Modern

..............................................................................................two classes to choose from, you can be a Man or you can be a Man. 

Man

Alignment: Any non-evil

Hit Dice per Level: d12

Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Drive (Dex), Intimidate (Cha), 

Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Survival (Wis) and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Weapon Proficiency: All weapons and light armor.

Man

Alignment: Any non-evil

Hit Dice per Level: d10

Class Skills: Start with any 6

Skill Ranks per Level: 3 + Int modifier.

Weapon Proficiency: A man is proficient in all Simple Weapons.

Bravery (Ex): Immune to Fear

Man Feat: Choose a bonus Combat Feat. 

A man must still have the prerequisites required for these feats in order to select them.

Heft (Ex): At 3rd level, the man lifts not just with his knees, but also with his ego. 

He gains his Charisma modifier as a bonus to his Strength score for the purposes of determining carrying capacity for 1 hour. 

He may do this 3 plus Charisma modifier times a day.

Beard Bonus (Ex): At 4th level, the man’s facial hair bolsters some of his abilities. 

Choose one of the following shapes for your facial hair:

-Mustache: The locks of hair upon your upper lip catch both soup and the looks of those around you. 

You gain a bonus to saving throw bonuses equal to your beard bonus.

-Full Beard: The look of the dedicated or the terminally lazy, this classic look mainly obscures the wearer’s features. 

You gain a bonus to damage reduced equal to your beard bonus.

Powerful Leaper (Ex): At 5th level, a man may use his Strength to modify his Acrobatics checks made to jump.

Aura (Ex): At 5th level, an adjacent allied bearded or mustached creature gains half your Beard Bonus.

Leap (Ex): At 7th level, the man flies through the air with the greatest of ease. 

He may jump additional feet equal to his Charisma modifier. 

If he attacks in the same round that he leaps, he deals additional damage with his attack equal to the number of feet traveled. 

Speech (Ex): At 7th level, when the man talks, people listen, even if it makes absolutely no sense. 

He may as a full-round action to begin talking in a loud, booming voice. 

All creatures within 100 feet must make a Will save (DC 10 + ½ man level + Charisma modifier) or listen for up to one minute. 

This is a mind-affecting effect. No matter what the man says, the creatures agree, and 

his words make sense to them- at least until the man stops talking or the minute is up. 

The creatures are under no obligation to act on the man’s words when the effect ends, or 

to act on them during the effect. 

They will however remain and listen for the duration unless attacked.

Breach (Ex): At 9th level, the man’s spirits are bolstered when he smashes things. 

He gains a bonus on damage rolls until the end of his next turn whenever he breaks an 

object equal to ((the object’s break DC – 10) divided by 2).

Smash (Ex): At 9th level, the man learns that even the largest of objects can come in handy as a weapon. 

He may use any object he can lift over his head as though it were an improvised weapon for 1 round. 

Treat the object as though it were one size category larger for every 100 lbs of the object. 

The man takes no penalty on attack rolls from using an over sized weapon. 

If he chooses to throw the object, treat it as having a range increment of 20 feet.  

Stalwart (Ex): At 11th level, the man can use his sheer stubbornness and reputation to avoid the effects of certain attacks. 

If he makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely.

Beating (Ex): At 13th level, the man learns to use his enemies’ strength against them by swinging them into each other. 

He may make a melee touch attack against an adjacent enemy. If the enemy weighs less than the man can lift over his head, 

he may use them as an improvised weapon as though he was using manly smash. 

Any damage the man deals while using the creature in this way is dealt to the creature being used as an improvised weapon as well. 

The man may instead grab part of a particularly large creature over his weight limit and use it as a weapon, though it takes 

no additional damage if the part is used as a weapon against itself.

Ignorance (Ex): At 15th level, as an immediate action a man can ignore the effects of a single damaging or 

hindering effect with his fortuitous badassery. 

He may choose to negate all damage and negative effects from a single attack or 

effect (½ Charisma modifier times a day, minimum 1/day) (double times a day at level 20)