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D20 MODERN CAMPAIGN SOURCEBOOK

Resident Evil d20 Modern Ver 1

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Page 1: Resident Evil d20 Modern Ver 1

D20 MODERN CAMPAIGN SOURCEBOOK

Page 2: Resident Evil d20 Modern Ver 1

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

Page 3: Resident Evil d20 Modern Ver 1

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

Page 4: Resident Evil d20 Modern Ver 1

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)

Page 5: Resident Evil d20 Modern Ver 1

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.

Page 6: Resident Evil d20 Modern Ver 1

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.

Page 7: Resident Evil d20 Modern Ver 1

---

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

---

Page 8: Resident Evil d20 Modern Ver 1

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.

Page 9: Resident Evil d20 Modern Ver 1

---

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

Page 10: Resident Evil d20 Modern Ver 1

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.

Page 11: Resident Evil d20 Modern Ver 1

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.

Page 12: Resident Evil d20 Modern Ver 1

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

Page 13: Resident Evil d20 Modern Ver 1

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).

Page 14: Resident Evil d20 Modern Ver 1

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

Page 15: Resident Evil d20 Modern Ver 1

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)

Page 16: Resident Evil d20 Modern Ver 1

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

Page 17: Resident Evil d20 Modern Ver 1

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)

Page 18: Resident Evil d20 Modern Ver 1

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.

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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

Page 20: Resident Evil d20 Modern Ver 1

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.

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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.

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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).

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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.

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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

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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

Page 26: Resident Evil d20 Modern Ver 1

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.

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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

Page 28: Resident Evil d20 Modern Ver 1

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

Page 29: Resident Evil d20 Modern Ver 1

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)

Page 30: Resident Evil d20 Modern Ver 1

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

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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

Page 32: Resident Evil d20 Modern Ver 1

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)

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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

Page 34: Resident Evil d20 Modern Ver 1

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

Page 35: Resident Evil d20 Modern Ver 1

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.

Page 36: Resident Evil d20 Modern Ver 1

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

Page 37: Resident Evil d20 Modern Ver 1

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

Page 38: Resident Evil d20 Modern Ver 1

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

Page 39: Resident Evil d20 Modern Ver 1

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.

Page 40: Resident Evil d20 Modern Ver 1

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.

Page 41: Resident Evil d20 Modern Ver 1

(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.

Page 42: Resident Evil d20 Modern Ver 1

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.

Page 43: Resident Evil d20 Modern Ver 1

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.

Page 44: Resident Evil d20 Modern Ver 1

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).

Page 45: Resident Evil d20 Modern Ver 1

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.

Page 46: Resident Evil d20 Modern Ver 1

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.

Page 47: Resident Evil d20 Modern Ver 1

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.

Page 48: Resident Evil d20 Modern Ver 1

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.

Page 49: Resident Evil d20 Modern Ver 1

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.

Page 50: Resident Evil d20 Modern Ver 1

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.

Page 51: Resident Evil d20 Modern Ver 1

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.

Page 52: Resident Evil d20 Modern Ver 1

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.

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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.

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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

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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

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huge Yawn’s stomach can hold 1 Large, 2 Medium-size, 8 Small, 32 Tiny or 128 Diminutive or smaller opponents.

Page 67: Resident Evil d20 Modern Ver 1

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/—.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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/-.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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

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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

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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.

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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

Page 88: Resident Evil d20 Modern Ver 1

specially designed to provide added protection from fire and electrical hazards by soaking up the first 20 points of damage from these sources.

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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.

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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.

Page 91: Resident Evil d20 Modern Ver 1

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

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Train 2F

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Crew Quarters

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Resident Evil 1

Front Foyer, 1F

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Front Foyer, 2F

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Dining Hall, 1F

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Itchy, Tasty Room

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Medical Storage Room

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Mansion Graveyard

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Forest Path to Graveyard and Lisa Trevor’s Cabin

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Lisa Trevor’s Cabin

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Resident Evil 2

Raccoon City

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Raccoon City Bus

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Raccoon Police Department

Main Hall

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Interrogation Rooms

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East Office

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Umbrella Labs, Tower

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Resident Evil 3

Warehouse

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Clock Tower

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Restaurant

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Graveyard and Cabin

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Hospital, 1F

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Hospital, 4F

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Hospital B3F

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City Trolley

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Resident Evil Outbreak

J’s Bar, 1F

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J’s Bar, 2F

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J’s Bar,

3F

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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

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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