D20 MODERN CAMPAIGN SOURCEBOOK
Table of Contents
Chapter 0 – Introduction Page 3
Chapter 1 – Characters Page 4
Chapter 2 – Skills and Feats Page 6
Chapter 3 – Equipment Page 12
Chapter 4 –Advanced Classes Page 17
Chapter 5 – Survivors Page 27
Chapter 6 – Monsters Page 50
Chapter 7 – Locations Page 91
Chapter 8 – Online Resources Page 119
Chapter 9 – Credits Page 120
Chapter 0 – Introduction
This project was started several years ago on the Wizards message boards, and had a rather
impressive run in terms of the amount of people involved and the amount of material produced.
The efforts of the group involved focused primarily on the main Resident Evil series from RE:0 to
RE: Code Veronica X, as well as the Outbreak games. We never felt a strong desire to include RE4,
and RE5 hadn’t yet launched while we were in the zone, so to speak, so you will find no such
information relating to those games here. The information presented here is far from complete,
especially the monster lists from the games, and as such this sourcebook can be considered a
reference document for the information that was finished before interest in the project waned, a
singular place for all of the game material we created.
I have also included in this document some homebrew rules, feats, and advanced classes that were
presented by those who helped create this information. Do with this information what you will, and
keep in mind that everything that is presented in here is for reference only. I hold no claim as to
ownership of images contained within, other than the maps that I created myself.
-Urban Sniper
urbansniper.deviantart.com
Chapter 1 – Characters
The Resident Evil campaign setting uses the d20 Modern Core Rulebook and any additional
supplements for it that the Gamemaster wishes to allow. The core classes are unchanged, as are
their talents.
Below you will find information on new starting occupations for the Resident Evil campaign
setting,, as well as some minor changes to existing occupations.
Changes to Existing Occupations
Criminal – Add Bluff and Intimidate to the skill list
Religious – Add Diplomacy and Intimidate to the skill list
Rural – Add Spot to the skill list
Technician – Add Disable Device to the skill list
New Occupations
Mercenary
Mercenaries may have military training, but
they typically sell their skills to the highest
bidder. Mercenaries include soldiers of
fortune and bounty hunters.
Prerequisite: Age 21+
Skills: Choose two of the following skills as
permanent class skills. If a skill the character
selects is already a class skill, he or she
receives a +1 competence bonus on checks
using that skill.
Climb (Str), Disable Device (Int), Drive (Dex),
Intimidate (Cha), Jump (Str), Knowledge
(tactics) (Int), Navigate (Int), Search (Int),
Survival (Wis), Swim (Str)
Bonus Feat: Select one of the following
Armor Proficiency (light), Brawl, Combat
Martial Arts, Personal Firearms Proficiency,
Quick Draw, Toughness
Wealth Bonus Increase: +1
S.T.A.R.S (Special Tactics And Rescue
Squad)
Raccoon City’s elite police force.
Prerequisite: Age 21
Skills: Choose two of the following skills as
permanent class skills. If a skill you select is
already a class skill, you receive a +1
competence bonus on checks using that skill.
Computer Use (Int), Concentration (Con),
Demolitions (Int), Disable Device (Int), Move
Silently (Dex), Open Lock (Dex), Search (Int),
Use Rope (Dex)
Bonus Feat: Select one of the following:
Brawl, Combat Martial Arts, Light Armor
proficiency, or Personal Firearms Proficiency.
Wealth Bonus Increase: +1
U.B.C.S (Umbrella Biohazard
Countermeasure Service)
U.B.C.S is the army & security of Umbrella Inc.
Although the U.B.C.S operatives handle
delicate matters, they are rarely informed
about the nature of their missions and they
are considered very expendable despite their
elite training.
Prerequisite: Age 20
Skills: Choose two of the following skills as
permanent class skills. If a skill you select is
already a class skill, you receive a +1
competence bonus on checks using that skill.
Computer Use (Int), Concentration (Con),
Demolitions (Int), Disable Device (Int), Move
Silently (Dex), Open Lock (Dex), Search (Int),
Use Rope (Dex)
Bonus Feat: Select one of the following:
Brawl, Combat Martial Arts, Light Armor
proficiency, or Personal Firearms Proficiency.
Wealth Bonus Increase: +1
Umbrella Scientist
These are Umbrella’s top researchers. They
are highly informed in the tasks at hand,
rarely knowing more than what they are
supposed too.
Prerequisite: Age 25
Skills: Choose two of the following skills as
permanent class skills. If a skill you select is
already a class skill, you receive a +1
competence bonus on checks using that skill.
Craft (pharmaceutical), Computer Use, Gather
Information, Knowledge (Behavioral sciences,
earth & life sciences, or technology),
Research, Search, Treat Injury.
Chapter 2 – Skills and Feats
New Uses for Existing Skills
Craft (Pharmaceutical)
This skill is used when mixing the green, red, and blue herbs found throughout the Raccoon City
region. Different combinations of these herbs allow for different amounts of healing, and the DC for
mixing them becomes greater based upon the mixture. Failing the check when mixing these herbs
results in the herbs becoming useless. The actual healing properties of these herbs are detailed in
the Equipment chapter.
Herb Mixing DC Chart
1 Green Herb – DC 5
2 Green Herbs – DC 10
3 Green Herbs – DC 15
1 Blue – DC 5
1 Green, 1 Blue – DC 15
2 Green, 2 Blue – DC 20
1 Red – N/A (no effect unless combined with another herb)
1 Green, 1 Red – DC 15
1 Green, 1 Red, 1 Blue - DC 22
New Feats
Armor Focus (light)
You have learned to gain an extra degree of
protection with any light armor you wear
Prerequisites: Armor Proficiency (light)
Beneft: You gain an additional +1 bonus to
Defense with any light armor you wear
---
Armor Focus (medium)
You have learned to gain an extra degree of
protection with any medium armor you wear
Prerequisites: Armor Proficiency (light),
Armor Proficiency (medium)
Beneft: You gain an additional +1 bonus to
Defense with any medium armor you wear
---
Armor Focus (heavy)
You have learned to gain an extra degree of
protection with any heavy armor you wear
Prerequisites: Armor Proficiency (light),
Armor Proficiency (medium), Armor
Proficiency (heavy)
Beneft: You gain an additional +1 bonus to
Defense with any heavy armor you wear
---
Body Slam
You can slam an opponent on the ground,
walls or obstacles to deliver lethal damage.
Prerequisites: Combat Throw, Str 15+
Benefit: On a successful trip attack you deal
1d6 + Str modifier; in addition you may slam
your opponent not just onto the floor,
rendering him prone but onto walls and other
objects.
---
Clinch
You have mastered the art of grappling the
opponent with an Unarmed attack.
Prerequisites: BAB +4, Combat Throw,
Combat Martial Arts, Wis 13+
Benefit: You may choose to start a Grapple or
Trip attempt immediately after striking with
an unarmed attack.
---
Close Quarter Combat (CQC)
You are trained in techniques of grappling,
attacking and dealing massive damage when
armed with a knife in melee encounters.
Prerequisites: Base attack bonus +3, Combat
Throw, Wis 15+
Benefit: When engaged in melee or grappling
you gain a +1 circumstance bonus to your
attack rolls, grapple checks, damage rolls,
strength checks for breaking a grapple
and/or pinning your opponent and disarming
attempts. Further more you are always
entitled to an attack of opportunity even
when attacking an enemy that has improved
grab.
---
Expert in your Field
You are proficient and well known in your
field of expertise
Prerequisites: Profession 13 ranks (any),
Renown
Benefit: Your Wealth bonus increase on
Profession checks increase by 1 (+2 for 1-5
ranks, +3 for 6-10 ranks and so forth) Your
Reputation bonus increases by 2
---
Gifted
You are naturally gifted in one attribute.
Benefit: You gain a permanent +2 bonus to
one ability score.
Special: Only available at first level and may
be taken only once. This bonus may not be
distributed amongst two different ability
scores.
---
Grappling block
You can catch and pin an opponent’s melee
weapon with your bare hands.
Prerequisites: Combat Martial Arts, Lightning
Reflexes, Int 13, Combat Expertise, Improved
Disarm, Combat Reflexes.
Benefit: You must have both hands free to use
this feat. Once per round when you would
normally be hit by a melee weapon you may
make a special disarm attempt against your
opponent. This attempt counts against your
allowed attacks of opportunity this round.
You make an opposed attack roll against the
attack roll that hit you. If you succeed, you
interrupt the attack and grab the weapon
away from your opponent or knock the
weapon to the ground. In the case of unarmed
attacks you immediately inflict Grapple
damage.
---
Guru
You have a special knack for remembering
the details of a specific area of knowledge.
Prerequisites: Intelligence 15, Knowledge
(any) 13 ranks
Benefit: Pick a Knowledge subject. You may
re-roll a Knowledge check in that subject once
a day and take the better of the two rolls
Special: You may choose this feat multiple
times
---
Highly Skilled
Since an early age you have been training,
honing your skills.
Benefit: You gain 4 more skill points every
time you level up. These behave exactly like
the bonus skill points a human gets.
Special: Only available at first level and may
be taken only once.
---
Judge of Character
You are skilled at reading people
Prerequisites: Wisdom 15, Sense Motive 9
ranks, Attentive
Benefit: All Bluff checks against you are made
at a -4 penalty. In addition, with a successful
Sense Motive check DC 25, you can determine
the primary allegiance of a creature you
observe
---
Knife Fighting
You are truly adept with a knife in combat.
Prerequisite: Base Attack Bonus +2, Simple
Weapons Proficiency, Weapon Focus (Knife)
Benefit: You treat the damage you deal with a
knife as if it were one size category larger
(i.e., 1d4 to 1d6)
---
Knife Mastery
You know how to hit where it hurts when
using a knife while engaged in melee or
grappling.
Prerequisite: Base Attack Bonus +4, Knife
Fighting, Simple Weapons Proficiency,
Weapon Focus (knife).
Benefit: You deal an additional +2 to damage
when using a knife while grappling or in
melee combat.
---
Knock-Down
Your mighty blows can knock foes off their
feet.
Prerequisites: Base attack bonus +2,
Improved Trip, Str 15+
Benefit: Whenever you deal 10 or more
points of damage to your opponent in melee,
you make a trip attack as a free action against
the same target.
---
Master of Disguise
You are exceptionally skilled at being
someone else.
Prerequisites: Charisma 15, Disguise 9 ranks,
Bluff 9 ranks, Perform (act) 9 ranks,
Deceptive
Benefit: You can don a disguise in 1d4x5
minutes. You receive a +2 bonus to Bluff and
Perform (act) checks to be in character.
---
Mozambique Drill
You know how to put your enemies down
more efficiently with small arms fire.
Prerequisites: Dexterity 15, Point Blank Shot,
Double Tap, BAB +6
Benefit: In a round where you successfully
use the Double Tap feat against an enemy
with a handgun, you gain a +2 bonus to attack
and damage rolls
---
Multilingual
You know additional languages
Benefit: You gain either two Read/Write
language skills, two Speak language skills, or
one of both. For example, Read/Write and
Speak German, or Read/Write German,
Read/Write Italian or Speak German, Speak
Italian.
---
Opportunity Dodge
You are skilled at attacking assailants that fail
to hit you.
Prerequisites: Dexterity 15, Dodge, Tumble 4
ranks
Benefit: If an opponent that you have selected
with the Dodge feat misses you on a melee
attack, you may Tumble away and gain an
additional ranged attack against that
opponent in your next round.
---
Pacifying Presence
Your mere presence can relax those around
you
Prerequisites: Charisma 15, Diplomacy 9
ranks
Benefit: When you use this feat, all opponents
within 10 feet who have fewer levels than you
must make a Will saving throw (DC 10 + 1/2
your level + Charisma modifier). An opponent
who fails his save takes a -4 penalty on attack
rolls and melee damage rolls for a number of
rounds equal to 1d6 + your Charisma
modifier. You can use this feat once per round
as a free action.
A successful save indicates that the opponent
is immune to your use of the feat for 24
hours. This feat does not affect creatures with
an Intelligence score of 3 or lower.
If you have the Renown feat, the Will saving
throw's DC increases by 5
---
Quick Scan
You can read the layout of an area, immediate
or far, much more quickly
Prerequisites: Search 9 ranks, Spot 9 ranks,
Alertness, Meticulous
Benefit: All uses of the Search and Spot skill
take half as much time
---
Sambo Wrestling
You are skilled at grappling and dealing
damage while grappling.
Prerequisites: Base attack bonus +1
Benefit: While grappling your unarmed
damage is increased by one die type; in
addition you may deal lethal or non-lethal
damage. Your grapple and trip attempts count
as armed, which means that opponents do not
get attacks of opportunity when you attempt
a grapple.
---
Sharp Shot
You are a good shot beyond point blank.
Prerequisites: Base attack bonus +1, Point
Blank Shot, Far Shot
Benefit: While attacking an opponent who is
farther than 30ft. from your position, you
retain the bonus granted by the Point Blank
Shot feat; only as long as the opponent is
within 1.5 range increment of the weapon
being used (as if with Far Shot) and if he is
within sight.
---
Shoot from the Hip
You've watched too many spaghetti westerns
as a kid.
Prerequisites: Dex 15, Sleight of Hand 6
ranks, Quick Draw, BAB+ 2
Benefit: You may make an attack the instant
you draw your gun at a -2 penalty.
Special: May only be used with Medium or
smaller Handguns.
---
Sidewinder
You have a tendency to weave about in a
fight, making it difficult for enemies to get a
bead on you.
Benefit: The character gains a +1 dodge
bonus to Defense against ranged attacks.
---
Signature Move
You have mastered a particular melee attack
and made it your own.
Prerequisites: Combat Martial Arts, Defensive
Martial Arts, BAB +4,Wis +15
Benefit: The character has a signature move,
created solely by the player and must be
allowed by the Gm. This attack must be a
melee, touch or grapple and it requires the
use of an Action Point. The attack in itself
deals 2d8 damage and its critical threat range
is 19-20/x3.
Special: The attack my have secondary effects
like knocking opponent prone or leaving the
opponent dazed (thus requiring the
appropriate feat).
---
Slippery
You are exceptionally adept at escaping
bonds of all sorts
Prerequisites: Dexterity 15, Escape Artist 9
Ranks, Nimble
Benefit: You receive a +4 bonus on all Escape
Artist checks
---
Stunning Bash
You can trade potential damage for the ability
to stun your enemy instead
Prerequisites: Strength 15, Power Attack
Benefit: You can subtract up to your base
attack bonus on a successful attack roll and
instead of damaging your opponent, force
them to make a Fortitude saving throw (DC
10 + BAB subtracted + Strength modifier). An
opponent who fails his save is instead
stunned for 1 round
Special: Enemies immune to critical hits are
not affected
---
Supreme Stealth
You are capable of moving quickly and
remaining unnoticed
Prerequisites: Dexterity 15, Hide 13 ranks,
Move Silently 13 ranks, Stealthy
Benefit. You can move up to your full speed
without the -5 penalty on any Hide or Move
Silently check. You receive only a -10 penalty
on Hide and Move Silently checks while
running or charging (instead of the normal -
20 penalty)
---
Tackle
You have played in your high school’s varsity
football team or otherwise know how to push
back opponents.
Prerequisites: Str 15+
Benefit: You gain a +2 on opposed Strength
and Dexterity checks when you attempt or try
to avoid a Bull Rush or an Overrun.
---
Take Down
You literally pick up an opponent and knock
him down onto the floor prone, positioning
yourself on top of him ready to attack or
grapple him.
Prerequisites: Sambo Wrestling, Body Slam,
Str 15+
Benefit: You can attempt a “take down” as an
attack action made during your move action,
or as part of a charge. (In general you can't
make an attack action during a move action;
this is an exception.) In either case you do not
get a 5-foot step before, during, or after the
take down attempt. When you take down, you
attempt to knock down the opponent prone
on the 5-foot square behind him instead of
attacking him (imagine a football player
taking down a running back). You can only
take down an opponent who is one size
category larger then you, the same size, or
smaller.
First, you must move at least 10 feet in a
straight line into the target’s square
(provoking attacks of opportunity normally).
Second, you and the target make opposed
Strength checks. (All size penalties apply as in
Bull Rush attempts) You gain a +2 if you were
charging. The target gets a +4 stability bonus
if he has more than two legs or is otherwise
exceptionally stable.
If you beat the target’s Strength check, you
push him back 5ft. and slam him onto the
floor inflicting 1d6+your Str modifier.
Immediately after taking him down you get
an attack of opportunity against that
opponent gaining the standard +4 bonus on
attack rolls against prone targets. If you fail to
beat the target’s Strength check, the opponent
broke off pushing you 5ft. back to where you
were before you moved onto his square. If
that square is occupied, you fall prone in the
square.
Chapter 3 – Equipment
Weapons
Berretta 92F Custom “Samurai Edge”
This gun has been specially crafted and
modified for use by S.T.A.R.S. members by the
Kendo Gunshop. It functions as a normal
Berretta 92F, though it is considered a
mastercraft (+1 to hit) weapon. The gun can
be further modified by request of the owner;
typical modifications include custom triggers,
customer slides, and accessory rails.
Berretta 96F Custom “Samurai Edge”
This gun was created at the request of Barry
Burton, apparently a unique weapon, and
uses .40 S&W cartridges (being based off of
the 96F) instead of the standard 9x19mm
rounds used by the standard Samurai Edge.
This gun is also unique in that it has a three
round burst setting, an extended magazine
(holding 15 rounds instead of the standard
12),and accessory rail, and a recoil
compensator. This is also considered a
mastercraft (+1 to hit) weapon.
Ammunition
40mm Grenade – Special Ammunition Types
Name DMG Crit Type BR Ref Size Weight PDC Res
DC
40mm Acid Rounds 3d6 N/A Acid 5ft. 15 Tiny 1lb. 17 Mil(+3)
40mm Flame Rounds 2d6 N/A Fire 15ft. 12 Tiny 1lb. 17 Mil(+3)
40mm Freeze Rounds 3d6 N/A Cold 5ft. 12 Tiny 1lb. 18 Mil(+3)
Herbs
The unique herbs found in the Raccoon City region display amazing healing and restorative
properties. (In game, the actual effects are up to the GM, and were something that we debated on,
but never reached a solid consensus on. You can allow herbs to be used in place of first aid
kits/med kits and provide the same effects, or they can be treated as a separate method of healing
(this method uses the chart below).)
Herb Mixture Craft DC Effect
1 Green 5 Heals 1d6 hp
2 Green 10 Heals 1d8 hp
3 Green 15 Heals 2d4 hp
1 Blue 5 Grants a second save throw to resist
the effects of poison or counteracting poisons.
1 Green, 1 Blue 15 Heals 1d6+2 hp and blue herb effect
2 Green, 1 Blue 20 Heals 2d6+2 and blue herb effect
1 Green, 1 Red 15 Heals 2d4 hp
2 Green, 1 Red 20 Heals 2d8 hp
1 of each color 22 Heals 2d4 hp and blue herb effect
Alternate Herb Usage: Unless stated otherwise, Treat Injury works identically to the rules in the d20 Modern core rulebook. Characters can have hit points restored once per day with the use of a medical kit and can even undergo surgery (a rather difficult proposition, however, due to the length of time the other heroes have to fend off the B.O.W.s in a dirty room) exactly as described in the core rulebook.
However, the characters can also use herbs to assist in their healing.
A green herb heals 1d6 + 1 hit point per level. Special abilities that increase hit point healing, such as Healing Touch and the Field Medic abilities add to the damage healed. A successful Treat Injury check (DC 20) increases the amount of healing to double the usual amount.
Green herbs can be mixed with the red herb to create a super strength healing mixture, which doubles the amount of healing (note that two doublings result in a tripling). If the hero that mixes the herbs makes a successful Craft (pharmaceutical) skill check DC 25, the amount of healing is "doubled" again. Finally, a successful Treat Injury check (DC 20) once again "doubles" the amount of healing. In total, a mixed herb created and applied by a competent medic, such as Rebecca Chambers, can heal 5d6 + 5 hit points per level, and perhaps a few more hit points from class abilities.
As a result, herbs should be rare. The party should not have access to more than one green herb per PC at any one time. The herbs are so rare they would only be stockpiled in hospitals (which, of course, have a bad tendency of being filled with recently infected victims, now zombies, plus crawling with Umbrella troops).
Random Item Tables
These tables can be used when randomly determining the contents of an item chest, what is laying about a scene, or for randomly equipping NPCs. (I developed these tables based off of the first one listed below, and haven’t had a chance to extensively test them all. As with anything here, use what you want, change what you want. It’s a free world.)
Note on weapons: If a weapon is found randomly (such as lying in the street or clutched by a
dead(?) body), roll 3d8 and subtract this number from the maximum clip/cylinder size of the
weapon. This represents the ammunition spent already, and a result of 0 or lower means the
weapon is empty. For weapons with maximum capacity above 20 rounds, subtract 4d8 from the
maximum capacity to represent rounds used. For machine guns, with capacities above 50 rounds,
subtract 6d10 from the maximum capacity. Unique weapons, such as grenade launchers and rocket
launchers may or may not have ammunition when found (GM’s choice).
Random Item Generator Table
01 Green Herb
02 Weapon (Licensed)
03 Ammunition
04 2 Mixed Green Herbs
05 Antidote
06 Weapon (Restricted)
07 First Aid Kit
08 Ammunition (x2)
09 Armor
10 Weapon (Military)
11 Ink Ribbon
12 Roll Twice
Licensed Weapon Table
01 .22 Revolver
02 .22 Automatic
03 .38 Revolver
04 .357 Magnum Revolver
05 9mm Handgun
06 .40 Handgun
07 .45 Handgun
08 12ga. Pump/Automatic Shotgun
09 12ga. Double Barrel Shotgun
10 Semi-automatic Rifle
11 Hunting Rifle
12 .50 Desert Eagle/GMs Choice
Restricted Weapon Table
01 .380 Submachine gun
02 9mm Submachine gun
03 9mm Automatic Handgun
04 5.56mm Assault Rifle
05 7.62mm Assault Rifle
06 12ga. Automatic Shotgun/GMs Choice
Military Weapon Table
01 5.56mm Machine Gun
02 7.62mm Machine Gun
03 40mm Grenade Launcher (single shot)
04 40mm Grenade Launcher (mutli shot)
05 RPG (single shot)
06 Rocket Launcher (4 shots)/GMs Choice
Armor Table
01 Leather Jacket
02 Light Undercover Shirt
03 Pull-up pouch Vest
04 Undercover Vest
05 Concealable Vest
06 Light-utility Vest
07 Tactical Vest
08 Special Response Vest/GMs Choice
Ammunition Table
01 .22 (50 rounds)
02 .38 special (50 rounds)
03 .357 Magnum (50 rounds)
04 9mm (50 rounds)
05 .40 (50 rounds)
06 .45 (50 rounds)
07 12ga. (25 rounds)
08 7.62x39mm (20 rounds)
09 5.56mm (20 rounds)
10 Rifle Rounds (20 rounds)
11 .50 AE Rounds (50 rounds)/GMs Choice
12 Reroll, any ammo is +P load (+1 damage)
Healing Item Table
01 Green Herb
02 First-aid Kit
03 2x Green Herb
04 Blue Herb
05 2x Blue Herb
06 Red Herb
07 Mixed Herb (2x Green)
08 Mixed Herb (Green, Blue)
09 Mixed Herb (Green, Blue, Red)
10 First Aid Spray/GMs Choice
Melee Weapon Table
01 Butcher Knife
02 Machete
03 Combat Knife
04 Club/Baseball Bat
05 Tire Iron
06 Wooden Pole
07 Collapsible Baton
08 Sledge Hammer /GMs choice
Miscellaneous Items Table
01 Kitchen Knife
02 Mechanical Tool Kit, Basic
03 Backpack
04 Casual Clothes
05 Business Clothes
06 Camera
07 Scanner
08 Walkie-Talkie, Basic
09 Electrical Tool Kit
10 Multipurpose Tool
11 Binoculars
12 Compass
13 Map, local
14 Rope (50ft.)
15 Ink Ribbon
16 Holster, empty
17 First-aid Kit
18 Windbreaker
19 Tool Belt
20 Duct Tape
Chapter 4 – Advanced Classes
Below you will find changes that we agreed upon to existing advanced classes, as well as three new
advanced classes: the Brawler, the Sharp Shooter, and the Silent Assassin.
Changes to Existing Advanced Classes
Soldier:
*Change the BAB to +10 (full)
*The Soldier's Weapon Focus class feature can be changed daily to focus on a new weapon.
Subsequently, Weapon Specialization, Improved Critical, Greater Weapon Specialization and Critical
Strike are altered.
Example: a Soldier who choses Weapon Focus (Desert Eagle) can re-focus to Weapon Focus (Knife)
the next day for a situation that demands stealth, and Weapon Focus (HK PSG-1) after that for a
mission that requires long range marksmanship.
*Add Climb to the skill list
*Add Weapon Focus to the Bonus Feat list
Martial Artist:
*Add Combat Expertise and Improved Disarm to the Bonus Feat list
Gunslinger:
*Change the Hit Dice to d8
*Change the BAB to +10 (full)
*Change the Defense Progression from +5 to +7
*Bullseye is now usable 1/2 class levels per day with any weapon
*Add Hide to the skill list
Daredevil:
*Change the BAB to +7 (medium)
*Adrenaline boost is now usable class level times per day
*Damage Threshold improves by +6
Archaic Weaponmaster:
*Add Concentration and Tumble to the skill list
*Replace Imbue Weapon +1 with Greater Weapon Focus (additional +1 to hit with chosen weapon)
*Replace Imbue Weapon +2 with Greater Weapon Specialization (additional +2 to damage with
chosen weapon)
New Advanced Classes
Brawler
Not all those who fight on the street are martial artists. Some are just folks who swing their fists
every which way, but don’t hesitate to kick sand in their opponents’ face, go for the weak spots, and
snatch for hair. These are the people who use chairs and weapons, staple gun the enemy’s eyes, and
tear at lips and ears. These are brawlers. Vicious combatants more likely to find themselves in the
wilderness than the civilized ways of the martial artist and musician, brawlers are not typically the
brightest in the bunch, and are usually untrained in their philosophy and style.
Requirements
To qualify to become a Brawler, a character must fulfill the following criteria.
Base Attack Bonus: +3.
Skills: Either Knowledge (streetwise) 6 ranks or Survival 6 ranks.
Feats: Brawl, Streetfighting.
Class Information
The following information pertains to the Brawler advanced class.
Hit Die
The Brawler gains 1d10 hit points per level.
Action Points
The Brawler gains a number of action points equal to 6 + one-half his character level, rounded
down, every time she attains a new level in this class.
Class Skills
The Brawler’s class skills are as follows.
Bluff (Cha), Disable Device (Int), Drive (Dex), Gamble (Wis), Hide (Dex), Intimidate (Cha), Jump
(Str), Knowledge (streetwise, tactics) (Int), Movie Silently (Dex), Profession (Wis), Sense Motive
(Wis), Spot (Wis), and Survival (Wis).
Skill Points at Each Level: 5 + Int modifier.
The Brawler
Lvl BAB Fort Ref Will Class Special Features Def Rep
1 +1 +2 +0 +1 Improved Grapple +1 +0
2 +2 +3 +0 +2 Improvised Weapons +1 +0
3 +3 +3 +1 +2 Bonus Feat +1 +0
4 +4 +4 +1 +2 Improved Streetfighting +2 +1
5 +5 +4 +1 +3 Improvised Weapon Damage +2 +1
6 +6 +5 +2 +3 Bonus Feat +3 +1
7 +7 +5 +2 +4 Advanced Streetfighting +3 +2
8 +8 +6 +2 +4 Dirty Fighting +4 +2
9 +9 +6 +3 +4 Bonus Feat +4 +2
10 +10 +7 +3 +5 Body Slam +5 +3
Class Features
The following features pertain to the Brawler advanced class.
Improved Grapple
At 1st level, if the Brawler makes an unarmed attack and successfully hits an opponent, he can make
a grapple check as a free action without provoking an attack of opportunity. The brawler gains a +4
competence bonus on grapple checks.
Improvised Weapons
At 2nd level, the Brawler no longer suffers the -4 penalty for fighting with an improvised weapon,
allowing him to hit opponents with barstools and other pieces of the landscape with no problem.
Improved Streetfighting
At 4th level, whenever the Brawler activates his Streetfighting feat, he deals +2d4 damage instead
of +1d4.
Improvised Weapon Damage
At 5th level, the Brawler learns to more effectively power his strikes with chairs and table legs,
allowing him to treat an improvised weapon as one size category large for the purposes of dealing
damage.
Advanced Streetfighting
At 7th level, the Brawler has a tendency to go for the eyes, the jugular, or whatever else it is that
might be vital, and deals +3d4 damage when using his Streetfighting feat.
Dirty Fighting
At 8th level, the Brawler knows where to grab to make it really, really hurt. If the brawler
successfully deals unarmed strike damage while in a grapple, he can spend an action point to
automatically threaten and confirm it as if it were a critical hit.
Body Slam
At 10th level, while grappling an opponent, you may, if you succeed at a grapple check, and instead
of dealing normal unarmed damage, slam, throw, spin, or trip your opponent into a nearby object,
such as a railing, pipe, or car, dealing an additional 1d4 points of bludgeoning damage. Doing so
ends the grapple and makes your opponent fall prone. If you spend an action point while doing so,
your opponent must succeed on a Fortitude save (DC 10 + your class levels + your Strength
modifier) or fall unconscious for 1d4 rounds.
Bonus Feats
At 3rd, 6th, and 9th level, the Brawler gains a bonus feat. This feat must be drawn from the
following list, and the Brawler must meet all prerequisites of the feat to select it.
Armor Proficiency (light), Armor Proficiency (medium), Combat Throw, Elusive Target, Knockout
Punch, Improved Brawl, Improved Combat Throw, Improved Feint, Improved Knockout Punch,
Personal Firearms Proficiency, Weapon Focus, Unbalance Opponent.
Sharp Shooter
Requirements
To qualify to become a Sharp Shooter, a character must fulfill the following criteria.
Base Attack Bonus: +2
Skills: 6 Ranks in Hide, Move Silently and Spot
Feats: Personal Firearms Proficiency, Point Blank Shot
Class Information
The following information pertains to the Sharp Shooter advanced class.
Hit Die
The Sharp Shooter gains 1d8 hit points per level.
Action Points
The Sharp Shooter gains a number of action points equal to 6 + one-half his character level,
rounded down, every time she attains a new level in this class.
Class Skills
The Sharp Shooter’s class skills are as follows:
Bluff (cha), Climb (Str), Concentration (Con), Demolitions (Int), Disable Device (Int), Hide (Dex),
Intimidate (Cha), Jump (Str), Knowledge (Current Events, Streetwise, Tactics), Listen (Wis), Move
Silently, Navigate (Int), Sleight of Hand (Dex), Spot (Wis), Survival (Wis).
Skill Points at each level: 5+Int Modifier
Lvl BAB Fort Ref Will Class Special Features Def Rep
1 +1 +0 +2 +0 Weapon Focus, Ranged +1 +0
Precision +1
2 +2 +0 +3 +0 Camouflage +1 +0
3 +3 +1 +3 +1 Distraction Shot, Bonus Feat +1 +1
4 +4 +1 +4 +1 Defensive Position +2 +1
5 +5 +1 +4 +1 Ranged Precision +2 +2 +1
6 +6 +2 +5 +2 Improved Critical, Bonus Feat +3 +2
7 +7 +2 +5 +2 Improved Camouflage +3 +2
8 +8 +2 +6 +2 Called Shot +4 +2
9 +9 +3 +6 +3 Ranged Precision +3, Bonus Feat +4 +3
10 +10 +3 +7 +3 Marksmanship +5 +3
Weapon Focus: At 1st level, a Sharp Shooter chooses a specific weapon to specialize with. He
gains the Weapon Focus feat for that weapon.
Ranged Precision
As a Standard Action the Sharp Shooter may choose to spend an action point to make a single
precisely aimed attack with a ranged weapon, dealing +1 die of damage with a successful hit at first
level, +2 dice of damage at 5th level and +3 dice of damage at 9th level. Should a critical be scored this
extra damage is not multiplied.
When making a Ranged Precision attack the Sharp Shooter must be within at least 30 feet of his
target. Ranged Precision only works against living creatures with discernable anatomies. Any
creature that is immune to critical hits is not vulnerable to the Ranged Precision attack and any
item or effect that protects a creature against critical hits protects against this attack.
The target of Ranged Precision does not need to be flatfooted or denied his Dexterity bonus. The
Sharp Shooter can only use this ability on a weapon he has taken the Weapon Focus feat on.
Camouflage
A Sharp Shooter has knows the importance of remaining hidden, especially after taking the first
shot. Beginning at 2nd level when attempting a Hide check after making a ranged attack while
hidden (i.e., ‘Sniping’), you only receive a -10 penalty on your Hide check (instead of the standard -
20). The penalty is further reduced to a -5 at 7th level.
Distracting Shot
Starting at 3rd level whenever you hit your target with a ranged attack, that target is considered to
be flanked and threatened by you regardless of the distance.
Bonus Feats
At 3rd, 6th, and 9th level, the Sharp Shooter gains a bonus feat. This feat must be drawn from the
following list, and the Sharp Shooter must meet all prerequisites of the feat to select it:
Alertness, Armor Proficiency (Light), Brawl, Cautious, Combat Reflexes, Dead Aim, Far Shot, Guide,
Lightning Reflexes, Precise Shot, Quick Reload, Stealthy.
Defensive Position
Starting at 4th level, a Sharp Shooter gains the ability to use cover to maximum advantage. The
Sharp Shooter gains additional +2 cover bonus to Defense and an additional +2 cover bonus to
Reflex saves whenever he has one-quarter, one-half, three-quarters or nine-tenths cover.
Improved Critical
A Sharp Shooter of 6th level knows how to strike more effectively and have better chance of dealing
significant damage with the weapon he has applied weapon focus to. For that weapon you double
its normal critical threat range (20 turns into 19-20).
Called Shot
At 8th level a Sharp Shooter can choose to forgo all additional damage done by Ranged Precision
attack to severely incapacitate his target.
Aiming for the target’s arms bestows a -2 penalty to all rolls requiring the use of that arm. Further
more if the second arm is shot the penalties stack. Aiming for the legs reduces the targets speed by
10ft. Aiming for the targets head or other vital organs causing an immediate critical.
Finally the Sharp Shooter may forgo all additional damage done by the Ranged Precision attack to
bestow a wound that continuously bleeds. This wound deals 1 point of Constitution damage per
round to your foe in addition to the usual damage dealt.
Marksmanship
At 10th level the Sharp Shooter’s skills are unmatched; he can add his Dexterity Modifier to the
damage done by the ranged weapon he has selected for Weapon Focus feat.
Silent Assassin
Requirements
To qualify to become a silent assassin, a character must fulfill the following criteria.
Base Attack Bonus: +2
Skills: 6 Ranks in Disguise, Hide and Move Silently
Feats: Deceptive, Stealthy, Exotic Weapon Proficiency (Garrote)
Class Information
The following information pertains to the Silent Assassin advanced class.
Hit Die
The Silent Assassin gains 1d8 hit points per level.
Action Points
The Silent Assassin gains a number of action points equal to 6 + one-half his character level,
rounded down, every time she attains a new level in this class.
Class Skills
The Silent Assassin’s class skills are as follows.
Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Disable Device (Int),
Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Investigate (Int), Jump
(Str), Knowledge (Current Events, Popular Culture, Streetwise, Tactics) (Int), Listen (Wis), Move
Silently (Dex), Profession (Wis), Read/Write Language (None), Search (Int), Sleight of Hand (Dex),
Speak Language (None), Spot (Wis), Tumble (Dex).
Skill Points at each level: 7 +Int Modifier
Lvl BAB Fort Ref Will Class Special Features Def Rep
1 +0 +0 +2 +0 Contact, Sweep, +1 +1
Sneak Attack +1d6
2 +1 +0 +3 +0 Tools of the Trade (scopes) +1 +1
3 +2 +1 +3 +1 Blend +1 +1
4 +3 +1 +4 +1 Tools of the Trade (firearms) +2 +2
5 +3 +1 +4 +1 Sneak Attack +2d6 +2 +2
6 +4 +2 +5 +2 Tools of the Trade (knives) +3 +3
7 +5 +2 +5 +2 Uncanny Dodge X +3 +3
8 +6 +2 +6 +2 Tools of the Trade (Garrotes) +4 +4
9 +6 +3 +6 +3 Hide in Plain Sight +4 +4
10 +7 +3 +7 +3 Tools of the Trade (Unarmed), +5 +5
Sneak Attack +3d6
Contact
At first level the Silent Assassin acquires a contact, an employer of sorts. This person can be part of
an organization as well as a close personal friend, family member, etc. This person is the only one
whom has direct contact with the Silent Assassin; in other words this is the person who supplies
him with the information needed for the Silent Assassin to carry out his job.
The contact must be an ordinary character, not a heroic character. A contact will not accompany a
Silent Assassin on missions or risk his or her life. A contact can, however, provide information or
render a service such as supply information or provide forged documents and such (make a specific
skill check on the Silent Assassin’s behalf).
The Silent Assassin can’t call on the contact more than once in a week, and when he or she does call
on a contact, compensation may be required for the assistance the contact renders. In general, a
professional associate won’t be compensated monetarily, but instead will consider that the
Investigator owes him or her a favor. Contacts with underworld or street connections usually
demand monetary compensation for the services they render, and experts in the use of skills
normally want to be paid for the services they provide.
For underworld or street contacts, this expense is represented by a Wealth check against a
purchase DC of 10 for the low-level contact, 15 for the mid-level contact, or 20 for the high-level
contact. For skilled experts, the purchase DC is 10 + the ranks the expert has in the appropriate
skill.
Sweep
A Silent Assassin knows how to size up an area and get the lay of the land in a single sweep of his
eyes that often isn’t perceptible to those around him. This sweep provides a +4 circumstance bonus
on Spot checks and covers an area out to 30 feet away from the Silent Assassin. Anything not
concealed can be spotted in a sweep with a successful check (DC 10). The DC for concealed or less
obvious threats is equal to their Hide check result.
Sneak Attack
If a Silent Assassin can catch an opponent when she is unable to defend herself effectively from his
attack, he can strike a vital spot for extra damage. Any time the Silent Assassin’s target would be
caught by surprise (denied her Dexterity bonus to AC) at the beginning of the encounter (before
Initiatives are rolled) the silent assassin may choose to spend an action point and deal extra
damage. The extra damage is +1d6 at first level and an additional 1d6 at 5th and then again at 10th
level.
Should a critical be scored this extra damage is not included. Sneak Attacks can only be done
effectively with a melee weapon, a sap (black jack) or an unarmed strike. If a nonlethal weapon is
used (such as sap) the sneak attack deals nonlethal damage. In the case of unarmed attacks the
player chooses which to inflict before the attack is made. Finally a Silent Assassin can only sneak
attack living creatures with discernable anatomies-undead, constructs, oozes, plants, and
incorporeal creatures lack vital areas to attack. Additionally any creature that is immune to critical
hits is also not vulnerable to sneak attacks. Also the Silent Assassin must be able to see the target
well enough to pick a vital spot and must be able to reach that spot. The Silent Assassin cannot
sneak attack while striking a creature with concealment or striking the limbs of a creature whose
vitals are beyond reach.
Tools of the Trade
At second level and every two levels (4th, 6th, etc.) the Silent Assassin further learns how to exploit
his victims by using particular tools of his trade. The Silent Assassin gains a +1 competence bonus
to the use of the designated tool or weapon. For example a 2nd level Silent Assassin who uses a
Sniper Rifle with a scope gains a +1 competence bonus to his attack and damage rolls. This also
applies to grapples at the appropriate level.
Blend
At 3rd level the Silent Assassin learns that in order to get close to his mark he must blend in and
loose himself within his mark’s company. The Silent Assassin gains a +5 competence bonus to all
Bluff, Diplomacy and Disguise checks only when attempting to get in close for the job at hand. In
addition the Silent Assassin can always choose to take 10 on Bluff, Diplomacy and Disguise checks
even when circumstances would normally prevent him from doing so.
Uncanny Dodge X
At 7th level the Silent Assassin gains the Uncanny Dodge ability, or increases the level of this ability
if she already has it.
Hide in Plain Sight
The Silent Assassin can use the Hide skill even while being observed. As long as he is within 10 feet
of some sort of shadow, a silent assassin can hide himself from view in the open without anything to
actually hide behind. A silent assassin cannot however hide in his own shadow.
Chapter 5 – Survivors
This chapter contains character sheets for the major characters in the Resident Evil games, typically
representing them at the start of the particular game in question.
Resident Evil 0
Rebecca Chambers
Female Human Smart Hero 1/ Dedicated Hero 3/ Field Medic 1 Medium humanoid (human); HD
4d6 + 1d8 + 5; hp 26; Mas 12; Init +1; Spd 30 ft.; Defense 17 (+1 Dex, +3 class, +3 undercover vest);
BAB +2; Grap +2; Beretta 92FS +4 (2d6, 20/x2) AL Good, S.T.A.R.S; SV Fort +2, Ref +2, Will +5; AP 5;
Rep +3; Str 11, Dex 13, Con 12, Int 18, Wis 13, Cha 14.
Occupation: Student (Computer Use, Knowledge: Earth and Life Sciences, Knowledge: Technology)
Skills: Computer Use +11, Craft (chemical) +10, Craft (pharmaceutical) +12, Investigate +9,
Knowledge (current events) +6, Knowledge (earth and life sciences) +16, Knowledge (tactics) +7,
Knowledge (technology) +14, Research +12, Search +9, Spot +5, Treat Injury +11
Feats: Armor Proficiency (light), Educated (Knowledge: Earth and Life Sciences, Knowledge:
Technology), Personal Firearms Proficiency, Simple Weapons Proficiency, Surgery
Talents:
Smart: Savant (Knowledge: Earth and Life Sciences)
Dedicated: Healing Knack, Healing Touch
Field Medic: Medical Specialist
Possessions: Undercover Vest, Beretta 92FS (Mastercraft +1 to hit), 4 magazines 9mm, first aid kit,
medical kit, pharmacist kit
Billy Coen
Male Human Strong Hero 2 / Tough Hero 2 / Soldier 2: CR 6; Medium humanoid (human); HD 2d8 +
4d10 + 21; hp 77; Mas 18; Init +2; Spd 30 ft.; Defense 17 (+2 Dex, +5 class); BAB +4; Grap +7;
Custom Colt 1911 +8 (2d6+2, 20/x2) Knife +7 (1d4+4, 19-20/x2) Unarmed Strike (lethal) +7
(1d4+4, 20/x2) AL Good, Self; SV Fort +10, Ref +4, Will +1; AP 7; Rep +0; Str 16, Dex 15, Con 18, Int
13, Wis 12, Cha 14.
Occupation: Military (Knowledge: Tactics, Survival) Bonus Feat: Personal Firearms Proficiency
Skills: Climb +8, Jump +7, Knowledge (tactics) +9, Listen +9, Spot +8, Survival +10
Feats: Advanced Firearms Proficiency, Armor Proficiency (light), Combat Martial Arts, Endurance,
Guide, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Weapon Focus
(Colt M1911)
Talents:
Strong: Melee Smash
Tough: Remain Conscious
Soldier: Weapon Focus and Specialization (Colt M1911)
Possessions: Custom Colt 1911 (Mastercraft +1 to hit), 3 magazines .45, knife, steel handcuffs
(partially attached), lighter
Resident Evil 1
Jill Valentine
Female Human Fast Hero 3/ Infiltrator 2 Medium humanoid (human); HD 5d8 + 5; hp 36; Mas 13;
Init +4; Spd 35 ft.; Defense 22 (+4 Dex, +6 class, +2 light undercover shirt); BAB +3; Grap +4;
Beretta 92FS +8 (2d6, 20/x2) Knife +4 (1d4+1, 19-20/x2) AL Good, S.T.A.R.S; SV Fort +2, Ref +11,
Will +2; AP 6; Rep +2; Str 12, Dex 18, Con 13, Int 14, Wis 13, Cha 14.
Occupation: Law Enforcement (Knowledge: Tactics, Listen) Bonus Feat: Personal Firearms
Proficiency
Skills: Balance +10, Disable Device +10, Hide +12, Investigate +6, Knowledge (streetwise) +7,
Knowledge (tactics) +8, Listen +7, Move Silently +12, Search +7, Tumble +11
Feats: Acrobatic, Armor Proficiency (light), Lightning Reflexes, Personal Firearms Proficiency,
Simple Weapons Proficiency, Stealthy
Talents:
Fast: Increased Speed, Evasion
Infiltrator: Sweep, Improvised Implements
Possessions: Light undercover shirt, Beretta 92FS (Mastercraft +1 to hit), 4 magazines 9mm, knife,
lockpick set (Mastercraft +2 on checks to open mechanical locks)
Chris Redfield
Male Human Strong Hero 3/ Soldier 2 Medium humanoid (human); HD 3d8 + 2d10 + 10; hp 46; Mas
14; Init +3; Spd 30 ft.; Defense 19 (+3 Dex, +3 class, +3 undercover vest); BAB +4; Grap +6; Beretta
92FS +9 (2d6+2, 20/x2) Knife +6 (1d4+3, 19-20/x2) AL Good, S.T.A.R.S; SV Fort +6, Ref +6, Will +2;
AP 5; Rep +0; Str 15, Dex 16, Con 14, Int 12, Wis 13, Cha 11.
Occupation: Military (Knowledge: Tactics, Pilot) Bonus Feat: Personal Firearms Proficiency
Skills: Climb +5*, Investigate +5, Knowledge (streetwise) +3, Knowledge (tactics) +10, Listen +5,
Pilot +8, Spot +5
Feats: Aircraft Operation (Jet Fighters), Armor Proficiency (light), Athletic, Far Shot, Personal
Firearms Proficiency, Simple Weapons Proficiency, Weapon Focus (Beretta 92)
Talents:
Strong: Melee Smash, Extreme Effort
Soldier: Weapon Focus and Specialization (Beretta 92)
Possessions: Undercover Vest, Mesh Vest, Beretta 92FS (Mastercraft +1 to hit), 4 magazines 9mm,
knife, steel handcuffs, flashlight
*with Armor Check Penalty
Barry Burton
Male Human Tough Hero 3/ Dedicated Hero 3 Medium humanoid (human); HD 3d10 + 3d6 + 24; hp
59; Mas 16; Init +2; Spd 30 ft.; Defense 19 (+2 Dex, +4 class, +3 undercover vest); BAB +4; Grap +6;
Colt Python +8 (2d6, 20/x2) AL Good, S.T.A.R.S; SV Fort +7, Ref +4, Will +5; AP 4; Rep +2; Str 14,
Dex 15, Con 16, Int 13, Wis 14, Cha 12.
Occupation: Military (Knowledge: Tactics, Survival) Bonus Feat: Personal Firearms Proficiency
Skills: Craft (mechanical) +9, Investigate +8, Knowledge (streetwise) +4, Knowledge (tactics) +8,
Listen +10, Spot +10, Survival +7
Feats: Alertness, Armor Proficiency (light), Personal Firearms Proficiency, Point Blank Shot, Quick
Draw, Simple Weapons Proficiency, Toughness, Weapon Focus (Colt Python)
Talents:
Tough: Robust, Damage Reduction 1/-
Dedicated: Skill Emphasis (Listen), Aware
Possessions: Undercover Vest, Mesh Vest, Colt Python, 4 speed loaders .357, 18 rounds .357, steel
handcuffs, flashlight
Resident Evil 2
Claire Redfield
Female Human Dedicated Hero 4 Medium humanoid (human); HD 4d6 + 11; hp 27 ; Mas 15; Init +2;
Spd 30 ft.; Defense 16 (+2 Dex, +3 class, +1 leather jacket); BAB +3; Grap +4; Browning HP +5 (2d6,
20x2) Knife +4 (1d4+1, 19-20/x2) AL Good, Chris; SV Fort +4, Ref +3, Will +7; AP 7; Rep +2; Str 12,
Dex 15, Con 15, Int 13, Wis 16, Cha 15.
Occupation: Adventurer (Disable Device, Spot) Bonus Feat: Personal Firearms Proficiency
Skills: Diplomacy +4, Disable Device +8, Drive +3, Knowledge (art) +3, Knowledge (popular
culture) +5, Knowledge (streetwise) +4, Listen +10, Search +3, Sense Motive +9, Spot +10
Feats: Alertness, Confident, Iron Will, Personal Firearms Proficiency, Point Blank Shot, Simple
Weapons Proficiency, Toughness
Talents:
Dedicated: Empathy, Aware
Possessions: Leather jacket, Browning HP, 4 magazines 9mm, knife, lockpick set (Mastercraft +1 to
checks against mechanical locks)
Leon Kennedy
Male Human Fast Hero 4 Medium humanoid (human); HD 4d8 + 8; hp 32 ; Mas 14; Init +8; Spd 40
ft.; Defense 21 (+4 Dex, +5 class, +2 light undercover shirt); BAB +3; Grap +5; H&K VP70 +7 (2d6,
20x2) Desert Eagle +7 (2d8, 20x2) MAC Ingram +7 (2d6, 20x2) Knife +5 (1d4+2, 19-20/x2) AL
Good, RPD; SV Fort +3, Ref +6, Will +2; AP 8; Rep +1; Str 14, Dex 18, Con 14, Int 13, Wis 12, Cha 15.
Occupation: Law Enforcement (Diplomacy, Knowledge: Tactics) Bonus Feat: Armor Proficiency
(light)
Skills: Diplomacy +7, Drive +7, Investigate +3, Knowledge (civics) +4, Knowledge (streetwise) +5,
Knowledge (tactics) +7, Listen +4, Spot +3, Tumble +7
Feats: Advanced Firearms Proficiency, Armor Proficiency (light), Improved Initiative, Personal
Firearms Proficiency, Point Blank Shot, Quick Reload, Simple Weapons Proficiency
Talents:
Fast: Increased Speed, Improved Increased Speed
Possessions: Light Undercover Shirt, H&K VP70, 4 magazines 9mm, Desert Eagle, 3 magazines .50
AE, MAC Ingram, 1 magazine 9mm, knife
Ada Wong
Female Human Fast Hero 5 / Charismatic Hero 3 / Infiltrator 2; Medium humanoid (human); HD
5d8 + 3d6 + 2d8 + 20; hp 75; Mas 14; Init +4 (dex); Spd 30 ft.; Defense 22 (+4 Dex, +8 class); BAB
+5; Grap +5; Browning HP +9 (2d6, 20x2); AL unknown; SV Fort +5, Ref +12, Will +3; AP 11; Rep +4;
Str 10, Dex 18, Con 14, Int 14, Wis 12, Cha 17.
Occupation: Investigative (computer use, sense motive); Bonus feat: Personal Firearms
Proficiency
Skills: Balance +10, Bluff +13, Climb +4, Computer Use +6, Diplomacy +10, Disable Device +7,
Disguise +5, Drive +5 Escape Artist +9, Gather Information +10, Hide +12, Investigate +6, Jump +8,
Knowledge (streetwise) +5 Listen +3, Move Silently +12, Profession +3 Search +9, Sense Motive
+10, Sleight of Hand +7, Tumble +16.
Feats: Defensive Martial Arts, Trustworthy, Simple Weapons Proficiency, Personal Firearms
Proficiency, Point Blank Shot, Stealthy, Double Tap, Advanced Firearms Proficiency, Deceptive,
Acrobatic.
Talents:
Fast: Evasion, Uncanny Dodge, Defensive Roll
Charismatic: Charm (male), Fast-talk
Infiltrator: Sweep, Improvised Implements
Possessions: Browning HP, 4 magazines 9mm, first-aid spray
Sherry Birkin
Female Human Fast Hero 1; Small humanoid (human); HD 1d8-1; hp 7; Mas 9; Init +2; Spd 25 ft.;
Defense 16 (+1 size, +2 Dex, +3 class); BAB +0; Grap -5; AL Good, Claire; SV Fort +0 Ref +1, Will +0;
AP 5; Rep +0 Str 9*, Dex 14*, Con 9*, Int 12*, Wis 13*, Cha 13*.
Occupation: Adventurer (Climb, Jump); Bonus feat: Personal Firearms Proficiency**
Skills: Balance +3, Climb +3, Escape Artist +4, Hide +6, Jump +3, Knowledge (streetwise) +3, Move
Silently +6, Tumble +5.
Feats: Dodge, Run, Simple Weapons Proficiency, Personal Firearms Proficiency**.
Talents:
Fast: Increased Speed
Possessions: Locket, First-aid Spray, Family photo
*Stats include the Child age modifiers: -3 Str and Con, -1 Dex, Int, Wis, Cha.
**She does not have this feat as of RE2, though assuming her relationship with Claire and Leon, it is
a good assumption that she will in a few years.
Resident Evil 3
Jill Valentine
Female Human Fast Hero 7/ Infiltrator 2 Medium humanoid (human); HD 9d8 + 9; hp 67; Mas 13;
Init +4; Spd 35 ft.; Defense 22 (+4 Dex, +8 class); BAB +6; Grap +7; Benelli M3 +10/+5 (2d8, 3d8
with HE shells 20/x2) Beretta 92FS +11/+6 (2d6, 3d6 with HE rounds 20/x2) Knife +7/+2 (1d4+1,
19-20/x2) AL Good, S.T.A.R.S; SV Fort +3, Ref +13, Will +3; AP 10; Rep +3; Str 12, Dex 19, Con 13, Int
14, Wis 13, Cha 14.
Occupation: Law Enforcement (Knowledge: Tactics, Listen) Bonus Feat: Personal Firearms
Proficiency
Skills: Balance +12, Disable Device +12, Hide +15, Investigate +8, Knowledge (streetwise) +7,
Knowledge (tactics) +9, Listen +10, Move Silently +15, Search +9, Tumble +15
Feats: Acrobatic, Advanced Firearms Proficiency, Armor Proficiency (light), Burst Fire, Defensive
Martial Arts, Lightning Reflexes, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons
Proficiency, Stealthy
Talents:
Fast: Increased Speed, Evasion, Uncanny Dodge I, Uncanny Dodge II
Infiltrator: Sweep, Improvised Implements
Possessions: Benelli M3, 28 shells 12 gauge, 14 shells HE 12 gauge, Beretta 92FS (Mastercraft +1 to
hit), 4 magazines 9mm, 2 magazines HE 9mm, knife, lockpick set (Mastercraft +2 on checks to open
mechanical locks)
----
Note: Another suitable feat replacement would be to swap out Burst Fire for Exotic Firearms
Proficiency (grenade launcher) as it's a versatile and all around great weapon used from the
beginning to end of the events in Resident Evil 3 HK-P Grenade Launcher - treat as Mastercraft +1
to attack and damage Colt M79
Carlos Oliviera
Male Human Fast Hero 3/ Tough Hero 2/ Soldier 1 CR 6; Medium humanoid (human); HD 3d8 +
3d10 + 12; hp 48; MAS 14; Init +3; Spd 35 ft; Defense 23 (+3 Dex, +7 class, +3 Undercover Vest);
BAB +3; Grp +5; M4A1 +7 (2d8, 20/x2) SIG Pro SP 2340 +6 (2d6, 20/x2) Knife +5 (1d4+2, 19-
20/x2) AL; Jill Valentine, Good, Self SV Fort +6 Ref +6 Will +2; AP: 4; Rep +1; Str 14, Dex 16, Con 14,
Int 12, Wis 13, Cha 10
Occupation: Mercenary* (Knowledge: Tactics, Survival) Bonus Feat: Personal Firearms Proficiency
Skills: Climb +7, Drive +5, Knowledge (tactics) +9, Listen +7, Spot +9, Survival +10, Swim +5,
Tumble +7
Feats: Advanced Firearms Proficiency, Alertness, Armor Proficiency (light), Athletic, Burst Fire,
Personal Firearms Proficiency, Point Blank Shot, Simple Weapon Proficiency, Weapon Focus (M4
Carbine)
Talents:
Fast - Increased Speed, Evasion
Tough - Second Wind
Soldier - Weapon Focus (M4 Carbine)
Possessions: Undercover Vest, Mesh Vest, M4A1, 4 magazines 5.56mm, SIG Pro SP 2340, 4
magazines 9mm, knife
Resident Evil: Code Veronica
Chris Redfield (RE:CV/X)
Male Human Strong Hero 7/ Soldier 3 Medium humanoid (human); HD 3d8 + 2d10 + 2d8 + 1d10 +
1d8 + 20; hp 85 ; Mas 14; Init +2; Spd 30 ft.; Defense 22 (+3 Dex, +6 class, +3 undercover vest); BAB
+9; Grap +12; Glock 17 +14/+9 (2d6, 19-20x2) SPAS-12 +12/+7 (2d8, 20x2) Colt Python +14/+9
(2d6, 20x2) Knife +12/+7 (1d4+5, 19-20/x2) AL Good, S.T.A.R.S; SV Fort +8, Ref +7, Will +4; AP 19;
Rep +1; Str 16, Dex 16, Con 14, Int 12, Wis 13, Cha 11.
Occupation: Military (Knowledge: Tactics, Pilot) Bonus Feat: Personal Firearms Proficiency
Skills: Climb +11*, Investigate +5, Knowledge (streetwise) +3, Knowledge (tactics) +14, Listen +8,
Pilot +13, Spot +8
Feats: Advanced Firearms Proficiency, Aircraft Operation (jet fighters), Armor Proficiency (light),
Athletic, Exotic Firearms Proficiency (grenade launchers), Far Shot, Personal Firearms Proficiency,
Quick Reload, Simple Weapons Proficiency, Weapon Focus (Beretta 92FS), Weapon Focus (Colt
Python), Weapon Focus (Glock 17)
Talents:
Strong: Melee Smash, Improved Melee Smash, Extreme Effort, Improved Extreme Effort
Soldier: Weapon Focus and Specialization (Beretta 92FS)
Possessions: Undercover Vest, Mesh Vest, Glock 17, 4 magazines 9mm, SPAS-12, 28 shells 12
gauge, Colt Python, 4 speed loaders .357, knife
*with Armor Check Penalty
Resident Evil Outbreak
George Hamilton
Male Human Dedicated 1 CR 1; Medium humanoid (human); HD 1d6+2; hp 8; MAS 15; Init +0; Spd
30 ft; Defense 11 (+0 Dex, +1 class); BAB +0; Grp +1; Unarmed Strike +1 (1d3+1 nonlethal, 20/x2)
AL; Good, Self SV Fort +3 Ref +0 Will +3; AP: 5; Rep +1; Str 13, Dex 10, Con 15, Int 13, Wis 15, Cha 12
Occupation: Doctor (Craft (pharmaceutical), Treat Injury)
Skills: Bluff +1, Climb +1, Computer Use +1, Concentration +2, Craft (Chemical) +2, Craft
(Pharmaceutical) +8, Diplomacy +1, Disguise +1, Forgery +1, Gamble +2, Gather Information +1,
Intimidate +1, Investigate +2, Jump +1, Knowledge (earth & life sciences) +3, Listen +2, Navigate +1,
Profession +5, Research +3, Search +3, Sense Motive, +2, Spot +2, Survival +2, Swim +1, Treat Injury
+9
Feats: Medical Expert, Simple Weapon Proficiency, Surgery
Talents:
Dedicated - Healing Knack
Possessions: Clothing outfit (business), pharmacist kit, pill launcher, surgical kit, medical kit
Background: George is a doctor who works at the Raccoon City Hospital. He is a first-class surgeon
who possesses a cooperative spirit and the power to naturally acquire other people's trust. It is
almost crucial that George is on your team because of his medical abilities. He carries a medical set
which can be used to mix a variety of medicinal cures.
New Item: Pill Launcher: Capacity: 5
This unique weapon can load various pills that can be used to heal your partners or to attack
enemies. The pills loaded into the weapon has various effects when used. When used against
humans/ teammates, use the pills normal effects as if it was taken by the target it self.
Herb Conversion Table
This shows you what herbs and herb combinations make when converted into medicinal capsules,
as well as the DC for each (Craft (Pharmaceutical)) check:
Table: Combination-Results (Effects)- Craft (Pharmaceutical) DC
Green Antidote Pill (As Antidote, but more compact) 5
Blue Recovery Medicine (Restore 1d6+2 HP) 10
Red Hemostat (Stops bleeding) 10
Blue+Red Recovery Medicine (large) (Restores 2d8 HP) 20
Green+Blue Anti Virus (Reduce Fort save DC vs. T-Virus by 5) 15
2 Green+Blue Anti Virus (large) (By 10) 20
Green+Blue+Red Anti Virus (extra large) (By 15) 22
Recovery Medicine Base Recovery Medicine (Restore 1d6+2 HP) 10
**Pill Launcher: Capacity: 5
This unique weapon can load various pills that can be used to heal your partners or to attack
enemies. The pills loaded into the weapon has various effects when used. When used against
humans/ teammates, use the pills normal effects as if it was taken by the target it self.
(Anti-Virus)
When used on teammate, its the same effect as when they use an Anti-Virus on themselves.
Inflicts 4D8+4 points of damage to zombie.
Inflicts 2D8+2 points of damage to other monsters.
(Antidote)
When used on teammate, its the same effect as when they use an Antidote on themselves.
Effective against (or instantly kill) insects, especially:
Hornbill
Flying Bug
Mega Bite (B)
Scissor Tails
Giant Spider
Wasp Inflicts
2d8 points of damage to other monsters.
(Hemostat)
The only real use for this is to cure your teammates of their bleeding status.
When use on monsters, it will only knock them down/back, but inflict no damage at all.
(Recovery Pill)
The only real use for this is to cure your teammate.
Totally useless against monsters, this cannot knock them back nor inflict damage.
Yoko Suzuki
Female Human Smart 1 CR 1; Medium humanoid (human); HD 1d6+1; hp 7; MAS 13; Init +1; Spd 30
ft; Defense 11 (+1 Dex, +0 class); BAB +0; Grp +0; Unarmed Strike +0 (1d3 nonlethal, 20/x2) AL;
Good, Self SV Fort +1 Ref +1 Will +3; AP: 5; Rep +1; Str 11, Dex 12, Con 13, Int 16, Wis 15, Cha 10
Occupation: Student (Computer Use, Knowledge (technology), Research)
Extra Languages: Japanese (Literate and spoken)
Skills: Balance +1, Computer Use +11, Concentration +3, Craft (Electronic) +7, Craft
(Pharmaceutical) +4, Craft (Writing) +3, Disable Device +5, Drive +1, Escape Artist +1, Forgery +3,
Hide +1, Investigate +4, Knowledge (art) +4, Knowledge (behavorial sciences) +4, Knowledge
(business) +4, Knowledge (civics) +4, Knowledge (current events) +6, Knowledge (history) +4,
Knowledge (physical sciences) +4, Knowledge (pop. culture) +5, Knowledge (technology) +10,
Knowledge (theology) +4, Listen +3, Move Silently +1, Profession +4, Research +8, Search +4, Sense
Motive +2, Spot +3, Survival +2, Swim +1, Treat Injury +2, Tumble +1
Feats: Educated (Current events, Technology), Gearhead, Simple Weapons Proficiency
Talents:
Smart - Savant (Computer Use)
Possessions: Backpack
Background: Yoko is the computer expert who is attending Raccon University. Anything that
requires hacking or working with computers, it will be to your advantage to have Yoko on your
team. She has a quite and reserved personality. Yoko carries a knapsack which gives her 4 more
inventory slots than the other characters.
Alyssa Ashcroft
Female Human Smart 1 CR 1; Medium humanoid (human); HD 1d6+2; hp 8; MAS 14; Init +2; Spd 30
ft; Defense 12 (+2 Dex, +0 class); BAB +0; Grp +0; Unarmed Strike +0 (1d3 nonlethal, 20/x2) or
Beretta 92F +2 (2d6, 20/x2) AL; Good, Self SV Fort +2 Ref +2 Will +2; AP: 5; Rep +2; Str 10, Dex 14,
Con 14, Int 15, Wis 12, Cha 14
Occupation: Investigative (Gather Information, Investigate)
Skills: Balance +2, Bluff +6, Climb +1, Computer Use +4, Concentration +2, Craft (Pharmaceutical)
+3, Craft (Writing) +2, Diplomacy +2, Disable Device +7, Disguise +4, Drive +2, Escape Artist +2,
Forgery +8, Gather Information +2, Hide +3, Intimidate +3, Investigate +7, Knowledge (current
events) +4, Knowledge (popular culture) +4, Knowledge (streetwise) +3, Listen +3, Move Silently
+3, Navigate +2, Profession +5, Research +6, Ride +2, Search +4, Sense Motive +1, Spot +1, Survival
+1, Treat Injury +1
Feats: Deceptive, Meticulous, Personal Firearms Proficiency, Simple Weapons Proficiency
Talents:
Smart - Savant (Disable Device)
Possessions: Clothing Outfit (Business), Beretta 92F, lockpick set
Background: Alyssa is a newspaper journalist that works for one of the local newspapers. She has
an appetitie for collecting every bit of information. She is also known to be very pushy,
argumentative, and can be quite the sore loser when she doesn't get her way. But even with this
tough exterior, deep down she still cares for others and will help in a time of need. Alyssa carries a
lockpick, which can be quite useful for opening certain doors.
Cindy Lennox
Female Human Dedicated 1 CR 1; Medium humanoid (human); HD 1d6+2; hp 8; MAS 15; Init +0;
Spd 30 ft; Defense 11 (+0 Dex, +1 class); BAB +0; Grp +1; Unarmed Strike +1 (1d3+1 nonlethal,
20/x2) AL; Good, Self SV Fort +3 Ref +0 Will +3; AP: 5; Rep +2; Str 12, Dex 11, Con 15, Int 12, Wis
15, Cha 13
Occupation: Blue Collar (Climb, Drive, Repair)
Skills: Bluff +1, Climb +2, Computer Use +1, Concentration +2, Craft (Pharmaceutical) +10,
Diplomacy +5, Disguise +1, Drive +2, Forgery +1, Gamble +2, Gather Information +4, Intimidate +1,
Jump +1, Knowledge (current events) +3, Knowledge (earth & life sciences) +3, Knowledge
(physical sciences) +2, Knowledge (popular culture) +2, Knowledge (streetwise) +2, Listen +3,
Navigate +1, Profession +3, Repair +2, Research +1, Search +1, Sense Motive +2, Spot +3, Survival
+3, Swim +1, Treat Injury +8
Feats: Medical Expert, Simple Weapons Proficiency, Trustworthy
Talents:
Dedicated - Skill Emphasis 1 (Craft (Pharmaceutical)
Possessions: Uniform (Waitress), herb case, lighter
Background: Cindy is a waitress at J's Bar. A very popular person because of her cheerful attitude
and bright smile, she will always try to put other people's interests before her own. Even in the
most extreme bad situation she strives to keep that "can-do" attitude. She carries an herb case and
is able to treat the wounds of others in the game.
New Item: Herb Case - This device increases the strength of herb mixtures and allows for the
storage of up to 4 herb mixtures. Herbs mixed within the case heal an extra die+(healer's level).
Jim Chapman
Male Human Fast 1 CR 1; Medium humanoid (human); HD 1d8+2; hp 10; MAS 14; Init +2; Spd 30 ft;
Defense 15 (+2 Dex, +3 class); BAB +0; Grp +2; Unarmed Strike +2 (1d3+2 nonlethal, 20/x2) SQ
Play Dead, Lucky Coin; AL; Good, Self SV Fort +2 Ref +3 Will +0; AP: 5; Rep +0; Str 14, Dex 15, Con
14, Int 15, Wis 10, Cha 10
Occupation: Blue Collar (Climb, Drive, Repair)
Skills: Balance +3, Craft (Mechanical) +6, Craft (Pharmaceutical) +3, Drive +3, Escape Artist +3,
Hide +5, Intimidate +2, Knowledge (Art) +4, Move Silently +3, Navigate +4, Tumble +5
Feats: Simple Weapons Proficiency
Talents:
Fast - Evasion
Possessions: Uniform (Raccoon Subway), lucky coin
Background: Jim is a subway employee who has great powers of intuition and enjoys solving
puzzles. While he is a friendly and cheerful fellow, he will eventually expose his cowardice and
narrow-mindedness. Even though he means no harm, he talks a lot which can invite frowns of
disgust from those around him. Jim carries a coin around with him which he will toss and use the
ensuing result to make certain decisions in his life.
Play Dead (Ex): This ability allows Jim to make a Hide check vs. a B.O.W.'s Spot check at a +5
circumstance bonus by "playing dead" on the floor. However, doing so provokes a Fortitude save
(DC 20) or be infected by the T-Virus immediately after hiding.
Lucky Coin (Su): Jim's coin can alter his luck with a few tosses. Roll 1d2 and assign "1" as "Heads"
and "2" as "Tails". Each "Heads" results in a cumulative +1 bonus (up to +10) on attack rolls,
damage, and skill checks. However, each result of "Tails" erases the bonuses you've accumulated.
Mark Wilkins
Male Human Strong 1 CR 1; Medium humanoid (human); HD 1d8+1; hp 9; MAS 13; Init +2; Spd 30
ft; Defense 13 (+2 Dex, +1 class); BAB +1; Grp +3; Unarmed Strike +3 (1d3+2 nonlethal, 20/x2) or
+3 Beretta 92F (2d6, 20/x2); AL; Good, Self SV Fort +2 Ref +2 Will +1; AP: 5; Rep +1; Str 15, Dex 15,
Con 13, Int 13, Wis 12, Cha 10
Occupation: Military (Knowledge (Tactics), Survival)
Skills: Balance +2, Bluff +0, Climb +2, Computer Use +1, Concentration +1, Craft (Pharmaceutical)
+1, Drive +2, Escape Artist +2, Forgery +1, Gamble +1, Gather Information +0, Hide +2, Intimidate
+1, Investigate +2, Jump +2, Knowledge (history) +2, Knowledge (popular culture) +2, Knowledge
(streetwise) +2, Knowledge (tactics) +3, Listen +1, Move Silently +2, Navigate +1, Profession +3,
Research +1, Ride +2, Search +1, Sense Motive +2, Spot +1, Survival +2, Swim+4, Treat Injury +1
Feats: Advanced Firearms Proficiency, Quick Draw, Personal Firearms Proficiency, Simple Weapon
Proficiency
Talents:
Strong – Melee Smash
Possessions: Beretta 92F, flashlight (standard), uniform (security)
Background: Mark is a security officer who also served in Vietnam. Over 50 years old, his robust
strength has still not dimmed. He has tasted the emptiness of war, and there is a side to him that is
mentally fragile. He has experience with weapons, and has some size advantages over the other
characters.
Kevin Ryman
Male Human Fast 1 CR 1; Medium humanoid (human); HD 1d8+2; hp 10; MAS 14; Init +3; Spd 30 ft;
Defense 16 (+3 Dex, +3 class); BAB +0; Grp +1; Unarmed Strike +1 (1d3+1 nonlethal, 20/x2) or +1
Pistol Whip (1d4+1) or +3 Colt M1911 (2d6, 20/x2); AL; Good, Self SV Fort +2 Ref +4 Will +1; AP: 5;
Rep +1; Str 13, Dex 16, Con 14, Int 11, Wis 13, Cha 11
Occupation: Raccoon Police Department (as Law Enforcement; Knowledge (streetwise),
Knowledge (tactics))
Skills: Balance +3, Climb +1, Computer Use +1, Concentration +2, Craft (pharmaceutical) +1,
Diplomacy +1, Drive +3, Gather Information +1, Hide +3, Investigate +1, Jump +1, Knowledge
(current events) +1, Knowledge (streetwise) +3, Knowledge (tactics) +3, Listen +2, Move Silently
+3, Profession +3, Ride +3, Sense Motive +2, Spot +2, Survival +1, Swim +1, Treat Injury +1, Tumble
+4
Feats: Armor Proficiency (light), Personal Firearms Proficiency, Quick Reload, Simple Weapons
Proficiency
Talents:
Fast – Evasion
Possessions: Colt M1911, flashlight (standard), uniform (R.P.D.)
Background: Kevin is a member of the Raccoon City Police. Rumor has it, he interviewed for a
position with S.T.A.R.S. but was turned down, mainly because of his happy-go-lucky attitude. He has
superior athletic abilities and is an outstanding marksman. A good fellow all-around, he's also a
dyed-in-the-wool optimist who doesn't dwell on small things.
David King
Male Human Smart 1 CR 1; Medium humanoid (human); HD 1d6+2; hp 8; MAS 15; Init +1; Spd 30 ft;
Defense 11 (+1 Dex, +0 class); BAB +0; Grp +2; Unarmed Strike +2 (1d3+2 nonlethal, 20/x2) or +2
Knife (1d4+2, 20/x2); AL; Good, Self SV Fort +2 Ref +1 Will +1; AP: 5; Rep +1; Str 14, Dex 13, Con
15, Int 15, Wis 11, Cha 10
Occupation: Blue Collar (Craft (mechanical), Intimidate, Repair)
Skills: Balance +2, Bluff +1, Climb +3, Computer Use +3, Concentration +4, Craft (Improvisational)
+8, Craft (Mechanical) +8, Craft (Pharmaceutical) +3, Drive +1, Escape Artist +1, Forgery +2, Hide
+1, Intimidate +3, Jump +3, Knowledge (streetwise) +4, Knowledge (technology) +5, Listen +2,
Move Silently +1, Navigate +2, Profession +3, Repair +7, Research +3, Ride +1, Search +4, Sense
Motive +1, Swim +2
Feats: Builder (mechanical, improvisational), Housewares, Simple Weapon Proficiency
Talents:
Smart – Savant (Craft (Improvisational))
Possessions: Folding knife, mechanical tool kit (basic), duct tape, tool belt, uniform (plumbing)
Background: David, a plumber, is rumored to have a violent past. This also means he has a short
temper, but the bright side is he can definitely prove his worth in a scene of bloodshed. A quiet man,
he doesn't speak very often, but it's not because he is unfriendly.
Chapter 6 – Monsters
This chapter contains write ups for the various monsters and mutations found in Resident Evil.
Keep in mind that these are presented as-is, and not all of the creatures may be finished; also, not
every creature in the games has been written up.
Monster Types
Undead B.O.W.
- D12 Hit Dice and no Constitution score.
- Base attack bonus equal to its total Hit Dice.
- Good Fort saves.
- Skill points equal to (4+ Int modifier, minimum 1) per Hit Dice, with quadruple skill points for the
first Hit Die.
- Racial +4 to Grapple checks.
- Darkvision out to 60 ft.
- Infectious (a successful attack will transmit the T-Virus (Fort DC 20) to the target).
- Immunity to all mind-affecting effects, paralysis, disease, and death from Massive Damage.
- Can be subject to critical hits and called shots.
- Cannot heal damage on its own, although it can be healed.
- Proficient with all natural weapons it possesses.
- Unless otherwise noted, Undead B.O.W.s don’t need to breathe, eat, or sleep to continue existing.
Mutant B.O.W.
- D10 Hit Dice
- Base attack bonus equal to its total Hit Dice.
- Good Fort saves.
- Skill points equal to (4+ Int modifier, minimum 1) per Hit Dice, with quadruple skill points for the
first Hit Die.
- Racial +4 to Grapple checks.
- Darkvision out to 60 ft.
- Infectious (a successful attack will transmit the T-Virus (Fort DC 20) to the target).
- Immunity to mind-affecting effects, disease and death from Massive Damage.
- Can be subject to critical hits and called shots.
- Cannot heal damage on its own, unless otherwise stated (Fast healing, for example), although it
can be healed.
- Proficient with all natural weapons it possesses, and any additional weapons listed.
Zombies
T-zombie
Medium size B.O.W. (Undead)
HD: 2d12+5 (21Hp)
Initiative: +0
Speed: 20ft.
Defense: 14 (+4 natural armor, +0 Dex)
DR: 3/--
BAB/Grapple: +2/ +8
Attacks: Slam +4(1d6+2), Bite +4(1d6+2)
Face/Reach: 5ft. by5ft./5ft.
Special Attacks: Improved grab, Viciousness
Special Qualities: Infectious B.O.W. traits
Saves: Fort: +2, Ref +1, Will +1
Abilities: Str 14, Dex 10, Con--, Int--, Wis 10, Cha 1
Skills: Climb+2, Intimidate +6, Listen+8, Spot+8
Feats: Alertness, Toughness, Improved Toughness
CR: 3
Improved Grab (ex): To use this ability the T-zombie must first hit with its slam attack. It may then
attempt to start a grapple as a free action without providing am attack of opportunity. If it succeeds
it establishes a hold and automatically deals its bite damage.
Viciousness (ex): The T-zombie can move at its base speed normally. They are not limited to
partial actions and if a successful attack of opportunity would normally interrupt its action (for
example: Grapple, Charge, etc.) the zombie takes the damage and continues to move on with its
action uninterruptedly, unless the attack knocks it prone. A T-Zmobie may also make Attacks of
Opportunity to opponents it threatens.
Infectious (T-Virus):
Whenever an infected creature deals damage (which penetrates any Damage Reduction) to a non
infected creature or character, the victim to the attack must make a Fort Save (DC 20) or be infected
with the T-Virus. Success mean the bodies immune system process it as waste and it’s eliminated
from the system as waste; upon failure the virus incurs its full effect on the body within an hour.
Once infected the virus moves quickly throughout the blood stream were it begins to weaken the
body. Every hour after the initial point of infection a Fort Save is required (DC 15 + number of hours
since the initial infection occurred) or one point of his Constitution Score is lost permanently. This
process continues until the body dies (Con Score reaches 0) from the symptoms of Pneumonia or
until the T-Virus antitoxin is administered.
Whenever the antidote is applied to the subject, the subject must make a Fort Save (DC 10 + hours
he's been infected) to determine whether or not the virus is eliminated from the subjects system.
Upon success the virus is eliminated as waste and he also recovers any of lost Constitution points
due to the virus and any other previously lost ability score. If the antitoxin is administered within a
half an hour from the pain of infection no save is required, and the body removes the virus from the
system with no complications, yet no Constitution points are recovered. If a person is infected long
enough to loose 75% or more of his Constitution score, the antitoxin becomes useless and his fate is
sealed.
Whenever an infected person dies he shall raise as a T-Virus Zombie in 1d4 rounds. Dogs reanimate
as Cerberus and etc. It is possible for a Human body that has been reanimated as a T-Virus Zombie
to continue evolving up to the point were it may become a Licker.
Special Notes:
-Any T-zombie that is reduced to 0 or less hit points “dies” but unless its nervous system is
destroyed or they will rise in 1 hour as an Acid Spitter.
-A head shot does not always guarantee the severing of the head from the body. There is a 60%
chance that a Head Shot will sever this connection.
-Whenever a Zombie is “dropped” by an attack there is a 50% chance of it continuing to drag on. A
successful "Called Shot" targeting the lower torso of the zombie results in a 60% chance of it falling
prone, resulting in a legless zombie, if a second Called Shot targeting the lower torso of the zombie
is used it automatically drags itself across the floor as a legless zombie.
-The Burst-fire attack of some weapons has a 70% chance of provoking a legless zombie, the Auto-
fire attack has an 80% chance of causing legless zombies. A "Burst Fire Called Shot" or a "Shot Gun
Called Shot" to the lower torso will 90% of the time result in a Legless Zombie.
-Anytime a Zombie takes Fire damage from any source it risks catching on fire. If it takes at least
1d4 (2.5) fire damage it turns into a Flaming Zombie. So be careful with explosives and molotov
cocktails! Nekkid Zombies require at least 1d8 (4.5) fire damage to successfully catch on fire
-Any personnel that would have logically been armored in life is also Armored in Undeath.
Zombie Variants:
1- Legless Zombie: “ankle biter” zombie for some reason or other is missing his lower torso,
meaning he is always prone and will chew your ankles off. It moves at 1/2 the normal zombie speed
and had 1/3 less Hp. Its main attacks would be Bite and Grapple.
2- Rotten Corpse Zombie: this zombie is highly decayed, it originates from the cemeteries of
infested areas; they have a lower Damage Reduction (DR2/--) and 1/2 less Hp since they are more
fragile. Otherwise it’s a normal zombie.
3- "Nekkid" Zombie: this type would be found in morgues, laboratories, motels, bathrooms and
etc. These shambling hordes don’t trip as easily as their heavily dressed brethren, and since no
clothes are worn they don’t catch on fire as easily; only catching on fire on a 20% chance when
exposed to open flames.
4- Flaming Zombie: 40% of the times a zombie is exposed to fire it may be set on fire. In this case
its attacks deal an additional 1d6 fire damage and anything it touches risks catching fire, and my set
other normal zombies on fire. The Flaming Zombie has 1 less HD than that of a normal Zombie
(reduce HP by 6), its movement is sporadic at best, with little or no real thought behind it. Once
dead it burns completely into ash leaving no body left to turn into an Acid Spitter or a Crimson
Head. These zombies move double their base speed since they run instead of walk.
5- Bullet Proof Zombie: this zombie is a normal zombie who was a cop and was wearing some
kind of armor. The Armor's non-proficiency bonus is applied to its AC.
6- Fat Zombie: these are normally fat people turned zombie or some how the virus mutated the
host into a largely deformed mockery of its former self. These types are hardier due to the excess
mass increasing their Damage Reduction to 6/-- and they gain 1 more Hit Die (d12 average of 6.5).
These larger than normal Zombies move slower (Dex Score 8) than the normal T-Zombie.
T-Zombie Mob: CR 8; Gargantuan zombie (mob of Medium-size T-Zombies); HD 30d12: hp 220;
Mas-; Init+0; Spd 5 ft; Defense 10, Touch 10, Flat-Footed 10 (-4 size, +4 natural armor) DR 3/- BAB
+22; Grap +40; Atk +33 melee (5d6 half bludgeoning/half piercing, special); Full Atk +33 melee
(5d6 half bludgeoning/half piercing, special); SQ Infectious, undead, expert grappler, improved
overrun, mob anatomy, trample; FS 20 ft. by 20 ft.; Reach 0 ft; Al:hunger Sv Fort +9, Ref +9, Will
+17; AP -; Rep +0; Str 14, Dex 10, Con -, Int -, Wis 10, Cha 1
Skills: Climb +8, Intimidate +6, Listen +8, Spot +8
Feats: Alertness, Toughness, Improved Tougness, Improved Grapple, Improved Bullrush
Special Qualities:
Expert Grappler (Ex): A mob can maintain a grapple without penalty and still make attacks against
other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple
checks) A mob is never considered flat-footed while grappling
Improved Overrun (Ex): When a mob attempts to overrun an opponent, the target may not choose
to avoid it. The mob also gains a +4 bonus on it's Strength check to knock down the opponent
Mob Anatomy (Ex): A mob is not subject to critical hits or sneak attacks. A mob cannot be flanked,
tripped, grappled or bull rushed
Trample (Ex): A mob that simply moves over a creature and doesn't end it's movement with that
creature in it's fighting space can trample the creature. A trampled creature takes damage equal to
2d6 + 1 1/2 times the mob's Strength modifier. The victim can either make an attack of opportunity
against the mob or make a Reflex save (DC 25 + the mob's Str modifier) to take half damage.
Spells or psionic powers that target specific numbers of creatures can affect a mob. Each specific
creature that is slain, disabled or otherwise incapacitate by effects that target specific creatures
bestows two negative levels on the mob. A mob that gains negative levels equal to it's Hit Dice
breaks up as if reduced to 0 hit points. Negative levels gained in this manner are not the result of
negative energy and never result in permanent level loss. A mob takes half again as much damage
(+50%) from effects that target an area, such as fireball spells and splash weapons.
Although a mob is treated as one creature, it sometimes becomes necessary to determine the fate of
a specific individual caught up in the mob. If a mob is dispersed by nonlethal attacks, there are no
casualties. If the mob is dispersed by lethal attacks, assume that 30% of it's number are slain and
30% are reduced to 0 hit points. To determine a specific individual's fate, simply roll d% 01-30
indicates death, 31-60 indicates the victim is reduced to 0 hit points, and a 61-100 indicates the
victim escapes relatively unscathed
Acid Spitter
Medium size Undead B.O.W.
HD: 3d12+6 (26Hp)
Initiative: +2
Speed: 20ft.
Defense: 16 (+4 natural armor, +2 Dex)
DR: 3/--
BAB/Grapple: +3/+10
Attacks: Slam +6(1d6+3), Bite +6(1d6+3)
Face/Reach: 5ft. by 5ft./5ft.
Special Attacks: Improved grab, Viciousness, Vomit
Special Qualities: Infectious, Undead
Saves: Fort: +3, Ref +2, Will +2
Abilities: Str 16, Dex 14, Con--, Int--, Wis 10, Cha 1
Skills: Climb+6, Intimidate +6, Listen+10, Spot+10
Feats: Alertness, Toughness, Improved Toughness
CR: 4
Improved Grab (ex): To use this ability the T-zombie must first hit with its slam attack. It may then
attempt to start a grapple as a free action without providing am attack of opportunity. If it succeeds
it establishes a hold and automatically deals its bite damage.
Viciousness (ex): The T-zombie can move at its base speed normally. They are not limited to
partial actions and if a successful attack of opportunity would normally interrupt its action (for
example: Grapple, Charge, etc.) the zombie takes the damage and continues to move on with its
action uninterruptedly, unless the attack knocks it prone.
Vomit (ex): An acid spitter can project a 5ft. wide, 15ft. stream (Line) of gastric acid every 1d4
rounds. Anyone caught in the vomits path must make a Reflex save (DC15) for half the damage. The
acid is considered Strong and deals 2d6 damage per round administered.
Crimson Head
Medium size B.O.W. (Undead)
HD: 4d12+7 (33Hp)
Initiative: +3
Speed: 35ft.
Defense: 17 (+4 natural armor, +3 Dex)
DR: 4/--
BAB/Grapple: +4/+12
Attacks: 2Claws +9(1d6+4), Bite +7(1d6+4)
Face/Reach: 5ft. by5ft./5ft.
Special Attacks: Improved grab, Viciousness, Ravenous Frenzy
Special Qualities: Infectious, Undead
Saves: Fort: +6, Ref +4, Will +4
Abilities: Str 18, Dex 16, Con--, Int--, Wis 11, Cha 2
Skills: Climb+6, Intimidate +8, Listen+10, Spot+10
Feats: Alertness, Toughness, Improved Toughness, Multiattack, Weapon Focus (Claws)
CR: 5
Improved Grab (ex): To use this ability the Crimson Head must first hit with its slam attack. It may
then attempt to start a grapple as a free action without providing am attack of opportunity. If it
succeeds it establishes a hold and automatically deals its bite damage.
Viciousness (ex): The Crimson Head can move at its base speed normally. They are not limited to
partial actions and if a successful attack of opportunity would normally interrupt its action (for
example: Grapple, Charge, etc.) the zombie takes the damage and continues to move on with its
action uninterruptedly, unless the attack knocks it prone.
Ravenous Frenzy (ex): Whenever a Crimson Head is reduced to half its Hp (in this case: 16Hp) it
enters an adrenaline fueled frenzy gaining a +4 bonus to Strength and Dexterity; and its base speed
is increased by 10ft. until destroyed.
Green Zombie
Medium size Undead B.O.W.
HD: 3d12+6 (28 Hp)
Initiative: +0
Speed: 20ft.
Defense: 14 (+4 natural armor, +0 Dex)
DR: 3/--
BAB/Grapple: +3/ +9
Attacks: Slam +5 (1d6+2), Bite +5 (1d6+2)
Face/Reach: 5ft. by5ft./5ft.
Special Attacks: Improved grab, Viciousness, Pollen Spray
Special Qualities: Infectious, B.O.W. traits
Saves: Fort: +2, Ref +1, Will +1
Abilities: Str 14, Dex 10, Con--, Int--, Wis 10, Cha 1
Skills: Climb+2, Intimidate +6, Listen+8, Spot+8
Feats: Alertness, Toughness, Improved Toughness
CR: 4
Improved Grab (ex): To use this ability the Green Zombie must first hit with its slam attack. It may
then attempt to start a grapple as a free action without providing am attack of opportunity. If it
succeeds it establishes a hold and automatically deals its bite damage.
Viciousness (ex): The Green Zombie can move at its base speed normally. They are not limited to
partial actions and if a successful attack of opportunity would normally interrupt its action (for
example: Grapple, Charge, etc.) the zombie takes the damage and continues to move on with its
action uninterruptedly, unless the attack knocks it prone. A Green Zombie may also make Attacks of
Opportunity to opponents it threatens.
Pollen Spray (ex): Whenever a Green Zombie becomes the victim of a successful attack, whether or
not damage is dealt, a burst of poisonous pollen is released from the mutated plants running
through its body. This burst forms a cloud with a 5-foot radius around the zombie, which dissipates
after 1d4 rounds. Any creature caught within the cloud must make a Fortitude save DC 16 or suffer
1d4 points of Constitution damage. This is initial and secondary damage.
Animals and Insects
Cerberus
Small size B.O.W. (undead)
HD: 2d12+3 (16 Hp)
Initiative: +3
Speed: 40ft.
Defense: 17 (+4 Natural +3 Dex)
DR: 2/--
BAB/Grapple: +2/+10 (use for trip attempts as well)
Attacks: Bite +4 (1d6+2)
Face/Reach: 5ft. by 5ft. / 5ft.
Special Attacks: Rabid Charge
Special Qualities: Ferocity, Infectious, Scent, Trip, Undead
Saves: Fort+6 Ref+7 Will+1
Abilities: Str 16 Dex 17 Con -- Int 2 Wis 12 Cha 2
Skills: Jump +5, Listen +5, Spot +5, Survival +5
Feats: Toughness, Weapon Focus (bite)
CR: 2
Rabid Charge (Ex): A Cerberus suffers no penalties to AC for charging.
Ferocity (Ex): Cerberus are so fiercely aggressive in combat they continue fighting even when
disabled or dying.
Improved Grab: When the Cerberus makes a successful bite attack it can automatically begin a
grapple check.
Trip (Ex): A Cerberus that hits with a bite attack can attempt to trip the opponent (+1 check
modifier) as a free action without making a touch attack or provoking an attack of opportunity. If
the attempt fails, the opponent cannot react to trip the Cerberus.
Titan
Huge size Undead B.O.W.
HD: 11d12+22* (94 hp)
Initiative: +0
Speed: 40ft.
Defense: 13 (-2 size, +7 natural, -2 rage)
DR: 6/-
BAB/Grapple: +11/+35
Attacks: Gore +21 melee (2d8+15)
Full Attack: Slam +21 melee (2d6+12) and 2 stamps +16 melee (2d6+7); or Gore +21 melee
(2d8+17)
Face/Reach: 15ft / 10ft
Special Attacks: Trample 2d8+17
Special Qualities: Low-light vision, Scent, Infectious, B.O.W. traits, Rage, Destructive Rage
Saves: Fort: +5, Ref +7, Will +6
Abilities: Str 34*, Dex 10, Con -, Int 2, Wis 13, Cha 7
Skills: Listen +13, Spot +10
Feats: Alertness, Iron Will, Power Attack, Skill Focus (listen)
CR: 9
*With rage
Rage (ex): Due to the extensive damage done by the T-virus, primal instinct has overtaken any kind
of docile nature the beast may have once had, leaving it in a state of complete recklessness and
unbridled rage. Titan gains +4 to its Strength score, and an additional 2 hit points per hit dice (22),
but the focus on shear destruction has left it heedless of defense, giving it a -2 penalty to its Defense
rating.
Destructive Rage (ex): Due to its incredible size, mass, and primal rage, Titan is an engine of pure
destructive power. When attempting to break through a barrier of any sort, be it an iron gate or a
concrete wall, Titan gains a +8 bonus to its strength checks to break the object.
Raven
Tiny size Undead B.O.W.
HD: ¼d12 (2 hp)
Initiative: +2
Speed: 10 ft / 40 ft fly (average)
Defense: 14 (+2 size, +2 dex)
BAB/Grapple: +0/-9
Attacks: +4 melee (1d2-5 claw)
Full Attack: +4 melee (1d2-5 claw)
Face/Reach: 2.5 ft / 2.5 ft
Special Qualities: Infectious, B.O.W. traits, Pester
Saves: Fort: +2, Ref +4, Will +2
Abilities: Str 1, Dex 15, Con -, Int 2, Wis 14, Cha 6
Skills: Listen +4, Spot +4
Feats: Weapon Finesse (claw)
CR: ½
Pester (ex): Though normally non-violent, if a raven or its flock is disturbed, they will attack
relentlessly and ferociously. Whenever a raven attacks and successfully hits with its claws, typically
by scratching and pulling at the target’s hair, the victim becomes dazed for one round due to the
intensity of the assault.
Lion (Female, Normal Male)
Large size Undead B.O.W.
HD: 5d12 (36 hp)
Initiative: +3
Speed: 40 ft.
Defense: 15 (-1 size, +3 dex, +3 natural)
DR: 3/-
BAB/Grapple: +5/+18
Attacks: claw +9 melee (1d4+5)
Full Attack: 2 claws +9 melee (1d4+5) and bite +4 melee (1d8+2)
Face/Reach: 10 ft / 5 ft
Special Attacks: Pounce, improved grab, rake 1d4+2
Special Qualities: Low-light vision, Scent, Infectious, B.O.W. traits
Saves: Fort: +4, Ref +7, Will +2
Abilities: Str 21, Dex 17, Con -, Int 2, Wis 12, Cha 6
Skills: Balance +8, Hide +10, Listen +4, Move Silently +9, Spot +4
Feats: Alertness, Run
CR: 4
Pounce (ex): If a lion charges a foe, it can make a full attack, including two rake attacks.
Improved Grab (ex): To use this ability, the lion must hit with its bite attack. It can then attempt
to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple
check, it establishes a hold and can rake.
Rake (ex): Attack bonus +9 melee, damage 1d4+2.
Skills: Lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. In areas of tall
grass or heavy undergrowth, the Hide bonus improves to +12.
Stalker (Alpha Male)
Large size Undead B.O.W.
HD: 8d12 (54 hp)
Initiative: +2
Speed: 40 ft.
Defense: 15 (-1 size, +2 dex, +4 natural)
DR: 4/-
BAB/Grapple: +8/+23
Attacks: claw +15 melee (1d6+7)
Full Attack: 2 claws +15 melee (1d6+7) and bite +9 melee (1d8+3)
Face/Reach: 10 ft / 5 ft
Special Attacks: Pounce, improved grab, rake 1d6+3
Special Qualities: Low-light vision, Scent, Infectious, B.O.W. traits
Saves: Fort: +6, Ref +8, Will +7
Abilities: Str 25, Dex 15, Con -, Int 2, Wis 12, Cha 10
Skills: Hide +9, Listen +5, Move Silently +10, Spot +5
Feats: Alertness, Run, Weapon Focus (claw)
CR: 6
Pounce (ex): If Stalker charges a foe, it can make a full attack, including two rake attacks.
Improved Grab (ex): To use this ability, Stalker must hit with its bite attack. It can then attempt
to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple
check, it establishes a hold and can rake.
Rake (ex): Attack bonus +14 melee, damage 1d6+3.
Skills: Stalker has a +4 racial bonus on Hide and Move Silently checks. In areas of tall grass or
heavy undergrowth, the Hide bonus improves to +12.
Neptune
Huge size Aquatic Undead B.O.W.
HD: 18d12 (126 hp)
Initiative: +2
Speed: Swim 60 ft.
Defense: 17 (-2 size, +2 dex, +7 natural)
DR: 4/-
BAB/Grapple: +18/+36
Attacks: Bite +23 melee (2d8+9)
Full Attack: Bite +23 melee (2d8+9)
Face/Reach: 15 ft / 10 ft
Special Attacks: Improved grab, Swallow whole
Special Qualities: Keen scent, Infectious, B.O.W. traits
Saves: Fort: +11, Ref +13, Will +12
Abilities: Str 23, Dex 15, Con -, Int 2, Wis 12, Cha 10
Skills: Listen +5, Spot +5, Swim +16
Feats: Improved Natural Attack (bite), Toughness (4), Weapon Focus (bite)
CR: 10
Improved Grab (ex): To use this ability, Neptune must hit with its bite attack. It can then attempt
to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple
check, it establishes a hold and can try to swallow the foe in the following round.
Swallow whole (ex): Neptune can try to swallow a grabbed opponent of up to one size smaller by
making a successful grapple check. Once inside, the opponent takes 2d6+6 points of bludgeoning
damage plus 1d8+4 points of acid damage per round from digestive juices. A swallowed creature
can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the
shark’s digestive tract (Defense 13). Once the creature exits, muscular action closes the hole;
another swallowed opponent must cut its own way out.
Keen Scent (ex): Neptune can notice creatures by scent in a 180 foot radius and can detect blood
in the water at a range of up to 1 mile.
Skills: Neptune has a +8 racial bonus on any swim check to perform some special action to avoid a
hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can
use the run action while swimming, provided it swims in a straight line.
Yawn Huge “Mutant B.O.W.” HD: 12d10 +60 (130 hp) Initiative: +1 (Dex) Speed: 20ft., 20 Climb ft., 40 Swim ft. AC: 16 (-2 size, +1 Dex +7 Nat) BAB/Grapple: 12/35 Attack: Bite +32(2d6+11+Poison), Tail Slap +32(1d6+11) Full Attack: Tail Slap +32 and Bite +27 Face/Reach: 15ft. by 15ft./10ft. Special Attack: Constrict (1d6+16), Poison (DC20); Infectious Special Qualities: Scent, Improved Grab, Swallow Whole, B.O.W. traits Saves: Fort: +13, Ref: +5, Will +5 Abilities: Str 32 Dex 13 Con 21 Int 1 Wis 12 Cha 2 Skills: Balance +20, Climb +23, Hide+8, Listen +10, Spot +0, Swim +23 CR: 14 Poison (ex): The initial and secondary damage of the Yawn’s poison is 1d6 constitution damage (DC 20). Improved Grab (ex): To use this ability the Yawn must first hit with its tail slap or bite attack. It may then attempt to start a grapple as a free action without providing am attack of opportunity. If it succeeds it establishes a hold and automatically deals its bite damage for each round that the Yawn maintains its hold. Scent (ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Swallow Whole (ex): If a Yawn begins its turn with an opponent held in its mouth (see Improved Grab), it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category smaller than the swallowing creature. A swallowed creature is considered to be grappled, while the creature that did the swallowing is not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon, dealing at least 30 points of damage to the stomach (AC 18) in this way creates an opening large enough for the swallowed creatue to escape, or it can just try to escape the grapple. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again. A
huge Yawn’s stomach can hold 1 Large, 2 Medium-size, 8 Small, 32 Tiny or 128 Diminutive or smaller opponents.
Black Tiger
Huge size Mutant B.O.W.
HD: 8d10+16 (66 hp)
Initiative: +3
Speed: 30 ft., climb 20ft.
Defense: 16 (-2 size, +3 dex, +5 natural)
DR: 3/-
BAB/Grapple: +8/+25
Attacks: Bite +12 melee (2d6+6+poison)
Full Attack: Bite +12 melee (2d6+6+poison)
Face/Reach: 15 ft / 10 ft
Special Attacks: Poison, Poisonous Spray, Web
Special Qualities: Darkvision 60ft., tremorsense 60ft., vermin traits, Infectious, B.O.W. traits
Saves: Fort: +8, Ref +5, Will +2
Abilities: Str 20, Dex 16, Con 14, Int -, Wis 10, Cha 2
Skills: Climb +13, Hide +5, Jump +15, Spot +4
Feats: -
CR: 6
Poison (ex): Fort DC 20, 2d6 Con/1d6 Con
Poisonous Spray (ex): Same as poison, only a ranged touch attack is required to hit the target;
maximum range 30 ft.
Web (ex): A single strand is strong enough to support the spider and one creature of the same size.
Black Tiger can throw a web ten times per day. This is similar to an attack with a net but has a
maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to
one size category larger than the spider. An entangled creature can escape with a successful Escape
Artist check (DC 20) or burst it with a Strength check (DC 24). Both are standard actions. The check
DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
Black Tiger often creates sheets of sticky webbing from 5 to 60 feet square. It usually positions
these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching
creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and
become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain
a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot
section has 16 hit points, and sheet webs have damage reduction 5/—.
Black Tiger can move across its own web at its climb speed and can pinpoint the location of any
creature touching its web.
Skills: Black Tiger has a +4 racial bonus on Hide and Spot checks, a +8 racial bonus on Climb
checks, and a +10 racial bonus on Jump checks. He can always choose to take 10 on Climb checks,
even if rushed or threatened. It also receives an additional +4 racial bonus to Hide checks, and a +8
racial bonus to Move Silently checks when using its web.
Giant Spider
Large size Mutant B.O.W.
HD: 4d10+8 (36 hp)
Initiative: +3
Speed: 30 ft., climb 20ft.
Defense: 14 (-1 size, +3 dex, +2 natural)
DR: 1/-
BAB/Grapple: +4/+14
Attacks: Bite +5 melee (1d8+3+poison)
Full Attack: Bite +5 melee (1d8+3+poison)
Face/Reach: 10 ft / 5 ft
Special Attacks: Poison, Poisonous Spray
Special Qualities: Darkvision 60ft., tremorsense 60ft., vermin traits, Infectious, B.O.W. traits
Saves: Fort: +5, Ref +4, Will +1
Abilities: Str 16, Dex 16, Con 14, Int -, Wis 10, Cha 2
Skills: Climb +11, Hide +6, Jump +13, Spot +4
Feats: -
CR: 3
Poison (ex): Fort DC 16, 1d8 Con/1d4 Con
Poisonous Spray (ex): Same as poison, only a ranged touch attack is required to hit the target;
maximum range 30 ft.
Skills: Giant spiders have a +4 racial bonus on Hide and Spot checks, a +8 racial bonus on Climb
checks, and a +10 racial bonus on Jump checks. They can always choose to take 10 on Climb checks,
even if rushed or threatened.
Giant Crocodile
Huge size Mutant B.O.W.
HD: 7d10+31 (77 hp)
Initiative: +1
Speed: 20 ft., swim 30ft.
Defense: 18 (-2 size, +1 dex, +9 natural)
DR: 4/-
BAB/Grapple: +7/+27
Attacks: Bite +13 melee (2d8+12) or tail slap +13 melee (1d12+12)
Full Attack: Bite +13 melee (2d8+12) or tail slap +13 melee (1d12+12)
Face/Reach: 15 ft / 10 ft
Special Attacks: Improved Grab
Special Qualities: Hold breath, Low-light vision, Infectious, B.O.W. traits
Saves: Fort: +9, Ref +6, Will +3
Abilities: Str 27, Dex 12, Con 19, Int 1, Wis 12, Cha 2
Skills: Hide +4, Listen +4, Spot +4, Swim +14
Feats: Alertness, Endurance, Skill Focus (Hide), Toughness
CR: 6
Improved Grab (ex): To use this ability, a giant crocodile must hit with its bite attack. It can then
attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the
grapple check, it establishes a hold on the opponent with its mouth and drags it to deep water,
attempting to pin it on the bottom.
Hold breath (ex): A giant crocodile can hold its breath for a number of rounds equal to 4x its
Constitution score before it risks drowning.
Skills: A giant crocodile has a +8 racial bonus on any Swim check to perform some special action or
avoid a hazard. It can also take 10 on a Swim check, even if distracted or endangered. It can use the
run action while swimming, provided is swims in a straight line.
Giant crocodiles gain a +4 racial bonus on Hide checks when in the water. Further, they can lie in
the water with only eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.
Giant Wasp
Small size Mutant B.O.W.
HD: 3d10+3 (23 hp)
Initiative: +2
Speed: 20 ft., fly 80ft. (good)
Defense: 15 (+1 size, +2 dex, +2 natural)
BAB/Grapple: +3/+4
Attacks: Sting +4 melee (1d4+1+poison)
Full Attack: Sting +4 melee (1d4+1+poison)
Face/Reach: 5 ft / 5 ft
Special Attacks: Poison, Dive-bomb
Special Qualities: Darkvision 60ft., vermin traits, Infectious, B.O.W. traits
Saves: Fort: +4, Ref +3, Will +2
Abilities: Str 12, Dex 14, Con 12, Int -, Wis 12, Cha 8
Skills: Spot +8, Survival +4.
Feats: -
CR: 2
Poison (ex): Injury, Fort DC 16, 1d4 Con/1d4 Con. Unlike normal wasps and bees, the T-Virus
mutations do not loose their stingers after an attack, and thus do not die afterwards.
Dive-bomb (ex): This attack requires a full-round action. The giant wasp flies high above the
target and drops, using its wings to add to its momentum. This is treated as a charge attack, though
the wasp suffers no penalty to defense. Upon a successful hit, the target must make a successful
Fort save, DC 16, or be knocked prone. This attack also dazes the wasp for 1d4 rounds.
Skills: Giant wasps have a +4 racial bonus on Spot checks. They also have a +4 racial bonus on
Survival checks to orient themselves.
Type-Y139 (Stinger)
Large B.O.W. (T-Virus Mutation)
HD: 4d10 +13 (35Hp)
Initiative: +1 (Dex)
Speed: 50ft.
Defense: 17 (-1 size +1 Dex +7 Nat)
DR: 8/ Head
BAB/Grapple: +4/+16
Attack: 2 Claws +8 (1d6+4), Sting +6 (2d4+4+Poison)
Face/Reach: 5ft. by 10ft./5ft.
Special Attack: Poison (DC18), Improved Grab, Constrict 1d6+4
Special Qualities: Infectious
Saves: Fort +6 Ref +2 Will +1
Abilities: Str 19 Dex 12 Con 14 Int 2 Wis 10 Cha 2
Skills: Climb + 15, Hide +8, Spot +10
Feats: Toughness, Multiattack
CR: 4
Constrict (Ex): A Stinger deals automatic claw damage on a successful grapple check.
Improved Grab (Ex): To use this ability, a Stinger must hit with a claw attack.
Poison (Ex): A Stinger has a poisonous sting, DC 18, 1d4 Con damage.
Plants
Ivy
Medium size B.O.W. (Mutation)
HD: 3d10+11 (31 Hp)
Initiative: +2
Speed: 15ft.
Defense: 16 (+4 natural, +2 Dex)
DR: 2/--
BAB/Grapple: +3/ +13
Attacks: Tentacle +5 (1d4+2)
Full Attack: 2 tentacles +5 (1d4+2)
Face/Reach: 5ft. by5ft./5ft.
Special Attacks: Acid Spray, Acid Shower
Special Qualities: Fire Vulnerability, Infectious, B.O.W. traits
Saves: Fort: +5, Ref +3, Will +1
Abilities: Str 14, Dex 15, Con 14, Int 1, Wis 10, Cha 3
Skills: Listen +3, Spot +3
Feats: Improved Grapple, Toughness
CR: 5
Acid Spray (ex): Once every 1d3 rounds, the Ivy may attempt to spray a strong acid at a target
within 20 feet. This requires a successful ranged attack (+6 to hit), and deals 1d10 acid damage.
Acid Shower (ex): On the round following a successful pin, the Ivy releases a shower of potent
acid. This acid is harmless to the Ivy, but deals 4d6 points of acid damage to the grappled opponent,
and to each other creature (except another Ivy) adjacent to the Ivy. Those not grappled may make a
reflex save (DC 13) for half damage.
Fire Vulnerability (ex): Any successful fire attack against an Ivy automatically deals double
damage.
Poison Ivy
Medium size B.O.W. (Mutation)
HD: 5d10+13 (43 Hp)
Initiative: +2
Speed: 15ft.
Defense: 17 (+4 natural, +3 Dex)
DR: 3/--
BAB/Grapple: +5/ +15
Attacks: Tentacle +7 (1d4+2)
Full Attack: 2 tentacles +7 (1d4+2)
Face/Reach: 5ft. by5ft./5ft.
Special Attacks: Acid Spray, Acid Shower, Poisonous Acid
Special Qualities: Fire Vulnerability, Infectious, B.O.W. traits
Saves: Fort: +6, Ref +3, Will +1
Abilities: Str 14, Dex 16, Con 14, Int 1, Wis 10, Cha 3
Skills: Listen +4, Spot +4
Feats: Improved Grapple, Toughness
CR: 7
Acid Spray (ex): Once every 1d3 rounds, the Ivy may attempt to spray a strong acid at a target
within 20 feet. This requires a successful ranged attack (+6 to hit), and deals 1d10 acid damage.
Acid Shower (ex): On the round following a successful pin, the Ivy releases a shower of potent
acid. This acid is harmless to the Ivy, but deals 4d6 points of acid damage to the grappled opponent,
and to each other creature (except another Ivy) adjacent to the Ivy. Those not grappled may make a
reflex save (DC 14) for half damage.
Poisonous Acid (ex): Each of the acid attacks of the Poison Ivies have the potential to not only
cause severe acid burns, but also to poison those they hit. Any time a creature is dealt damage by
an acid attack, they must make a Fortitude save (DC 14) or suffer 1d4 Constitution damage. This is
initial and secondary damage.
Fire Vulnerability (ex): Any successful fire attack against a Poison Ivy automatically deals double
damage.
Plant 42
Huge size B.O.W. (Mutation)
HD: 10d10+36 (91 Hp)
Initiative: -4
Speed: 0ft.
Defense: 12 (-2 size, +8 natural, -4 dex)
DR: 6/--
BAB/Grapple: +10/ +27
Attacks: Tentacle +15 (2d6+5)
Full Attack: 4 tentacles +15 (2d6+5)
Face/Reach: 15ft. by 15ft./ 25ft.
Special Attacks: Bleeding Wounds
Special Qualities: Acidic Secretions, V-Jolt Vulnerability, Infectious, B.O.W. traits
Saves: Fort: +10, Ref -1, Will +3
Abilities: Str 20, Dex 2, Con 16, Int 1, Wis 10, Cha 4
Skills: Listen +7, Spot +6
Feats: Toughness x2, Improved Natural Attack (tentacles), Snatch.
CR: 12
Bleeding Wounds (ex): Whenever Plant 42 successfully grapples an opponent, the opponent must
make a Fortitude save (DC 18) or suffer a bleeding wound that deals an additional 1 hit point of
damage per round. The save must be made each round the creature remains in the grip of Plant 42,
with each failed save adding another point of damage per round.
Acidic Secretions (ex): When threatened, the petals and tentacles of Plant 42 begin to secret a
potent acid, which rains down on those below it. Each round, Plant 42 deals 1d6 points of acid
damage to those below it; a Reflex save (DC 18) halves the damage. Whenever Plant 42 successfully
strikes a creature with its tentacle attacks while it is secreting the acid, it deals 1d4 points of acid
damage (no save).
V-Jolt Vulnerability (ex): Using this concoction against Plant 42 weakens it considerably, causing
it a great deal of pain and causing it shrivel greatly. Once V-Jolt is applied, Plant 42 is immediately
dropped to half of its current hit points, suffers a -4 penalty to its Strength score, suffers a -4
penalty to its grapple checks, and has its DR reduced by 4/-.
Hunters
Hunter 121 Alpha
Medium size Mutant B.O.W.
HD: 8d10+24 (72Hp)
Initiative: +5
Speed: 40ft.
Defense: 19 (+4Nat. +5 Dex)
DR: 4/ Acid
BAB/Grapple: +8/+16
Attacks: Claw +12 (1d6+4), Bite +12 (1d4+4)
Full Attack: 2Claws +12 (2d6+4) Bite +10 (1d4+4)
Face/Reach: 5ft. by 5ft./ 5ft.
Special Attacks: Leap Attack, Vorpal Claws
Special Qualities: Scent, Special Weakness, Infectious, B.O.W. traits
Saves: Fort: +9, Ref +7, Will +3
Abilities: Str 18, Dex 20, Con 16, Int 3, Wis 12, Cha 6
Skills: Jump +14, Listen +8, Spot +8, Swim +14, Survival +11
Feats: Power Attack, Leap Attack, Multiattack
Leap Attack(ex): The Hunter can combine a jump with a charge against an opponent if it covers
atleast 10ft. of horizontal distance with its jump and ends the jump in a square that threatens its
target thus doubling the extra damage delt by the use of the Power Attack Feat. (See Page 110 from
D&D Complete Adventurer)
Vorpal Claws (ex): A Hunter’s claws have the vorpal weapon ability. A Hunter can also instantly
behead a creature it can coup de grace.
Special Weakness (ex): Since a Hunter is a genetically engineered “super-predator” a failsafe
countermeasure was developed given its dangerous nature. The 121-Alpha series of Hunter’s have
a specific aversion to strong corrosive materials, such as acids or liquid nitrogen and thus take
double damage from these or similar sources.
Hunter 121 Alpha “Sweeper”
Medium size Mutant B.O.W.
HD: 7d10+21 (64Hp)
Initiative: +5
Speed: 40ft.
Defense: 19 (+4Nat. +5 Dex)
DR: 4/ Acid
BAB/Grapple: +7/+15
Attacks: Claw +11 (1d6+4), Bite +11 (1d4+4+Poison)
Full Attack: 2Claws +11 (2d6+4) Bite +9 (1d4+4+Poison)
Face/Reach: 5ft. by 5ft./ 5ft.
Special Attacks: Leap Attack, Vorapal Claws
Special Qualities: Poisonous, Scent, Special Weakness, Infectious, B.O.W. traits
Saves: Fort: +9, Ref +7, Will +3
Abilities: Str 18, Dex 20, Con 16, Int 3, Wis 12, Cha 6
Skills: Jump +10, Listen +8, Spot +8, Swim +10, Survival +10
Feats: Power Attack, Leap Attack, Lightning Reflexes, Multiattack,
CR: 8
Poison (ex): The bite of the Sweeper variant Hunter carries a strong neurotoxin: injury, fortitude
DC 20, initial 1d6 and the secondary damage 1d6 Con damage.
Leap Attack (ex): The Hunter can combine a jump with a charge against an opponent if it covers
atleast 10ft. of horizontal distance with its jump and ends the jump in a square that threatens its
target thus doubling the extra damage delt by the use of the Power Attack Feat. (See Page 110 from
D&D Complete Adventurer)
Vorpal Claws (ex): A Hunter’s claws have the vorpal weapon ability. A Hunter can also instantly
behead a creature it can coup de grace.
Special Weakness (ex): Since a Hunter is a genetically engineered “super-predator” a failsafe
countermeasure was developed given its dangerous nature. The 121-Alpha series of Hunter’s have
a specific aversion to strong corrosive materials, such as strong acids or liquid nitrogen.
Appearance:
A Hunter 121-Alpha Sweeper appears exactly like that of a typical 121-Alpha series, with the
exception that its scales are a deep shade of blood red and it is more likely to use its bite.
121-Α Hunter “Elite”
Medium size Mutant B.O.W.
HD: 9d10+27 (81Hp)
Initiative: +5
Speed: 40ft. (20ft. Swim, 20ft.Climb)
AC: 19 (+4Nat. +5 Dex)
DR: 4/--
BAB/Grapple: +9/+17
Attacks: Claw +14 (1d6+4)
Full Attack: 2Claws +14 (2d6+4)
Face/Reach: 5ft. by 5ft./ 5ft.
Special Attacks: Keen Claws, Leap Attack
Special Qualities: Scent, Special Weakness, Infectious, B.O.W. traits
Saves: Fort: +9, Ref +10, Will +3
Abilities: Str 19, Dex 20, Con 16, Int 3, Wis 12, Cha 6
Skills: Jump +16, Listen +11, Spot +11, Swim +20, Survival +13
Feats: Power Attack, Leap Attack, Lighting Reflexes, Weapon Focus (Claws)
CR: 9
Keen Claws (ex): The Hunter 121-A Elite series has been designed to be a lethal weapon, hence it’s
claws have a critical threat range of 18-20/x3.
Leap Attack (ex): The Hunter can combine a jump with a charge against an opponent if it covers
atleast 10ft. of horizontal distance with its jump and ends the jump in a square that threatens its
target thus doubling the extra damage dealt by the use of the Power Attack Feat. (See Page 110
from D&D Complete Adventurer)
Special Weakness (ex): Since a Hunter is a genetically engineered “super-predator” a failsafe
countermeasure was developed given its dangerous nature. The 121-Alpha series of Hunter’s have
a specific aversion to strong corrosive materials, such as strong acids hereby taking double damage
from the source.
Miscellaneous Creatures
Lisa Trevor
Medium size Undead B.O.W.
HD: 6d12+12 (53Hp)
Initiative: +2
Speed: 20ft.
Defense: 11 (-1 dex, +2 natural armor)
DR: 5/--
BAB/Grapple: +6/+17
Attacks: Slam +13 (2d6+10*) or tentacle +13 (1d8+7)
Full Attack: 2 Slams +13 (2d6+10*) or 2 tentacles +13 (1d8+7)
Face/Reach: 5ft. by5ft./5ft.
Special Qualities: G-Virus Mutations, Invulnerability, Infectious, B.O.W. traits
Saves: Fort: +5, Ref +1, Will +0
Abilities: Str 24, Dex 8, Con--, Int 6, Wis 6, Cha 2
Skills: Climb +11, Jump +12
Feats: Power Attack, Toughness x2, Improved Toughness
CR: 9
*1.5x Strength modifier, as though wielding a two-handed weapon.
G-Virus Mutations (ex): Though exposed to an unknown number and type of different viruses,
Lisa Trevor is known to have been the breeding ground for the G-Virus. Though known to have
only shown a tentacle mutation, it is possible that further mutations from the G-Virus could occur.
As such, treat this ability as a random mutation from the G-virus mutations list whenever she is
reduced to -1 or fewer hit points.
Invulnerability (ex): When dealt enough damage to be dropped to -1 or fewer hit points, Lisa
Trevor cannot be killed through normal means. Once thusly injured, Lisa becomes immobile and
seemingly dead, though she gains an extremely rapid healing rate, restoring 4 hit points per round
until she is fully recovered. At this point, she can once again rise and move about. A confirmed
method of destroying her has yet to be discovered.
Licker
Medium size B.O.W. (Undead)
HD: 4d12+4 (34 Hp)
Initiative: +4
Speed: 30ft. / 20ft. climb
Defense: 18 (+4 natural armor, +4 Dex)
DR: 3/ exposed cranium
BAB/Grapple: +4/ +11
Attacks: Tongue +8 (1d6+3), 2 Claws +7 (1d6+2)
Full Attack: Tongue +8 (1d6+3) or 2 claws +7 (1d6+3)
Face/Reach: 5ft. by5ft./5ft. (10ft. with tongue)
Special Attacks: Piercing Tongue
Special Qualities: Improved Grab, Improved Toughness, Blindsense, Infectious, B.O.W. traits
Saves: Fort: +4, Ref +7, Will +2
Abilities: Str 17, Dex 19, Con --, Int 4, Wis 12, Cha 3
Skills: Climb +8, Listen +2, Spot +2
Feats: Lightning Reflexes, Weapon Finesse (tongue), Dodge
CR: 6
Piercing Tongue (ex): Once per round, whenever an opponent within reach of a Licker is denied
his Dexterity to AC, the Licker may attempt to impale the creature with its tongue. A successful
attack is considered to be an automatic critical hit
Improved Grab (ex): To use this ability, a Licker must hit with its tongue attack. It can then
attempt to start a grapple as a free action without provoking an attack of opportunity.
Improved Toughness (ex): A Licker gains an additional 1 hit point per hit die due to the increased
resilience granted by the T-Virus mutation.
Tyrants
Tyrant-001(RE0) & Tyrant-002(RE1)
Large size Aberration B.O.W.
HD: 9d12+36 (94Hp)
Initiative: -1
Speed: 27ft. Run: 54ft.
AC: 8 (-1 Size, -1 Dex)
DR: 10/ Exposed Heart
BAB/Grapple: +7/+16
Attacks: Claw +11 (2d6+6)
Face/Reach: 10ft. by 10ft. by 10ft.
Special Attacks: None
Special Qualities: Infectious, B.O.W. traits
Saves: Fort: +3, Ref +2, Will +3
Abilities: Str 23, Dex 9, Con 19, Int 4, Wis 11, Cha 1
Skills: None
Feats: Power Attack, Cleave, Frightful Presence (DC20)
Special: Acid wears away a Tyrant’s Damage Reduction by one every 4 rounds its applied and deals
double damage if applied to the heart.
Tyrant-00 (Mr.X)
Large size Aberration B.O.W.
HD: 11d12+44 (115Hp)
Initiative: +4
Speed: 30ft. Run: 90ft.
AC: 9 (-1 Size)
DR: 12/ Exposed Heart
BAB/Grapple: +9/+18
Attacks: Slam +13/+10 (2d8+6)
Face/Reach: 10ft. by 10ft. by 10ft.
Special Attacks: Break (When attacking an object the Tyrant Ignores its Hardness)
Special Qualities: Infectious, B.O.W. traits
Saves: Fort: +5, Ref +3, Will +5
Abilities: Str 23, Dex 10, Con 19, Int 4, Wis 11, Cha 1
Skills: None
Feats: Power Attack, Improved Initiative, Combat Reflexes, Frightful Presence (DC20), Improved
Bull Rush
Break: Whenever the Tyrant attacks an object it ignores its Hardness and attacks its HP directly.
Special: Acid wears away a Tyrant’s Damage Reduction by one every 4 rounds its applied and deals
double damage if applied to the heart.
Tyrant-078 (Code Veronica)
Large size Aberration B.O.W.
HD: 15d12+60 (157Hp)
Initiative: +4
Speed: 30ft. Run: 90ft.
AC: 9 (-1 Size)
DR: 14/ --
BAB/Grapple: +12/+21
Attacks: Slam +16/+13 (2d8+6)
Face/Reach: 10ft. by 10ft. by 10ft.
Special Attacks: Break (When attacking an object the Tyrant Ignores its Hardness)
Special Qualities: Infectious, B.O.W. traits
Saves: Fort: +5, Ref +3, Will +5
Abilities: Str 23, Dex 10, Con 19, Int 4, Wis 11, Cha 1
Skills: None
Feats: Power Attack, Improved Initiative, Combat Reflexes, Frightful Presence (DC20), Improved
Bull Rush, Cleave
Break: Whenever the Tyrant attacks an object it ignores its Hardness and attacks its HP directly.
Hypnos Tyrant Stage I
Medium size Aberration B.O.W.
HD: 9d12+36 (97Hp)
Initiative: +6
Speed: 45ft. Run: 90ft.
AC: (2 Dex)
DR: 6/ --
BAB/Grapple: +5/+14
Attacks: Claw +9 (2d6+5)
Face/Reach: 5ft. by 5ft. / 5ft.
Special Attacks: None
Special Qualities: Infectious, B.O.W. traits
Saves: Fort: +3, Ref +4, Will +1
Abilities: Str 20, Dex 15, Con 19, Int 4, Wis 11, Cha 1
Skills: None
Feats: Toughness, Improved Initiative, Frightful Presence (DC18)
Hypnos Tyrant Stage II
Large size Aberration B.O.W.
HD: 12d12+48 (125Hp)
Initiative: +5
Speed: 30ft. Run: 90ft.
AC: 10 (-1 Size)
DR: 12/ --
BAB/Grapple: +9/+18
Attacks: Slam +13/+10 (2d8+6)
Face/Reach: 10ft. by 10ft. by 10ft.
Special Attacks: Break
Special Qualities: Infectious, B.O.W. traits
Saves: Fort: +5, Ref +3, Will +5
Abilities: Str 23, Dex 12, Con 19, Int 4, Wis 11, Cha 1
Skills: None
Feats: Power Attack, Improved Initiative, Combat Reflexes, Frightful Presence (DC20), Improved
Bull Rush
Hypnos Tyrant Stage III
Large size Aberration B.O.W.
HD: 17d12+68 (178Hp)
Initiative: +4
Speed: 48ft. Run: 96ft.
AC: 9 (-1 Size)
DR: 14/ --
BAB/Grapple: +12/+21
Attacks: 2 Claws +16/+13 (2d8+6), Bite +11 (2d6+6)
Face/Reach: 10ft. by 10ft. by 10ft.
Special Attacks: Break
Special Qualities: Infectious, B.O.W. traits
Saves: Fort: +5, Ref +6, Will +5
Abilities: Str 23, Dex 16, Con 19, Int 4, Wis 11, Cha 1
Skills: None
Feats: Power Attack, Improved Initiative, Combat Reflexes, Frightful Presence (DC22), Improved
Bull Rush, Cleave, Multiattack
Tyrant-091 (G-Tyrant)
Large size Aberration B.O.W.
HD: 15d12+60 (157Hp)
Initiative: +4
Speed: 30ft. Run: 90ft.
AC: 9 (-1 Size)
DR: 14/ Backside of the Head
BAB/Grapple: +12/+21
Attacks: 2 Claws +16/+13 (2d8+6)
Face/Reach: 10ft. by 10ft. by 10ft.
Special Attacks: Break (When attacking an object the Tyrant Ignores its Hardness)
Special Qualities: Infectious, B.O.W. traits,
Saves: Fort: +5, Ref +3, Will +5
Abilities: Str 23, Dex 10, Con 19, Int 4, Wis 11, Cha 1
Skills: None
Feats: Power Attack, Improved Initiative, Combat Reflexes, Frightful Presence (DC20), Improved
Bull Rush, Cleave
Break: Whenever the Tyrant attacks an object it ignores its Hardness and attacks its HP directly.
Controlled Mutation: The G-Tyrant was created using the G-virus in the Tyrant project this version
has been enhanced so it has control over its mutation. Meaning that it does not mutate as a G-Type,
but it can use 1d20 HP to produce a Mutation from the Random Mutation’s Table.
Nemesis Large Size B.O.W. Mutation HD: 18d10 +108 (HP: 210) Initiative: +4 Speed: 40ft. AC: 24 (+8 Reinforced Coat +7 Natural +0 Dex -1 Size) BAB/Grapple: +18 / +32 Attacks: Slam +24 (2d8+7), Tentacle +20 (1d8 +7), FIM92A Stinger +18 (8d10) Face/Reach: 10ft. by 10ft. / 10ft. Special Attacks: Choke Hold, Improved Grab, Superior Ignore Hardness, Seismic Impact Special Qualities: Great Leap, Low-Light Vision, B.O.W Traits, Electrical & Fire Resistance 20, Damage Reduction 3/-- Saves: Fort +17, Ref +6, Will +6 Abilities: Str 25 Dex 10 Con 22 Int 7 Wis 9 Cha 8 Skills: Climb +27, Intimidate +18, Jump +37, Listen +17, Spot +17 Feats: Power Attack, Cleave, Improved Bull Rush, Awesome Blow, Improved Initiative CR: 18 Special Weakness: The Nemesis takes double damage from electrical sources and must succeed a Fortitude Save (DC: 30) or be completely paralyzed for 1d8+2 rounds. Equipment: Nemesis Reinforced Trench Coat, FIM92A Stinger Choke Hold (Ex): If the Nemesis can pin a creature for a full round, it must make Fortitude save (DC 20) or fall unconscious. Great Leap (Ex): The Nemesis always makes Jump Checks as if he where running. Improved Grab (Ex): To use this ability the Nemesis must first hit with its slam or tentacle attack. It may then attempt to start a grapple as a free action without providing an attack of opportunity. If it succeeds it establishes a hold and automatically deals its slam damage. Superior Ignore Hardness (Ex): The Nemesis is able to ignore up to one half of an object’s Hardness Rating. Seismic Impact (Ex): Whenever the Nemesis would take damage from falling; instead the full damage is applied to the square he lands on. Furthermore those within a 30ft. radius from the point of impact must make a Reflex Save for half damage. Nemesis Reinforced Trench Coat: Weighing in at 150lbs, this coat provides the Nemesis unit with additional protection (+8 AC, DR: 3/-) without restricting its movement (Max Dex +0). The coat is
specially designed to provide added protection from fire and electrical hazards by soaking up the first 20 points of damage from these sources.
The G-Virus
The G-virus must be injected into a subject, it cannot be transmited in any other way. A Fortitude
Save (DC 20) is required after the injection, upon success the body completly injests and adapts to
the new genetic material within the G-Virus, thus gaining the G-virus template (See below). If the
body is wounded or harmed in anyway when the G-virus is injected (ex: Birkin in RE2) the Fort
Save is increassed by 2 for every successful wound (# of attacks that delt damage) upon faliure of
the Fort save the G-virus begins to mutate at an incredible rate, twisting the body's anatomy in
wicked ways (Roll 3 times on the G-virus Random mutations table below).
G-Virus Random Mutation Table:
Roll a d12 to determine the mutation
01 - Multiple Legs
02 - Multiple Arms
03 - Multiple Eyes
04 - Tentacles
05 - Massive Growth
06 - Wings
07 - Blade Claws
08 - Tougher Skin
09 - Poisonous Spray
10 - Acid Spit
11 - Bone Spikes
12 - Roll twice on the random mutations table
Multiple Legs: Spidery legs spring forth from the torso granting a 10 feet speed increment to the
creature’s base speed.
Multiple Arms: A second pair of arms grows from the creatures shoulders.
Multiple Eyes: 1d4 number of eyes sprout on random locations, the creature cannot be flanked.
Tentacle: The creatures gains ranged touch attack+5 up to 15ft. and a +2 to grapple checks.
Massive Growth: The creature grows one size category larger all stats. Change accordingly.
Wings: The creature sprouts bat like leathery wings a Fly speed of 40ft. with average
maneuverability
Blade Claw: The creature grows a hideous claw which deals 1d8+str with a +4 ta attack.
Tougher Skin: The creature's hide thickens granting it a Damage Redcution of 2/--
Poisonous Spray: Inhaled DC15, Primary 1d6 Con damage, Secondary 1d6 Con
Acid Spit: Ranged Touch attack+5 deals 2d6 damage
Bone Spikes: The creature's skeleton breaks though the skin creating a spikes all over its body,
deals 1d6 damage when grappling and any melee attack must make a Reflex Save (DC15) or take
1d4 damage.
Roll twice on the random mutations table: Self explanatory.
G-Virus Template
Type changes to B.O.W.
HD: Increase to d12
Spd: +20ft.
Defense: as base
Attacks: As base
Special Attacks: Controlled Mutation
Special Qualities: Immunity to all disease and G/T Virus, Fast Heal 2 Hp/per round
Face/Reach: As base
Saves: As Base
Abilities: +4 to Str & Con, +6 to Dex
Skills: As Base
Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative & Lightning Reflex
Controlled Mutation: Anyone with the G-Virus template can make a Fort Save (DC 15 + the
number of mutations grown) as a Full round action that provokes an attack of opportunity, to gain a
mutation from the G-virus random mutation table.
NOTE: This is designed for NPC's Villians such as Wesker and Krauser (only two examples of these
cases). In Birkin's case he failed his save and became the ONLY G-Type known.
Chapter 7 – Locations
In this chapter, you will find all of the various maps that have been made for use with the Resident
Evil game. These maps cover several areas found within the course of the games. For more
detailed and differently colored maps, refer to the Online Resources section (these were included
for printability).
Resident Evil 0
Train, 1F
Train 2F
Crew Quarters
Resident Evil 1
Front Foyer, 1F
Front Foyer, 2F
Dining Hall, 1F
Itchy, Tasty Room
Medical Storage Room
Mansion Graveyard
Forest Path to Graveyard and Lisa Trevor’s Cabin
Lisa Trevor’s Cabin
Resident Evil 2
Raccoon City
Raccoon City Bus
Raccoon Police Department
Main Hall
Interrogation Rooms
East Office
Umbrella Labs, Tower
Resident Evil 3
Warehouse
Clock Tower
Restaurant
Graveyard and Cabin
Hospital, 1F
Hospital, 4F
Hospital B3F
City Trolley
Resident Evil Outbreak
J’s Bar, 1F
J’s Bar, 2F
J’s Bar,
3F
Chapter 8 – Online Resources
This chapter contains a listing of all of the online sources for Resident Evil d20 modern, and
Resident Evil in general.
Resident Evil d20 Modern, Wizards of the Coast Forum
http://community.wizards.com/go/thread/view/75882/19877614/Resident_Evil_for_Modern_d2
0
Resident Evil d20 Modern Scratchpad Wiki
http://scratchpad.wikia.com/wiki/D20_Resident_Evil
RE d20 Modern Yahoo Group
http://games.groups.yahoo.com/group/REd20Modern/
THE Resident Evil Wiki
http://residentevil.wikia.com/Resident_Evil_Wiki
Resident Evil Maps
http://s51.photobucket.com/albums/f398/UrbanSniper69/Resident%20Evil%20Maps/
Resident Evil Revised Maps
http://s51.photobucket.com/albums/f398/UrbanSniper69/RE%20Maps%20-%20Revised/
My DeviantArt Page (shameless plug!)
http://urbansniper.deviantart.com
Chapter 9 – Credits
The following people are responsible for creating the content found within this document:
Urban Sniper
The Merciless DM
Azar / Ragitsu
Joshy767
PsiSeveredHead