Hmm, I think you are making some assumptions about Spellcraft that are not quite right. Spellcraft is a skill that essentially means you can identify spells and magical properties. I will use it as a prerequisite for spell casting abilities as well.Oh look, I AM absolutely making an assumption and the assumption is both in-game and out of game, so, I'd be going out on a limb here.
My proposal would be to challenge the demon verbally, perhaps requiring a very difficult spell-craft roll. Michael might say something like "Demon, I challenge you to a game of wit, my soul being the bargaining chip. Speak plainly in English so that we might discuss this further".
Then I was thinking of setting the terms of the contract, "Devil went down to Georgia" style with a touch of contract manipulation. My idea would be that when I ask it something... I would be clever about what that something is... "What is your TRUE name?". Then maybe with another spell-craft check I could send it back to hell, but additionally I might use it between now and Chapter 1 as a means of learning magic, using its true name to force it to educate me? I don't know. I mean I could just shoot at it instead, but I kind-of want to try something new that fits with my initial character concept.
Heh, I forget there are more Advanced Classes in the later chapters of that book and I went looking for it it Urban Arcana instead. How close to the special abilities listed do you want to be. With the rules light system we are using you can tweak and adjust fairly easy.It's one of the Advanced Classes in the d20 Modern core book.
Danny Butterman said:Have you ever fired two guns whilst jumping through the air?
It doesn’t actually come from d20 Modern. It kinda serves as a replacement for Action Points and is a safety net since combat could be quite deadly.Sezarious said:Can I ask where luck comes in?
Since you will get more points to cover character advancement to Chapter 1, you might want to take some of those points away from Spell Craft. You dropped the Magic Trait which you need cast spells anyway. I would do this:Sezarious said:1d20 - Horseback Riding (includes handle animal for horses)
1d12 - Gather Information (Includes Research) (-3 points)
1d12 - Knowledge Arcane Lore (Will Have by Chapter 1) (-3 points)
1d10 - Profession - Actor (-7 points)
1d12 - Persuasion (Includes bluff, Diplomacy and Negotiation) (-3 points
1d8 - Spellcraft (Will Have by Chapter 1) (-12 points)
1d12 - Stealth (-3 points)
1d12 - Treat injury (-5 points)
1d8 - Archaic Weapons Skill (-12 points)
1d10 - Firearms Weapon Skill (-7 points)
Right now the Tricked out vehicle is below average, so you could put more points there. When it comes down to the mechanics, we will probably define the vehicle like I would an animal companion. It will have its own stats and can be improved.Took a stab at my skills.
Trying to keep to my core competencies, but fairly balanced across those. By my count that leaves about 4 points unspent, which may be spent on other skills or whatever.
I defined these down below. Two-Weapon fighting would just be unlocking a second attack and ambidexterity would be investing in it to reach the same level of competency as the primary attack.Evasion: this may be encompassed in agility / acrobatics. But leaping out of the way of explosions is basically what Evan DOES.
Two-weapon Fighting / Ambidexterity: He doesn't really know anything about guns at this point, but ultimately his dream could be summed up in the movie Hot Fuzz.
This was what I was thinking. If the spell has an attack function, then you would probably want to improve it as well.Ah ok. When you say "Take spell slots", do you mean I pick a spell I want to cast and use the above point-buy system to purchase it like a skill?
I was assuming you were going with spontaneous type caster as you mentioned bard. If you want to go prepared like a wizard, then you would need a spellbook too (treating that like a special power and the Spell Slots would be flexible to be used for whatever spells are in the spellbook. I am fine either way… but I would prefer you decide what sort of spell caster you want Michael to model after (Bard, Sorcerer, Wizard, Cleric, etc…).If I'm picking from pathfinder, am I a spontaneous caster or a wizard, or a separate thing entirely?
Magic Trait unlocks spell casting and features of spell casters. Spellcraft is a magic user’s skill and comes with some free cantrips/orisons (0-level) spells. So next you would need to spend points buying the 1st level spell slots.Or do I purchase access to the spell-slot table of an arcane spell-caster for x amount of points, or have I ALREADY done so by purchasing the magic trait and spell-craft, thereby automatically buying spell-slots and x spells known?
I was not a fan of d20 Moderns spell casting, so I am fine following Pathfinder versions if you want. I play a lot of PF so I am much more familiar with that too. But I am not really particular what source you pull the spell from as long as you tell me where so I can reference it to translate how it will be used in this similar system.OR do I need to read up on D20 Modern?![]()

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.