Reviews Please log in to add or reply to comments. If you use a Revolver, can you switch Traditional Ammo damage types from the 1d4? Well, none of the alternate ammunition types allows you to alter the damage of a firearm, though some class abilities will. Realistically, there should be, but it mucked with game balance and characters would always purchase higher damage bullets.
So, I really want to love this product. I just For how dense it is, the formatting is atrocious. It's super easy to not notice where one heading ends and the next begins, because the headings and subheadings use the same font, color, and point as the subheadings, with the only difference being an underline for headings that's absent in subheadings.
This would be less of an issue if all headings fit exactly into a set number of pages, but they don't. A new heading often starts in the middle of a whole slew of subheadings on a given page, making skimming a huge chore. It's even worse that there are no footer notes on the pages to indicate what chapter or heading is on that page. Instead the reader is forced to use context clues, remember the page numbers, or worse yet, resort to the table of contents every time they need to locate a section.
My biggest formatting gripe, though, comes in what I'm pretty sure was Chapter 5, in the form of placement of the attribute tables for each class. There's no. See more For example, the grounder class is 3 pages. The table for grounder is at the bottom of the third page. Fine, so I. Should expect a table to signify the end of a class's section? The very next one, gunslinger, is. Also 3 pages, but the table is at the bottom of the first page. I can tell that a lot of effort went into making this, and it's clearly found a following, and I hope you won't stop making rpg content I think you would do well to, at the very least, have your editor s consult with an editor with experience in formatting reference materials, even if they're not necessarily used to RPG texts in particular.
It could go a long way toward making this product really shine. S: is the lack of paragraphs delineating my various complaints awful?
That's how I felt reading this text. Please fix it in an upcoming edition. I know it can be better. Follow up question, are there any addition supplements or perhaps a "monster manual" for this product? I was looking at the creatures found within and found them lacking.
Mostly human and robots. Was hoping for more weird creatures and aliens. I'd love to develop a monster manual in the future centered around aliens and sci-fi creatures. Neurospasta features more robots, and there a lot more monsters in Affinity, our next release. Now compairedable is Ultramodern 5 to D20 Modern?
I loved that setting, however it did need some tweekinging to balance things out once you've reached mid levels. I am considering just going back to d20 Modern and running with it.
But this caught my eye. Is it comparable? Does it have psionics like abilities? Solid collection of weapons, armor and items from the modern age? There is considerable content. It took a lot of inspiration from d20 modern but only used it as a launching point. There is a large variety of weapons with a bunch of races as well.
We don't have psionics by name but we did include a new magic system. Affinity, our next series, includes three new magic systems, one of which is heavily inspired by psionics. If you check the contents in the preview file, you can see how large those chapters are.
You should join the DEM discord channel. There is a much larger community and answers can come a lot quicker. If you go to DiasExMachina's website, we have a link that works. Hey, I recently bought this book and it's great, I've been searching for a modern book for a while, and this one really scratched that itch! However, I have some questions that I couldn't find answers for in the book.
Alot of items talk about energy cells charges, but how many charges does each cell have exactly? Some weapons have two different damage tables, one in their description and one in the weapon table, which one is the right one? Nitroglycerin has a description in the demolitions chapter, but it is not on the demolitions table. I want to make a scps style adventure, where the adventure takes place in the modern world, but anomalous magic items can be acquired, would you suggest adding ladders to that game?
So with weapons, you'll find them with the weapon entry. IF it's an item and does not list a charge limit in either the table OR the description, it is effectively unlimited. I'll add these in the next errata. As a default, if a battery doesn't list a capacity, it never drains unless disrupted or the GM determines it has been exhausted. In situations where something uses a charge and the capacity is not indicated, assume I absolutely love all this to death and was finally given the opportunity to try out the system and it is really fun!
The issues that I have is that the Hammer of SOL has the most damage of every single spell and is an area effect at that, and is still lower-cost in dark then a few of the other spells the deal less damage, probably half roughly. The other issue that I found was that I absolutely have always loved the hacker trope in sci-fi, especially when there's a lot of dependency on machines and computers, but unless you use the spell casting rules oh, there is nothing in the techie class or any of the archetypes to create a hacker.
I would love to see a hacker archetype. NeuroSpasta 5E offers a hacker class. As for the rest, thanks for the comment. We'll look into it for our next update. Hey, I was wondering how balanced ladders are with traditional classes. Click here. Advanced Search. Ultramodern5 5th Edition. From Dias Ex Machina Games. Selected Option:. Watermarked PDF. Average Rating 68 ratings.
It presents classes, gear, and scenarios that can be inserted into any campaign, including the following: Cyberpunk Espionage Modern Warfare Space Opera Techno Fantasy Urban Fantasy Steampunk Wild West with or without aliens You may explore the rules in whatever context you wish. Revamped rules around being human. Ten new classes including the infiltrator, medic, sniper, and techie.
Twenty-four archetypes All new weapons including traditional firearms, rocket launchers, and laser rifles New armor including powered combat suits. Purchase and modify vehicles Over forty new monsters including giant robots.
Two included adventures—a zombie apocalypse and an alien invasion. Bundles containing this product:. NeuroSpasta 5E. Apex 5E version.
Customers Who Bought this Title also Purchased. Reviews Please log in to add or reply to comments. Question about academic Kill. Academic Kill on its own at 5th level can only add 2d6 additional damage by spending 1 point. If using the older rules, then 2 points would result in 4d6 additional damage.
REDUX took that rule out, so it would top out at 2d6 at 5th level. Sorry for the mixup. This looks like a great all-purpose system. Very neat printable maps as a bonus! I like how the tower is laid out. So a question in regards to Infiltrator abilities Does Intended Target and Pacification work together? Also, Solid Skill Sprung gets rid of disadvantage from firing while prone with 1 hand small arms. But under 1 hand small arms, it states you don't have disadvantage while firing prone.
In the next set of patch notes, we amended Sprung as follow: Sprung. You can stand from prone using only 5 feet of movement. Additionally, when you make any type of high jump, you increase the distance by 5 feet. I was wondering if Boundary Threshold could be clarified. Does the expenditure of the kata point allow an additional attack against one minimum two enemy within five feet? It's a little ambiguous because, as written, it just sounds like a normal attack.
Thanks, love the DEM products! If you have two enemies in reach, you spend 1 kata and 30 feet of movement which means generally your speed will be zero and make one ranged attack to one of those enemies. It does not count as your action and is above the normal attacks you gain with your action.
It is a single ranged attack but you must have two enemies close. You don't have to attack the same target as your main action. Hi Chris, I saw mention of being able to download a test version of the UltraMax rules if you had purchased a copy of Ultramodern 5. I purchased a hard copy back in Feb '17, does the offer still apply to older orders and if so how do I get a copy of those rules?
You'll find them there. Could this have something to do with me having only purchased a hard copy of the core book? So just checking Hi Chris, It's been a while and I just wanted to do a follow up, did you ever find a solution for me to receive a pdf copy of the Ultramax rules?
They are not included in my DLs for my Ultramodern order, but as I stated above I ordered a hard copy of Ultramodern 5, not a digital copy so I don't know if that might be the reason. QQ for you guys Loving the playtest for the UltraMax system so far.
You always add your modifier to damage rolls; that being said, Ultramax was a test, a proof of concept, so it may need some balancing issues. Okay great. If you need some help or testing let me know. Ya going over the book more some of the creatures damages seem waaay high based on the amount of HP the players have.
Is there another place to post for suggestions at all or playtesting feedback? You can also PM on our Facebook page. Some GMs believe players need to be constantly taking damage so flub rolls to players are constantly being hurt. With UltramaMax, the intent is to make hits hurt but for players to avoid it at all cost.
I have 2 questions. It says that vehicle proficiencies work as tool proficiencies, but the driver archetype reads as Dexterity Vehicle Operation which I presume is be a skill.
Was this just a mistake or am I misinterpreting it somehow? Tier 4: The maximum upper limit on damage with this path doubles 10 for an auto weapon or 20 for an Covering Fire auto-heavy weapon. This replac- ning of your next turn.
Select one ally within 10 feet as a bonus action. For The Common Honor If an ally within 5 feet of you suffers a hit from an ene- Tier 2: If you score a critical hit with a non-autofire my, as a reaction, you can swap locations with the ally attack, roll all damage dice three times instead of twice. Jump In Front your choice by 1. As normal, you cant increase an abil- ity score above 20 using this feature.
If you and at least one ally are struck by an area effect no bigger than 60 feet across, as a reaction, you can push your allies out of the target area. This increases to three attacks at 9 th level in this class Man Down and four attacks at 14th level in this class. If you occupy the same space as a dead, prone, or un- conscious ally, the ally cannot be targeted by any MEAT SHIELD ranged or melee attacks and automatically passes all An enemy is more useful to you when its dead.
Start- Dexterity saving throws. The effect ends if the target ing at 10th level, as a reactionor part of your action if stands, if you leave the target's area, or if the target on your turnwhen a creature within 5 feet is killed or makes any kind of attack. If using a Member Of A Team two-handed small arm, you suffer a -1 penalty to attack You can spend 30 feet of movement and select an ally rolls while holding the target.
You cannot use a heavy within 5 feet. That ally can use the Disengage action or super heavy weapon with meat shield. You also can- without using her action on her next turn. Slow Is Smooth ALL IN When you move, you can reduce your speed by 10 feet At 20th level, if you hit an enemy, you can empty a full and pull one ally within 5 feet with you.
If you use the magazine to ensure a messy kill. Double the number of Disengage action, the ally also disengages. When you use this feature, you cannot use it Snap Out Of It again until you finish a short or long rest. That weapon is also out of ammunition. Use your action to remove one of the following condi- tions an ally suffers from, unless you suffer from the same condition: charmed, frightened, stunned, or un- conscious unless dying.
When you use this feature, you cannot use it again until you finish a short or long rest. Spotter Target an enemy in light of sight with your action; one ally within 5 feet of you has advantage on his next attack roll against said target.
Toss Magazine You can spend 30 feet of movement and reload an ally's weapon. The ally must be within 10 feet and you must have the proper ammunition or cell. Spend 30 feet of movement and make an ad- ditional ranged attack as part of an Attack action this 39 turn.
You cannot use this feature if you are within reach of an enemy or an enemy is in reach of you. The archetype you choose grants you features at 3 rd level and again at 7th, 11th, 15th, and 18th level. Alternatively, you can forego your archetype selec- tion at 3rd level and select either an additional fire sup- port path or a Brotherhood ability at each of the above levels.
On the battlefield, you specialize in infiltrating be- hind enemy lines before sowing confusion in the ranks, dancing acrobatically around the field dealing out point- blank death and disrupting the foes cohesion. You walk light, often near the front lines or scouting far ahead of a unit.
Their purpose is sin- Armor: Light and medium armor gular, if not slightly selfish. It will not only set your play style, but your History, Insight, Intimidation, Perception, and Perfor- potential personality as well.
There is admittedly some mance, and sleight of hand. EQUIPMENT You start with the following equipment in addition to No doubt, you probably picked up a few tricks the equipment granted by your background: through specialized trainers and even practice. You have no problem intimidating people with Starting at 1st level, choose whether you fight with ei- your appearance and demeanor and dont require some ther one firearm or two.
You can admit be- ing somewhat of a clichthe question is, do you em- Two Weapons brace it? And if so, which onethe ancient American Wielding two one-handed small arms is the same as west or the later cinematic bullet ballet artist. Oddly wielding two light melee weapons for the purposes of enough, both roles have been embraced in this new two-weapon fighting. As such, you can use a bonus ac- world. You dont add your ability modifier to the damage of the bonus attack, unless the modifier is a negative.
At 6 th level, you no longer have this limitation, and can add your ability modifier to the damage of the bonus attack. All exploits require the use of one-handed small Equilibrium arms. Certain kata exploits also cost more than one Kata Cost: 1 point. Spend 1 kata as part of a reaction when an enemy miss- es with a ranged attackyou make a ranged attack.
If At 1st level, you can only use one exploit per turn. Abnormally Fast Hydrostatic Shot Kata Cost: 1 Kata Cost: 1 Spend 1 kata as part of your movement to double your Spend 1 kata after hitting a target; you inflict additional speed until the end of your turn. If you are hit with an damage equal to your level, and if the creature is your attack before the beginning of your next turn, you gain size or smaller and moves or attacks before the start of 1 kata. If both attack rolls hit, dom modifier to all damage rolls until the end of your double your attribute modifier damage.
If both miss, you regain 1 kata. If any attack rolls you make on your turn score a critical hit, you gain 1 kata max 1. If you hit, your attack is also a critical hit. If you suffer more than one hit while kinesics is in effect, you Boundary Threshold regain 1 kata. Kata Cost: 1 If you are within 5 feet of at least two enemies, you can spend 1 kata along with 30 feet of movement to make Limber Up one ranged attack to one of those enemies. Kata Cost: 1 Spend 1 kata at the beginning of your turn to have ad- vantage on Dexterity and Strength ability checks, skill Classic Tumble checks, and saving throws until the end of your next Kata Cost: 1 turn.
Spend 1 kata as a reaction when hit with an attack or if you fail a Dexterity saving throw. You take only damage. Rapid Kill Kata Cost: 2 Spend 2 kata after hitting a creature to turn that hit into a critical hit. Way Of The Gun Kata Cost: 1 If you hit a creature at least 20 feet away, spend 1 kata to gain an additional attack against one additional ene- my within 5 feet of the first target.
Weak Spot Kata Cost: 4 Spend 4 kata after hitting a target; you gain a damage bonus to every subsequent hit on that specific target equal to your Wisdom bonus until the target is killed. The archetype you choose grants you features at 3rd level and again at 7th, 11th, 15th, and 18th level.
Alternatively, you can forego your archetype selec- tion at 3rd level and gain a kata exploit and 1 kata point at each of the above levels. GUN-FU Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
This increases to three attacks at 13 th level in this class and four attacks at 17th level in this class. Additionally, at 5th level, if all ranged attacks you make with an Attack action are directed at the same target, you can make one additional ranged attack against that target. This increases to two additional attacks at 17th level in this class.
If wielding two one-handed small arms, you double the number of ranged attacks you make with your Attack action, your Bonus action and any Reactions until the beginning of your next turn. If wielding one one- handed small arm, until the beginning of your next turn, if you hit with an attack roll, that attack is auto- matically a critical hit and you double all dice rolled.
Once you use this feature, you cannot use it again until you finish a short or long rest. Youre the one the enemy must kill in order Artillery Talent to take the field. You strike fear into opponents, sending entire armies to their grave. Reverse or retreat does Artillery Talent not come easily to your lips. Archetype feature Pistol? Machine gun? Rocket Launcher? Why not. This is the best class of all since you wield the big- gest guns, the heaviest armors, and are the class most resembling a character from a first person shooter.
You gain four talents at first level. Several talents can be selected multiple times, increasing their talent rank, As a heavy, you gain the following class features.
A target takes your weapon damage handed small arms, heavy weapons, super heavy on a failed save, or half as much damage on a successful weapons.
You expend ammunition with each saving throw Tools: All ground vehicles and aircraft attempted. You expend ammunition with each sav- 8 or moreThe target has disadvantage on all ing throw attempted.
Rank 2: The cubes area increases by 10 feet 20 and 30 feet respectively. Rank 3: You gain two additional effects. It still can take reactions and bonus actions. Rank 4: The cubes area increases by 10 feet 30 and 40 feet respectively. Rank 4: You have advantage with this attack.
You also Medium the creature is. You gain this damage bonus have advantage against being moved against your will with both autofire and area-effect attacks using auto until the beginning of your next turn.
Rank 2: Allies now gain three-quarters cover. Rank 2: The damage bonus improves. Rank 3: The damage bonus improves. You are able to target large areas in the battlefield and impede enemy advancement.
While wielding an auto Rank 4: The damage bonus improves. Until the begin- ning of your next turn, the area is considered difficult terrain to any enemy targets attempting to move Gaming Avatar through it. As a reaction, you can force an enemy that As an action, make a single autofire attack. If you hit, enters the area to make a Dexterity saving throw. A you impose one or more effects on the enemy depend- target takes your weapon damage on a failed save, or ing on how much you beat the targets AC by to a max- half as much damage on a successful one.
You expend imum of 5 for an auto weapon or 10 for an auto-heavy ammunition with each saving throw attempted. All effects are cumulative: 2 or moreThe target is pushed 5 feet. Rank 2: The cubes area increases by 10 feet 20 6 or moreThe target is pushed 5 feet 10 total.
Rank 2: You gain two additional effects. Rank 3: Overwatch now costs only 20 feet of move- 3 or moreThe target has disadvantage on ranged ment to use. Rank 4: The cubes area increases by 10 feet 30 feature, you cannot use it again until you finish a short and 40 feet respectively. Rank 5: You can use your action as well as spending At 14th level, you gain one additional use of Strong- movement with Overwatch and double its area of ef- point before you finish a short or long rest.
You can also fect. You cannot shift its location. Precision Fire When making a non-autofire attack, you can re-roll any damage die roll of 1 until the result is other than 1. Rank 2: If you score a critical hit, roll all damage dice twice and take the higher values. Shrapnel When you hit a creature with a ranged attack using the auto or auto-heavy property, one creature within 5 feet of the first target 10 feet with auto-heavy takes dam- age equal to your Dexterity or Strength modifier.
Rank 2: Increase the range by 10 feet 15 and 20 feet respectively. Rank 3: Double the damage the second target suf- fers. Sure-Footed You treat heavy weapons as two-handed small arms for the purposes of attack penalties while moving. This does not apply to super heavy weapons. Alternatively , you can forego your archetype selec- tion at 3rd level and gain an additional artillery talent at each of the above levels. TOO CLOSE At 6th level, if you are hit by an opportunity attack, you can make a single melee attack, using your weapon as a club, as part of that same action.
Youre an intelli- any two melee martial weapons of your choice gence operative with specialties in counter-terrorism, Tools: Disguise kit or Poisoners Kit select one espionage, and assassination. Your strengths lie in your Saving Throws: Dexterity, Wisdom ability to avoid either capture or the crosshairs of enemy Skills: Stealth plus three from Acrobatics, Athletics, weapons.
After making a killing blow, youre able to Deception, Computer Use, Engineering, History, In- break off and vanish into the shadows. Even your kills sight, Intimidation, Perception, Persuasion, Sleight of can go without notice. Hand, and Vehicle Operation. You don't consider yourself a thief. This permits you to maneuver into positions to You have acquired a very particular set of skills over a gain advantage while others would be instantly spotted. Said skills are essential to be steadfast Youre near worthless when exposed.
Start- ing at 1st level, you can re-roll undesirable d20 results you make. You recover spent uses after you finish a short or long rest. You Proficiency cannot use procedural memory if you have disad- Level Special Bonus vantage. Once per turn, if you hit on an attack you have advantage with, you can turn that at- tack into a critical hit. Additionally, you can forego your archetype selec- tion at 3rd level and gain an additional use of procedural memory.
If you act first after rolling initiative, you have two actions on your first turn instead of one, and have advantage on attack rolls until the end of that turn. Alas, occasionally a single strike isnt enough, and you are forced to act more brutally. At 6th level, if you hit your target with a melee weapon or a ranged weapon at 20 feet or closer, you can repeat the same attack against the same target as part of the same action. This attack is counted sepa- rately from the previous, so any benefits do not carry over.
If the additional attack hits, you can make a third attack as part of the same action. At 13th level, Efficient Killer improves, and you can make up to five additional attacks on the same target as part of the same action as long as each previous attack hits. When benefitting from three-quarters cover, it is treated as total cover. After scoring a critical hit on a creature, the target is also stunned until the end of your next turn.
As a marshal, you often begin your career in the same way as rank-and-file soldiers, but move into a command position either by accident in the field when the former commanding officer falls to enemy attack, or more often HIT POINTS by taking classes on how to be someone responsible for Hit Dice: 1d8 per marshal level a team.
In a pinch, the Weapons: Simple weapons, one-handed and two- ability to convey orders with hand signals and facial handed small arms, heavy weapons expressions may mean life or death. A marshal must Tools: All ground vehicles and aircraft also be persuasive, and above all, brave, for nobody is Saving Throws: Intelligence, Charisma going to risk life or limb for a coward. It will Deception, Intimidation, and Persuasion be assumed by outsiders, even if the assumption is inac- curate.
As a marshal, you receive the following equipment at 1st level. A marshal is generally assumed to lead a par- ty, so if you are not, the question is why. In strict military presence that can motivate or generally boost those you channels, discipline can be enforced. Regardless, the deem your allies. Each command presence can also be other players should want to follow your instructions.
Unless otherwise stat- ed, you gain no benefit from your own command pres- So when creating a marshal, be aware that at points ence. If the snip- At 2nd level, and again at 6th, 10th, 14th, and 18th level, er is in charge of the group instead of you, the GM may you can either select another command presence or in- inquire as to the reason.
This is not saying that the crease the potential of a presence you already possess. Allies that can see and hear you have advantage on Constitu- tion, Wisdom and Charisma saving throws.
Allies that can see and hear you double any effect that removes fatigue. Finishing a long rest reduces an allys fatigue level by 2, provided that the ally has also ingested some food and drink. Profound Advice boost : Use an action to give a rousing speech, and all allies that can see and hear you suppress all effects of fatigue for one hour. Tier 2: You gain a number of Hit Dice equal to your level that you can distribute to allies that can see and hear you when you and they finish a long rest.
These additional Hit Dice must be used immediately or are lost. Additionally, when you use profound advice, each ally recovers hit points equal to a quarter of your current hit points. All enemies within 10 feet of you treat the area as difficult terrain. Menacing Mug boost : As an action, you double the range of intimidating mug for one minute 10 rounds. Strategic Precision Tier 2: Increase the range to 20 feet, and you can You lead the attack, drawing allied fire to your target.
If use menacing mug twice before needing to finish a long you hit a creature, pick one ally that can see or hear rest. Mask Of Authority Strategic Superiority boost : As an action, you con- Your friends believe themselves better knowing you are around. All allies that can see and hear you can re-roll vey an attack planfor one minute 10 rounds , all al- all 1s on their damage rolls. All allies that can see to her as a reaction to you or as an additional action on and hear you reduce all damage inflicted on them by 1 her next turn.
Additionally, you can swap your initia- 3 at 10th level. Brotherhood boost : As an action, you advise your Basically, the marshal has two options. Select an ener- or she selects an ally--said ally takes an action gy type acid, cold, fire, force, lightning, necrotic, poi- as a reaction to the marshal selecting them. Tier 2: All allies in range reduce all damage inflict- ed on them by 2 6 at 10th level. Several powers are only availa- half damage and one ally can disengage from the same ble to choose after level 5.
When you use this feature, you cannot use it again until you take a short or long rest. Big Picture You can select this trait multiple times, increasing As an action, select one ally able to see and hear you. If the damage cured by 1d6 each time and gaining an ad- the ally hits with an attack before the beginning of your ditional use of quick patch between long rests.
Persuasion checks select one. You can select this You can use boars head multiple times on your turn, trait multiple times, selecting a different skill each time. Snap Out Of It If an ally within 5 feet of you is charmed, frightened, or Control The Battle Theatre stunned, you can use your reaction to inflict 2d4 dam- When rolling for initiative, you and each ally that can age on that ally and remove the effect.
Unnecessary Abuse Level 5 Face Slap If an ally within 5 feet of you misses on an attack roll, Level 5 you can use your reaction to inflict 1d4 damage on that Use an action to wake up one adjacent unconscious ally and have them re-roll. If the target was unconscious from being re- duced to fewer than 0 hit points, she is healed to 1 hit point.
At 3rd level, you choose an archetype. The archetype you choose grants you features at 3 rd level and again at Focus Target 7th, 11th, 15th, and 18th level. Level 5 Alternatively , you can forego your archetype selec- As a bonus action, you can grant an ally within 5 feet of tion at 3rd level and select an additional team power at you a single ranged attack against the same creature you each of the above levels.
As normal, you cant increase an abil- tion to shove that creature 5 feet as long as the target is ity score above 20 using this feature. Starting at 20th level, you gain a pool of 1d4 natural 20s when you finish a long rest, which you can use to re- Plan of Attack place any allys d20 roll as a reaction. You can spend 10 feet of movement to move another ally 5 feet. This movement does not provoke oppor- tunity attacks. Despite any ranged combat skills you may possess, you prefer to a simple melee weapon for close encounters make things personal.
You require no augmentation, ability for attack and damage rolls. The mar- tial artists weapons cannot be removed. There is no scanner or sensor to identify one as a threat.
You can use Dexterity Acrobatics instead of As a martial artist, you are a non-magical alternative to Strength Athletics to make or sustain grapple the more clichd official monk. You follow similar ide- checks. There is also a reduction on the spiritual and religious allusions. You can re-roll any damage die roll of 1 until the result is other than 1. It is very possible that you have never held a fire- armor. You have advantage when attempting to shove a And you know kung-fu.
A shoved creature is pushed 10 feet away instead of 5 feet. The playing of a martial artist relies on the stringing of subsequent hits, called a combo-string. All other class features aid in this combat fighting maneuvers together in order to unleash more style. You always begin a battle on tier 1, inflicting 1d6 damage with unarmed attacks.
Alternately, on tiers 2, 3, 4, or 5, after hitting a target, you can perform a finishing move. When Armor: Light armor you reach the maximum tier allowed by your level, you Weapons: All simple melee weapons, all one-handed can sustain the chain and your damage dice for as long small arms, and select four martial melee weapons.
This increases to tier 4 at 9 th level, and tier 5 at 13th level. This class revolves around building up succes- sive hits in order to activate extremely power- Note: You can use melee weapons with combo ful finishing movesplayers are invited to be chain but utilize the tables damage die instead of the creative in how they move and strike oppo- weapons.
If you have an ability which increases the nents. The Zone, Touch of Death, Drop This damage value does not increase if you inflict this 4 1d12 Hammer, Xian finisher on the same target more than once. Ultra, Falcon Punch, Sun-Goku-Satsu, 5 2d6 Drop Hammer: If you are grabbing the last creature Limit Break you hit it must be your size or smaller , after resolving damage, you maneuver yourself to force your enemy into the ground.
You inflict addi- Bone Breaker: You exert pressure on a limb and tional damage equal to your roll as you crash back down, hear a crack. Double both your damage dice and ability possibly creating an impact crater, with cracks in the modifier to your last hit ground. Circular Attack: You spin your leg around to catch Xian: You achieve perfect clarity for a short while.
After resolving damage for your last After resolving damage for your last hit, all enemies in hit, make a single additional melee attack at the same 52 tier against one other creature in reach different than the one that escalated the combo chain as part of the reach are pushed ten feet. You cannot be shoved and are resistant to all damage types for one minute ten rounds. If you score a hit, you gain an additional identical attack this turn against a new creature different than the first and second.
You can then either use a Disengage action or have ad- vantage on your next attack against the target. Falcon Punch: Your last attack is a critical hit, you inflict max damage, and a creature your size or smaller Surging Punch: You channel your willpower, focus is shoved 30 feet. If the target hits an obstruction, it your energy, and let out a roar.
After resolving damage suffers additional damage equal to the remaining dis- for your last hit, the target is pushed 5 feet and has dis- tance. The target may still pass through the obstruc- advantage on skill checks and attack rolls against you tion. Shun-Goku-Satsu: You perform an incredibly pow- erful sequence of attacks. Additionally, all attacks on you miss until the Additionally, any time a creature scores a critical hit beginning of your next turn.
After resolving damage for your last hit, you inflict additional damage equal to the hit points you are currently down from your total Rhythm String maximum 50 hit points. You gain additional exploits at 2nd level, 5th level 8th level, and 11th level, 14th level, 17th level, and 20th Tag Team level.
If an ally hits an enemy within 5-feet of you with a me- lee attack, you can deal additional damage to that hit C-C-C-Combo Breaker equal to your Strength or Dexterity modifier as a reac- If the same creature in a single round hits you twice a tion.
This does not count towards your combo-chain. If you hit, the tar- Ultra gets turn ends. After hitting a creature, increase your combo chain tier by one and perform a finishing move. Spend 30 feet of movement, and your unarmed attacks have reach until the beginning of your next turn. If you Gun-Something-Something use this exploit, you cannot voluntarily move until the You treat one-handed small arms as melee weapons beginning of your next turn. Vicious Hook Maintain Chain Prerequisite: 10th Level Instead of using your Hit Dice to recover hit points dur- Your melee attacks score a critical hit on a natural roll of ing a short rest, you can expend them to prevent a break 19 or If you miss but dont roll a natu- ral 1 , spend a Hit Die as part of your attack to turn that Wrestler miss into a non-critical hit.
There is no limit of how Youre a classic brawler. You gain the following bene- many Hit Dice you can expend this way per turn. Additionally, any When you hit an enemy that is in reach of you with a attack that misses you by 5 or less hits your grap- melee attack, it has disadvantage on any attacks that pled target instead.
The effect ends if you are reduced to 0 hit points, er, your speed is not reduced. The archetype You are a master at ground fighting. You gain the fol- you choose grants you features at 3 rd level and again at lowing benefits: 7th, 11th, 15th, and 18th level. If a creature breaks from your grapple, you can use your reaction to attempt a grapple check on the Alternatively , you can forego your archetype selec- tion at 3rd level and gain an additional martial exploit at 53 same target.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your Pound For Pound choice by 2, or you can increase two ability scores of You are a superior fighter in all respects. You gain the your choice by 1. As normal, you cant increase an abil- following benefits: ity score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Redirection Of Energy The number of attacks increases to three when you When an enemy scores a critical hit on you with a melee reach 10th level in this class and to four when you reach attack, you gain temporary hit points equal to the 20th level in this class.
When you use this exploit, you cannot use it again until you finish a long rest. For those operating in the field, this re- a medical kit and a drug kit. You dont rattle chicken bones or blow moon dust over open wounds.
Mechanically, these are identical to products of thousands of years of trial and error. These spells. Exploits require both the use of your hands and are modern practitioners of an evolving and every ad- appropriate materials to perform. Unlike spells, medical vancing science. You do not need to choose which exploits punches a clock and flirts with nurses. This one risks to prepare ahead of time: you can employ any exploit life and limb in order to save the lives of others. Flirt- on the list of a level that you can use.
These are at-will abilities you can use as long as you have the Youre a vital member of any group where the lives of requisite materials and action to perform them. This file is only offered for the purposes of reference, and as such does not include a contents page, an index, artwork, maps, adventures, or setting ideas. Alternately, you could purchase the official Ultramodern5 book, which does include everything removed from this SRD.
These include pre-modern settings, contemporary settings, and those that are far flung fantastic and futuristic. U5 presents modern and science fiction rules in a game usually reserved for fantasy.
There is no established setting in U5. You may explore the rules in whatever context you wish. Rules are generalized, encouraging homebrew settings and the rebranding of elements. Create a pure science fiction setting, or insert these rules into your own fantasy world to offer a unique spin.
Modify your class with one of seven ladders. These PDF files are digitally watermarked to signify that you are the owner. A small message is added to the bottom of each page of the PDF containing your name and the order number of your purchase. Warning : If any files bearing your information are found being distributed illegally, then your account will be suspended and legal action may be taken against you. Log In. New Account or Log In.
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Log In with Facebook. Log In I am new here. Remember me. Error: No match for email address or password. Password forgotten? Click here. Advanced Search. From Dias Ex Machina Games. Watermarked PDF. Average Rating 23 ratings. It presents classes, gear, and scenarios that can be inserted into any campaign. Revamped rules around being human.
Ten new classes including the infiltrator, medic, sniper, and techie. Twenty-four archetypes All new weapons including traditional firearms, rocket launchers, and laser rifles New armor including powered combat suits.
Purchase and modify vehicles Over forty new monsters including giant robots.
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