Chapter 1:

Advaced

Classes

Certain types of characters are typical figures in adventure stories and movies; the overly curious traveling scholar, the fast and daring tomb raider, the righteous holy warrior and the street-savvy soldier of fortune are just a few. The advanced classes detailed here represent these archetypal figures, providing special abilities tailored to the needs of adventurers in the Treasure Hunter campaign.

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Requirements

To qualify to become a holy warrior, a character must fulfill the following criteria.BASE ATTACK BONUS: +2.SKILLS: Knowledge (theology and philosophy) 4 ranks.FEATS: Personal Firearms Proficiency.SPECIAL: The character must possess the Faith class ability and be initiated as a member of some religious organization; see Chapter 6.

Game Rule Information

Holy warriors have the following game statistics.HIT DICEHoly warriors gain 1d10 hit points per level.ACTION POINTSHoly warriors gain a number of action points equal to 5 plus one half their character level, rounded down, every time they advance a level.CLASS SKILLSThe holy warrior’s class skills are as follow: Drive (Dex), Gather Information (Cha), Hide (Dex), Knowledge (history) (Int), Knowledge (theology and philosophy) (Int), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Treat Injury (Wis).SKILL POINTS AT EACH LEVEL: 5 + Int modifier.

SPECIAL ABILITIESORDER MEMBERSHIP: When he is initiated into a religious order, the holy warrior can expect reasonable accommodations at temples and other institutions operated by that order. This includes room and board for him and his companions, as well as medical assistance, if needed; it is not provided to any individuals who profess beliefs opposed to that of the religious order. (Different religious beliefs, in this case, would not be considered to be in opposition unless they promote a philosophy in strong contrast to that of the holy warrior’s.)

Table 1-1: The Holy WarriorTable 1-1: The Holy Warrior BASE ATTACK FORT REF WILL DEF. REP.LEVEL BONUS SAVE SAVE SAVE SPECIAL BONUS BONUS 1st +1 +2 +0 +0 Order Membership, +1 +0 Divine Grace 2nd +2 +3 +0 +0 Bonus Feat +1 +03rd +3 +3 +1 +1 Aura of Courage, +2 +0 Smite Enemy 4th +4 +4 +1 +1 Bonus Feat +2 +05th +5 +4 +1 +1 Rank +3 +16th +6 +5 +2 +2 Bonus Feat +3 +17th +7 +5 +2 +2 Damage Reduction +4 +1 3/magic 8th +8 +6 +2 +2 Bonus Feat +4 +19th +9 +6 +3 +3 Indomitable Will +5 +210th +10 +7 +3 +3 Bonus Feat +5 +210th +10 +7 +3 +3 Bonus Feat +5 +2

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Chapter 1: Advanced Classes

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Chapter 1: Advanced ClassesChapter 1: Advanced Classes

DIVINE GRACE (SU): At 1st level, a holy warrior gains a bonus equal to his Charisma bonus (if any) on all saving throws.BONUS FEATS: Holy warriors may select their bonus feats from the following list: Advanced Firearms, Alertness, Archaic Weapon Proficiency, Armor Proficiency (light), Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Diehard, Divine Protection, Dodge, Endurance, Great Cleave, Great Fortitude, Greater Weapon Focus, Greater Weapon Specialization, Headstrong, Heroic Surge, Improved Initiative, Iron Will, Lightning Reflexes, Low Profile, Power Attack, Shoot from the Hip, Spring Attack, Stealthy, Toughness, Weapon Focus, Weapon Specialization, Whirlwind Attack. Instead of selecting a feat, the holy warrior may also choose a talent from the talent tree of another class that he possesses. AURA OF COURAGE (SU): Beginning at 3rd level, a holy warrior is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects.SMITE ENEMY (SU): Once per day, a holy warrior may attempt to smite an opponent with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per holy warrior level. If the holy warrior accidentally smites an opponent that is not an enemy of his faith (at the GM’s discretion), the smite has no effect, but the ability is still used up for that day.RANK: Starting at fifth level, a holy warrior becomes a ranking member of his organization and is therefore entitled to certain benefits. Once per level he can call upon other members of his order as if he possessed the Leadership feat; these assistants remain with him for the duration of the particular mission. (Those who provide assistance are either dedicated heroes or other holy warriors.) Additionally, he receives a +2 bonus to Wealth checks made to acquire equipment for missions on behalf of the organization, provided he is able to contact the order.DAMAGE REDUCTION (EX): At 7th level, a holy warrior gains Damage Reduction. Subtract 3 from the damage the holy warrior takes each time he is dealt damage from a weapon or a natural attack. Damage reduction can reduce damage to 0 but not below 0.INDOMITABLE WILL (EX): A holy warrior of 9th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers.

HunterHunters include big game hunters, expert trackers, local guides and other individuals who make their living trekking through the wilder parts of the world. Simple sport can often be their motivation for pursuing adventure; other motivations can include reaching previously inaccessible parts of the world and charting unknown territory or even just escaping from the hectic pace of the modern world. These individuals generally maintain a healthy respect for the wilderness and wildlife, as they are intimately familiar with the danger that it can present. Examples of hunters include Allan Quartermain of KING SOLOMON’S MINES and Allan Quartermain, Sanger Rainsford from “THE MOST DANGEROUS GAME” and Jack Colton from the movies ROMANCING THE STONE and THE JEWEL OF THE NILE.

Requirements

To qualify to become a hunter, a character must fulfill the following criteria.BASE ATTACK BONUS: +3.SKILLS: Survival 6 ranks.FEATS: Personal Firearms Proficiency.

Game Rule Information

Hunters have the following game statistics.HIT DIEHunters gain 1d10 hit points per level.

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ACTION POINTSHunters gain a number of action points equal to 5 plus one half their character level, rounded down, every time they advance a level.

CLASS SKILLSThe hunter’s class skills are as follow: Craft: traps (Int), Drive (Dex), Handle Animal (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), Navigate (Int), Search (Int), Spot (Wis), Survival (Wis), Swim (Str).SKILL POINTS AT EACH LEVEL: 5 + Int modifier.

SPECIAL ABILITIESTRACK: Hunters receive the Track feat for free at first level.FAMILIAR TERRAIN: The hunter may select one type of terrain or climate (arctic, desert, forest, jungle, mountains, ocean, plains/savannah, swamp); in such an area he receives a +1 familiarity bonus to Hide, Move Silently and Survival checks. This bonus stacks with any provided by the Favored Prey ability.FAVORED PREY (EX): At 2nd level, a hunter may select a type of creature from among those listed below. The hunter gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type, along with Hide and Move Silently checks made while stalking this prey. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 5th and 8th levels the hunter may select an additional favored prey from those given on the table. In addition, at each such interval, the bonus against any one favored prey (including the one just selected, if so desired) increases by +2. Hunters may select from the following groupings: • Aquatic mammals (dolphins, porpoises and whales) • Bears (black, brown, grizzly and polar) • Big cats (cheetahs, leopards, lions, tigers, panthers and likewise) • Birds (all types) • Canines (coyotes, dingoes and wolves) • Herd animals (buffalo, deer, elk, gazelles, etc.) • Large fish (particularly sharks) • Pachyderms (elephants and rhinoceroses) • Primates (apes, baboons and other monkeys)

Table 1-2: The HunterTable 1-2: The Hunter BASE ATTACK FORT REF WILL DEF. REP.LEVEL BONUS SAVE SAVE SAVE SPECIAL BONUS BONUS1st +1 +2 +0 +0 Familiar Terrain, +1 +1 Track 2nd +2 +3 +0 +0 1st Favored Prey +1 +13rd +3 +3 +1 +1 Bonus Feat +2 +24th +4 +4 +1 +1 Sneak Attack +1d6 +2 +25th +5 +4 +1 +1 2nd Favored Prey, +3 +2 Swift Tracker6th +6 +5 +2 +2 Bonus Feat +3 +37th +7 +5 +2 +2 Sneak Attack +2d6 +4 +3 8th +8 +6 +2 +2 3rd Favored Prey +4 +39th +9 +6 +3 +3 Bonus Feat +5 +410th +10 +7 +3 +3 Sneak Attack +3d6 +5 +4

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Chapter 1: Advanced Classes

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Chapter 1: Advanced ClassesChapter 1: Advanced Classes

• Reptiles (alligators, crocodiles, lizards and snakes) • Tentacled sea creatures (squids and octopi)Other types of animals could be allowed as individual selections, such as boars, hippopotami and wolverines. Note that it is illegal to hunt some of the creature from the list in certain areas. The GM might also consider allowing humans as a category (think of the wicked General Zaroff from “THE MOST DANGEROUS GAME”), but this selection is not appropriate for PCs.BONUS FEATS: Hunters may select their bonus feats from the following list: Alertness, Animal Affinity, Combat Reflexes, Dead Aim, Dead Reckoning, Dodge, Dumb Luck, Endurance, Far Shot, Great Fortitude, Greater Weapon Focus, Greater Weapon Specialization, Heroic Surge, Improved Precise Shot, Lightning Reflexes, Point Blank Shot, Precise Shot, Quick Reload, Rugged, Shoot from the Hip, Shot on the Run, Stealthy, Weapon Focus, Weapons Specialization. Instead of selecting a feat, the hunter may also choose a talent from the talent tree of another class that he possesses.SNEAK ATTACK (EX): If a hunter can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The hunter’s attack deals extra damage any time his target would be denied a Dexterity bonus to Defense (whether the target actually has a Dexterity bonus or not), or when the hunter flanks his target. This extra damage is 1d6 at 4th level, and it increases by 1d6 every three hunter levels thereafter. Should the hunter score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 60 feet. A hunter can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The hunter must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A hunter cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.SWIFT TRACKER (EX): Beginning at 5th level, a hunter can move at his normal speed while following tracks 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.

OccultistOccultists practice a tradition of mystical arts that are known to the uninitiated as magic. Note that they are allowed in

a Treasure Hunter campaign only if at least Low Magic is allowed by the GM. Knowledge is the bread and butter of their craft; their quest is always to gain more information regarding the mystic properties of the world around them. Altruistic occultists use their powers to help themselves and others; those who are not so moral often try to gain power over those around them. Whereas priests are generally free to practice their faith openly in their cultures, occultists are usually forced to keep their practices a secret.

Requirements

To qualify to become an Occultist, a character must fulfill the following criteria.SKILLS: Knowledge (occult) 6 ranks.SPECIAL: The character must be initiated as a member of some occult organization; see Section 15 below.

Game Rule Information

Occultists have the following game statistics.Hit DieOccultists gain 1d4 hit points per level.Action PointsOccultists gain a number of action points equal to 5 plus one half their character level, rounded down, every time they advance a level.

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Class SkillsThe occultist’s class skills are as follow: Alchemy (Int), Bluff (Cha), Decipher Script (Int), Knowledge (history) (Int), Knowledge (occult) (Int), Knowledge (theology and philosophy) (Int), Listen (Wis), Research (Int), Sense Motive (Wis), Spot (Wis), Treat Injury (Wis).SKILL POINTS AT EACH LEVEL: 5 + Int modifier.

Special AbilitiesSPELLCASTING: Occultists do not prepare their spells, but cast them spontaneously. They are limited in the number of spells that they know, however; each occultist begins play knowing all of the allowed 0-level spells, and learns two spells with each level gained. (This reflects the long hours of research and ritual practice undertaken by the occultist while not adventuring.) Additionally, occultists may learn spells from the notes of others on a successful Knowledge: occult check, with the DC equal to 10 + the spell’s level. Should this check fail, it may be retried once the occultist has gained a new class level. Additionally, at 1st level, occultists gain bonus spells according to their Intelligence scores.

Table 1-3: The OccultistTable 1-3: The Occultist BASE ATTACK FORT REF WILL DEF. REP.LEVEL BONUS SAVE SAVE SAVE SPECIAL BONUS BONUS1st +0 +0 +0 +2 Bonus Feat, +1 +0 Order Membership2nd +1 +0 +0 +3 +1 +03rd +1 +1 +1 +3 Bonus Feat +2 +04th +2 +1 +1 +4 +2 +05th +2 +1 +1 +4 Bonus Feat, Rank +3 +16th +3 +2 +2 +5 +3 +17th +3 +2 +2 +5 Bonus Feat +4 +18th +4 +2 +2 +6 +4 +19th +4 +3 +3 +6 Bonus Feat +5 +210th +5 +3 +3 +7 +5 +2

Table 1-4: Occultist Spells per DayTable 1-4: Occultist Spells per DayCLASS LEVEL 0 LEVEL 1 LEVEL 2 LEVEL 3 LEVEL 4 LEVEL 5 SPELLS SPELLS SPELLS SPELLS SPELLS SPELLS1 4 2 -- -- -- --2 6 4 -- -- -- --3 6 4 2 -- -- --4 6 6 4 -- -- --5 6 6 4 2 -- --6 6 6 6 4 -- --7 6 6 6 4 2 --8 6 6 6 6 4 --9 6 6 6 6 4 210 6 6 6 6 6 4

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Chapter 1: Advanced Classes

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Chapter 1: Advanced ClassesChapter 1: Advanced Classes

ORDER MEMBERSHIP: This ability functions in the same manner as that of the holy warrior. Because of the secrecy usually maintained by occult societies, occultists are not generally encouraged to seek accommodation for their comrades, although it is permitted.BONUS FEATS: Occultists may select their bonus feats from the following list: Alertness, Craft Minor Item, Dodge, Educated, Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Iron Will, Low Profile, Maximize Spell, Occult Abjuration, Quicken Spell, Silent Spell, Spell Penetration, Still Spell. Instead of selecting a feat, the occultist may also choose a talent from the talent tree of another class that she possesses. RANK: Occultists also gain the Rank special ability, just as holy warriors do, except that it can be used to recruit smart heroes and other occultists.

Priest

Many types of priests are found throughout the Treasure Hunter setting, and can be known as Rabbis, Mystics, Witch Doctors, or the representatives of any other real-world religious tradition allowed in the setting. Devotion to their gods is most often their motivation to seek adventure. Examples of such individuals include Mola Rom (a priest of Kali) from INDIANA JONES AND THE TEMPLE OF DOOM and Father Lankester Merrin from THE EXORCIST.

Requirements

To qualify to become a Priest, a character must fulfill the following criteria.SKILLS: Knowledge (theology and philosophy) 6 ranks.SPECIAL: The character must possess the Faith class ability and have been accepted as a member of some church; see Section 6 below.

Game Rule Information

Priests have the following game statistics.Hit DiePriests gain 1d8 hit points per level.Action PointsPriests gain a number of action points equal to 5 plus one half their character level, rounded down, every time they advance a level. Class SkillsThe priest’s class skills are as follow: Diplomacy (Cha), Gather Information (Cha), Knowledge (current events) (Int), Knowledge (history) (Int), Knowledge (theology and philosophy) (Int), Listen (Wis), Perform (sing) (Cha), Research (Int), Sense Motive (Wis), Spot (Wis), Treat Injury (Wis).Skill POINTS AT EACH LEVEL: 5 + Int modifier.

Special AbilitiesSPELLCASTING: Priests have access to any spell allowed by the GM; they do not need to learn new ones before casting them. Moreover, they do not prepare their spells, but cast them spontaneously as is needed.ORDER MEMBERSHIP: This ability functions just as that of the holy warrior.AUTHORITY: Once the priest has been ordained as a member of a particular church, he gains the ability to perform all the religious rites and services of that church. This can include weekly services, baptisms, bar mitzvahs, weddings, funerals, and similar activities.

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Treasure Hunter Core RulebookTreasure Hunter Core RulebookTreasure Hunter Core Rulebook

TURN UNDEAD (SU): Any priest has the power to affect undead creatures by channeling the power of his faith through his holy symbol. A priest may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A priest with 5 or more ranks in Knowledge (philosophy and theology) gets a +2 bonus on turning checks against undead.DIVINE GRACE: This ability functions just as that of the holy warrior.BONUS FEATS: Priests may select their bonus feats from the following list: Divine Protection, Educated, Fame, Headstrong, Heroic Surge, Influence, Iron Will, Studious. Instead of selecting a feat, the priest may also choose a talent from the talent tree of another class that he possesses.RANK: This also functions as per the holy warrior ability, except that priests use it to recruit dedicated heroes or other priests.SMITE ENEMY: This ability functions just as that of the holy warrior.

A NOTE ON RELIGION: For most real-world religions, assume that the domains are Good, Law and Protection. In some of the wilder areas of the world religions may be more elemental in nature, but most religions in the modern world focus on providing a solid moral footing as opposed to appeasing powerful and vengeful deities.

Table 1-5: The PriestTable 1-5: The Priest BASE ATTACK FORT REF WILL DEF. REP.LEVEL BONUS SAVE SAVE SAVE SPECIAL BONUS BONUS1st +0 +2 +0 +2 Order Membership, +1 +1 Authority2nd +1 +3 +0 +3 Turn Undead +1 +13rd +2 +3 +1 +3 Divine Grace +2 +24th +3 +4 +1 +4 Bonus Feat +2 +25th +3 +4 +1 +4 Rank +3 +26th +4 +5 +2 +5 Smite Enemy +3 +37th +5 +5 +2 +5 Bonus Feat +4 +38th +6 +6 +2 +6 +4 +39th +6 +6 +3 +6 +5 +410th +7 +7 +3 +7 Bonus Feat +5 +4

Table 1-6: Priest Spells per DayTable 1-6: Priest Spells per DayCLASS LEVEL 0 LEVEL 1 LEVEL 2 LEVEL 3 LEVEL 4 LEVEL 5 LEVEL SPELLS SPELLS SPELLS SPELLS SPELLS SPELLS1 4 2 -- -- -- --2 6 4 -- -- -- --3 6 4 2 -- -- --4 6 6 4 -- -- --5 6 6 4 2 -- --6 6 6 6 4 -- --7 6 6 6 4 2 --8 6 6 6 6 4 --9 6 6 6 6 4 210 6 6 6 6 6 4

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