(Psi)SeveredHead
Adventurer
One of the things I've noticed from reading messageboards for D20 Modern - mental classes don't seem to be commonly taken. This is problematic, because any good game will have some combat
(well, IMO) and D20 Modern characters are already pretty fragile. If you're going to play a class with few hit points and a low class bonus to Defense, you should expect to get some pretty cool benefits to make up for them.
In one of the two D20 Modern campaigns I've been in, we've had one Smart hero (who basically played a military gun-toting psycho who became a technomage), another took a level of Dedicated because he was a cop and the third was a bona-fide Smart/Dedicated. (Note to new players: don't multiclass the Smart with anything at low levels if you care about the talents!)
In another, a non-FX campaign, only one player wanted to play a mental hero ... a Smart computer and demolitions expert.
Looking at various products I've bought or downloaded (such as from the WotC D20 Modern website) the number of combat-capable mental heroes is seriously lacking. (I'm only talking about non-FX heroes here, however. If they're taking spellcasting or psionic AdCs, then we'll end up discussing those classes, instead of the mental classes.)
In D20 Columbia, probably my favorite D20 Modern product, I saw only one mental hero ... he was a Charismatic with the Coordinate talent. Woohoo! He did take a decent new AdC, which of course cost him the use of the Inspiration talent. The Charismatic class fit that NPC best, but it seems to me people are avoiding using the Smart hero in the same way. Maybe I just need to expand my D20 Modern library.
The Smart Hero
Research Talent tree
Linguist is very useful in an investigative scenario, especially if you have the Decipher Script skill. It's up to the GM to provide villains who can speak a language you don't understand, but this shouldn't be a problem.
Savant is where it's at, however. Some skills, like Computer Use, can have really high skill DCs (for instance, hacking into a heavily-protected computer site without letting the site administrator know you're even there...) - you can look at skill DCs of 50 if you do something like that.
Indeed, this is probably the best skill to use Savant for, although it's use is highly dependent on the tech-level of the setting. (More tech? The skill gets even better.)
On the other hand, you do need to be careful about which skills you apply it to. Applying it to Knowledge (tactics) may make you feel like a big-time military commander, but don't expect any actual in-game impact from taking that talent. For that you'll need Plan.
Strategy Talent tree
From the various free D20 Modern adventures (I didn't read them all, but looked at every single non-FX adventure) the only Smart hero I've seen who was combat capable was in that dinosaur adventure (Team Bravo, the First Assignment) - a Smart hero who couldn't use what is probably his best talent, Plan. (He was alone.) Instead, he used Exploit Weakness. He could really surprise his opponents with how well he fires a Glock pistol, but he does have to survive that one round first. IMO Exploit Weakness is something you take after you take Plan. (Plan for the combat to give all your allies and yourself bonuses and then use Exploit Weakness so you can contribute. This probably works really well with the Field Scientist's Smart Weapon or a Techie's Extreme Machine as well.)
I think the Plan talent is the Smart hero's best feature, and it's too bad you have to wait until 3rd-level before you can use it. Unfortunately, it's not clearly written (IMO) and it's not easy to visualize how you would use it, either.
According to Bullet Points, the Plan takes a minute to "activate". You can spend however long you want "planning" but you have to have that last minute availalbe. The clock starts counting down right after that, giving you 3 to 5 rounds of bonuses.
How would you describe where the bonus is coming from? (eg what kind of flavor text?)
One problem is that, if you can describe the tactics you're using, then why can't anyone without the Plan talent just copy them and get the same benefits?
An example of the Plan talent could be "we approach the bunker out of the most-likely lines of fire" - this could give a Hide bonus (or Defense, except Plan doesn't boost Defense).
Except why doesn't Knowledge (tactics) give you this benefit?
(A Knowledge (tactics) check, DC 15, would probably answer the question.)
Another one could be "we shoot down on them from the crest of the hill" which would give you an attack bonus (and realistically, a Defense penalty ) but again, you don't even need Knowledge (tactics) to figure that out.
If anyone has better examples for the Plan talent, please post them.
Right now I just find using Coordinate to be so much easier to describe than Plan (and my best adventure supplement, D20 Columbia, doesn't have any Smart villains).
I think it would help if we saw a non-FX adventure involving a Smart villain - or more than one. (I say non-FX because I'll throw a fit if the Smart villain is only dangerous because of his zombie minions. Even if he's not actually a spellcaster.) Preferably the villain should use their Plan talent in combat in at least two situations, as well as out of combat, so we can see how to use it. (No more Smart heroes tied to chairs please, ok?)
On another note I keep finding myself comparing the Charismatic and Smart classes. The Charismatic has better saving throws for combat purposes, you can get Coordinate at 1st-level (Plan requires at least 3 levels), and if I'm correct Fast Talk even applies to combat bluffs. (Someone please tell me I'm wrong on that one. )
Finally, how do you use the Trick talent? It seems really weak. I thought it was cool at first (sort of like Taunt) but then I noticed it takes a full-round action to use. I can think of more examples for this one than for Plan.
Charismatic Hero
First things first. As soon as you use FX (and I'm including robots and other kinds of high-tech stuff here) the Charismatic Hero starts to get nerfed. Fast Talk doesn't work on a robot, Charm (gender) has no effect on a nuclear toxyderm, and so on.
Charm Talent tree
Really, I can't find this one to be particularly useful. It does almost nothing in the hands of an NPC except act as flavor text, and except for Intimidate (and maybe even that one) none of the interaction skills work on players. It is useful if they're haggling with the players, though.
Favor could probably use more examples. How high a favor check do you think it takes to make someone "turn to the dark side"? Not literally, of course. Just have them do a tidy job for you...
Fast Talk tree
This one is much better, IMO. It gives you bonuses to that all-important Bluff skill, which is great for getting yourself past police officers so you can examine a crime scene, getting past security guards, etc. If you're really good you can mislead armies, police officers and what not, either avoiding them or setting up an ambush. (If anyone has read Romance of the Three Kingdoms and seen Chen Deng in action, you'll know exactly what I'm talking about.)
Most importantly, it's available at 1st-level, and acts as a gateway for two other cool talents.
Dazzle is probably the better of the following talents. It lasts more than one round and gives you a reason to keep taking the Charismatic class other than just boosting the save DC... it stacks with itself.
If only it had an example or two...
Taunt is supposed to be more powerful (and has Dazzle as a requirement) but it only lasts one round.
The latter two talents do not work on player characters however - as far as I can tell. (There's a rumor this was changed in the errata.)
And for the best Charismatic talent tree of all... Coordinate!
You can get it at 1st-level, it lasts for more than one round, and the bonus is immediately noticeable and very easy to describe. Because they all grant skill bonuses, they're all useful to people like business leaders, who love it when their employees work harder. (I would let the skill bonuses apply if using the skill takes more than a few rounds... there's nothing in the talent description that would prevent this, from my recollection.)
Inspiration has exactly the same benefits, and, incidentally, is one of the few ways to boost the damage for using a ranged weapon within the core rules, once you've taken Burst Fire.

In one of the two D20 Modern campaigns I've been in, we've had one Smart hero (who basically played a military gun-toting psycho who became a technomage), another took a level of Dedicated because he was a cop and the third was a bona-fide Smart/Dedicated. (Note to new players: don't multiclass the Smart with anything at low levels if you care about the talents!)
In another, a non-FX campaign, only one player wanted to play a mental hero ... a Smart computer and demolitions expert.
Looking at various products I've bought or downloaded (such as from the WotC D20 Modern website) the number of combat-capable mental heroes is seriously lacking. (I'm only talking about non-FX heroes here, however. If they're taking spellcasting or psionic AdCs, then we'll end up discussing those classes, instead of the mental classes.)
In D20 Columbia, probably my favorite D20 Modern product, I saw only one mental hero ... he was a Charismatic with the Coordinate talent. Woohoo! He did take a decent new AdC, which of course cost him the use of the Inspiration talent. The Charismatic class fit that NPC best, but it seems to me people are avoiding using the Smart hero in the same way. Maybe I just need to expand my D20 Modern library.
The Smart Hero
Research Talent tree
Linguist is very useful in an investigative scenario, especially if you have the Decipher Script skill. It's up to the GM to provide villains who can speak a language you don't understand, but this shouldn't be a problem.
Savant is where it's at, however. Some skills, like Computer Use, can have really high skill DCs (for instance, hacking into a heavily-protected computer site without letting the site administrator know you're even there...) - you can look at skill DCs of 50 if you do something like that.
Indeed, this is probably the best skill to use Savant for, although it's use is highly dependent on the tech-level of the setting. (More tech? The skill gets even better.)
On the other hand, you do need to be careful about which skills you apply it to. Applying it to Knowledge (tactics) may make you feel like a big-time military commander, but don't expect any actual in-game impact from taking that talent. For that you'll need Plan.
Strategy Talent tree
From the various free D20 Modern adventures (I didn't read them all, but looked at every single non-FX adventure) the only Smart hero I've seen who was combat capable was in that dinosaur adventure (Team Bravo, the First Assignment) - a Smart hero who couldn't use what is probably his best talent, Plan. (He was alone.) Instead, he used Exploit Weakness. He could really surprise his opponents with how well he fires a Glock pistol, but he does have to survive that one round first. IMO Exploit Weakness is something you take after you take Plan. (Plan for the combat to give all your allies and yourself bonuses and then use Exploit Weakness so you can contribute. This probably works really well with the Field Scientist's Smart Weapon or a Techie's Extreme Machine as well.)
I think the Plan talent is the Smart hero's best feature, and it's too bad you have to wait until 3rd-level before you can use it. Unfortunately, it's not clearly written (IMO) and it's not easy to visualize how you would use it, either.
According to Bullet Points, the Plan takes a minute to "activate". You can spend however long you want "planning" but you have to have that last minute availalbe. The clock starts counting down right after that, giving you 3 to 5 rounds of bonuses.
How would you describe where the bonus is coming from? (eg what kind of flavor text?)
One problem is that, if you can describe the tactics you're using, then why can't anyone without the Plan talent just copy them and get the same benefits?
An example of the Plan talent could be "we approach the bunker out of the most-likely lines of fire" - this could give a Hide bonus (or Defense, except Plan doesn't boost Defense).
Except why doesn't Knowledge (tactics) give you this benefit?
(A Knowledge (tactics) check, DC 15, would probably answer the question.)
Another one could be "we shoot down on them from the crest of the hill" which would give you an attack bonus (and realistically, a Defense penalty ) but again, you don't even need Knowledge (tactics) to figure that out.
If anyone has better examples for the Plan talent, please post them.
Right now I just find using Coordinate to be so much easier to describe than Plan (and my best adventure supplement, D20 Columbia, doesn't have any Smart villains).
I think it would help if we saw a non-FX adventure involving a Smart villain - or more than one. (I say non-FX because I'll throw a fit if the Smart villain is only dangerous because of his zombie minions. Even if he's not actually a spellcaster.) Preferably the villain should use their Plan talent in combat in at least two situations, as well as out of combat, so we can see how to use it. (No more Smart heroes tied to chairs please, ok?)
On another note I keep finding myself comparing the Charismatic and Smart classes. The Charismatic has better saving throws for combat purposes, you can get Coordinate at 1st-level (Plan requires at least 3 levels), and if I'm correct Fast Talk even applies to combat bluffs. (Someone please tell me I'm wrong on that one. )
Finally, how do you use the Trick talent? It seems really weak. I thought it was cool at first (sort of like Taunt) but then I noticed it takes a full-round action to use. I can think of more examples for this one than for Plan.
Charismatic Hero
First things first. As soon as you use FX (and I'm including robots and other kinds of high-tech stuff here) the Charismatic Hero starts to get nerfed. Fast Talk doesn't work on a robot, Charm (gender) has no effect on a nuclear toxyderm, and so on.
Charm Talent tree
Really, I can't find this one to be particularly useful. It does almost nothing in the hands of an NPC except act as flavor text, and except for Intimidate (and maybe even that one) none of the interaction skills work on players. It is useful if they're haggling with the players, though.
Favor could probably use more examples. How high a favor check do you think it takes to make someone "turn to the dark side"? Not literally, of course. Just have them do a tidy job for you...
Fast Talk tree
This one is much better, IMO. It gives you bonuses to that all-important Bluff skill, which is great for getting yourself past police officers so you can examine a crime scene, getting past security guards, etc. If you're really good you can mislead armies, police officers and what not, either avoiding them or setting up an ambush. (If anyone has read Romance of the Three Kingdoms and seen Chen Deng in action, you'll know exactly what I'm talking about.)
Most importantly, it's available at 1st-level, and acts as a gateway for two other cool talents.
Dazzle is probably the better of the following talents. It lasts more than one round and gives you a reason to keep taking the Charismatic class other than just boosting the save DC... it stacks with itself.
If only it had an example or two...
Taunt is supposed to be more powerful (and has Dazzle as a requirement) but it only lasts one round.
The latter two talents do not work on player characters however - as far as I can tell. (There's a rumor this was changed in the errata.)
And for the best Charismatic talent tree of all... Coordinate!
You can get it at 1st-level, it lasts for more than one round, and the bonus is immediately noticeable and very easy to describe. Because they all grant skill bonuses, they're all useful to people like business leaders, who love it when their employees work harder. (I would let the skill bonuses apply if using the skill takes more than a few rounds... there's nothing in the talent description that would prevent this, from my recollection.)
Inspiration has exactly the same benefits, and, incidentally, is one of the few ways to boost the damage for using a ranged weapon within the core rules, once you've taken Burst Fire.
Last edited: