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| Draco Strang10-18-04, 05:14 PM | Ok, here's the deal. A little while ago, my D&D group and I were sitting around after getting through a campaign, and began discussing characters for a new adventure. Talks of fighters, wizards, and rogues filled the air. Then it hit me. Is it possible to make a character that has no spellcasting abilities, minimal combat skill, and still be a viable, fun character to play in a dungeon? I'm talking about an alchemist. Yea, i know.....There's a template for an alchemist in the Magic of Faerun campaign setting, and other places im sure. But I'm talking about someone who brews potions, makes tanglefoot bags, poison gas, flash pellets, adhesive solutions, and all sorts of off the wall yet useful stuff that could mimic magic and yet make a unique character. The way I was thinking of approaching it would be to use the expert class, and of course max out a bunch of knowledge and wisdom related skills. He'd be an engineer, an artist, scientist, professor, and general font of information and lore. at the same time, unable to cast magic missle or wield anything more involved than a throwing dagger or a club. I realize this would be a homebrew character, with lots of inhouse rules. Do you guys have any suggestions? The sort of character influence I'd be leaning towards is a Tomas Edison/Gandalf with no magic approach. I picture this character as a mainly supportive one. hindering enemeies, enhancing allies, and an all around trouble-shooter/problem solver, with gadgets and plans to do anything. Yet...he's unable to stave off more than a kobold or two in close combat. Any and all help would be appreciated. I've got an idea, but maybe someone else has something like this worked out already, and I wouldnt have to re-invent the wheel. Thanks |
| Mad_Hatter10-18-04, 05:23 PM | Personally, I'd go for a Herbert West: Reanimator style mad scientist. :88E: --=EDIT=-- IIRC, there's a prestiege class in Magic of Faerun called something like a "gnome artificer," who is capable of building non-magical "magic items." Despite the name, it is also open to humans from a certain region. You might want to check it out. |
| nihility10-18-04, 05:55 PM | The Courtier class from the Rokugan campaign setting gets, as I recall, poor BAB and no spells. In return, they gain all manner of social bonuses and such. That may be a good start. Another option: in Unearthed Arcana, there is a rogue variant that trades sneak attack for fighter bonus feats. How about starting with that, using the bonus feats on skill-boosting feats rather than fighter feats, and trading your medium BAB in for a poor BAB and more skills? There's also the Artificer from Eberron. They can't cast, get decent skills (including the trapfinding ability combined with disable device), and they make stuff. They are also extremely strong, so that might not be what you want (Artificer 20 is considered a very strong build on the CO boards, alongside 4 class/5 PrC monstrosities). |
| Persephone Imytholin10-18-04, 08:08 PM | My first question would have to be, do you have to be that bad at fighting? Leonardo da Vinci was an avid (and talented) fencer, as well as "an engineer, an artist, scientist, professor, and general font of information and lore." And he could cook. With that out of the way, the Expert path seems most fitting to me - after all, it's basically exactly what you do. All you need to do then is find mechanics to cover your potions and gadgets. The Ultimate Game Designer's Handbook has some good alkhemy stuff, and (while I'm not sure about 3e Dragonlance) the 2nd ed Dragonlance handbook has some fun rules for Gnomish engineering. Sounds like a fun concept, though. You'll have to tell us how it all plays out. |
| Draco Strang10-18-04, 08:24 PM | Good input guys...all of this is good stuff. The artificer and such are good examples. I've seen him, and really like it, but it's not what im going for. I want someone that has the attack bonuses of a wizard (worst progression of the classes) for the simple fact that it forces the character to adapt. I'm striving for a cultured, intelligent kind of guy who has an immense amount of practical and theoretical knowledge but little in the way of strength. Ive yet to roll stats but given average rolls, his strength would be the 8 in the standard array. I'm thinking I'll have to make a homebrew class, instead of the expert as every class in the game has certain features, while the expert has none. For class bonuses, I'd like to take the mentality of the rogue class. Lots of skill points and class-specific bonuses and abilities to offset poor saving throws and middling attack bonuses. However, my scientist guy would have to have great will saves and reflex saves, even if he isnt strong and tough. So....it looks like im gonna be melding a lot of different stuff together. I'm thinking skill points would be 9+int modifier at every level, with the standard x4 at 1st level. attack bonus would be that of a wizard. Hit die would be d4 or d6...what do you guys think? Or maybe even 2d4? remember this is a weird class. That means im stuck with how the class-specific abilities would shake out. Should i include an ability similar to the rogues skill mastery, letting him take 10 on a certain amount of skills? what about every so often getting the ability to put x amount of ranks into a skill hes never had before? (provided it's not str. based) I'd need other abilities too......any suggestions? The more i think about it, it begins to seem viable, if unique and challenging. We start play next week. Thanks. |
| Persephone Imytholin10-18-04, 08:33 PM | There was a .pdf on class construction that was around a while back. Maybe you should have a look for it, and use it to add class abilities to the expert. Being able to find complex non-magical traps like a rogue would help you, and maybe an ability that gives a modest bonus to your checks to make stuff if you've worked it out on paper beforehand. Of course, that ability would be pure fluff. Fun, perhaps, but fluffy all the same. Maybe a few free skill focuses could help. A d6 is probably your best shot; not too tough, but not the softest. 2d4 would be Very Bad, since it distorts probabilities - you'd have a 1/4 chance of getting a 5 each time you levelled. |
| Draco Strang10-18-04, 08:52 PM | Persephone, This much is true....d6 would probably be best. Hadn't considered the stats behind it. Also, I like your class-abilities. I'll have to sit down and run some stuff around, see what works. I like the bonuses to trying stuff ive worked with before. Which raises the question, what kind of math would be available to this guys. Limited to algebra, or do you think he'd be able to physically derive equations and do calculus based physics and chemistry? such would be very useful to him, and really he'd be limited to what math has been invented in the forgotten realms yet. Any input on combat? I'm thinking that I'll let him be proficient with 2 simple weapons (staff or club and sling or throwing dagger, and give him a class ability to later learn to use one exotic, mechanical gadget-like weapon (possibly a very complex crossbow or something) That would make sense, as he'd eventually invent something that let him bring damage to the table. Of course, he'd be good at throwing grenade like weapons, what with acid and flash pellets and stuff, as said before. As for armor, I would probably have to draw the line at that, not letting him be proficient. Maybe proficient with shields though? (Non combatants can be pretty good at covering their own asses since they die if theyre hit) keep the ideas coming...its slowly starting to come to life. |
| Mad_Hatter10-18-04, 08:54 PM | Have you thought about adapting the Tech Specialist from Star Wars Revised? |
| Draco Strang10-18-04, 08:57 PM | Though im a starwars nut...ive never played the rpg...whats this tech specialist? |
| Mad_Hatter10-18-04, 09:01 PM | Tech Specialist is used in SWd20 to represent doctors, crafters and hackers. Basically, they get a ton of skill bonuses and the opportunity to improve their crafted masterwork items' bonuses from +1 to up to +3. |
| Persephone Imytholin10-18-04, 09:12 PM | I don't think you'd have to worry too much about maths - it'd already be pretty well-defined since the average mage would need rather a bit of it to keep themselves from exploding. You should have, at the very least, what maths the Greeks did. If you have the opinion of spells as complex magical formulae, then you might be able to sneak some more mathematical talent out of cross-classing spellcraft. Light armour would serve you well - a good-quality cuirass, for example, designed to protect your character while working. You could even modify it for easy access to tools and trinkets. For weapons, pick things that fit with the character. He's an inventor, right? He should be able to use a hammer or mallet of some description. Look for weapons that double as tools. In the ranged department, a sling sounds about right - simple, cheap, easily available, not too hard to use and they can fling small alkhemical projectiles about. I'm not entirely sure about a shield, though, since carrying something specifically for combat sounds a little outside the concept. |
| Draco Strang10-18-04, 10:17 PM | damn, I'm liking what I hear. Where can i find this starwars tech guy without going to borders and paying for the book? he sounds great. As for weapons and armor....cuirass might fit. I could use a breastplate. that's cool. Weapons...true, hammers and picks and such would make sense for the guy. It's true that he'd know how to use these (doing a little mining, crafting of stuff, chiseling and beating and such) Also, now that I step out and think about it, a shield wouldnt fit the concept. Persephone....thanks for your input. Oh, btw...do you think that he should have the equivalent of gnomish workers leather or something as an alternate armor? I remember it from the 2nd ed. arms and armor guide. It would probably provide one better than studded, but cost more. I'll have to look around to find an equivalent in the sourcebooks for weight, cost, check penalty etc. The math and all that would make sense too. I'm really interested in aspects of the tech class for class-unique abilities, too. |
| Mad_Hatter10-18-04, 10:37 PM | Unfortunately, I don't think there is any way you can pick up the Tech Specialist without buying the book. IIRC, it's not OGL or anything. If you do decide to head over to Borders to flip through SWd20 you might also want to check out the Artificer class from Sorcery & Steam (http://www.fantasyflightgames.com/dd40.html) by Fantasy Flight Games. It's similar thematically to the Tech Specialist and almost identical to the Mechanist from FFG's Dragonstar setting. --=EDIT=-- You can find Sorcery & Steam as a .pdf download for $13USD on DriveThru RPG. |
| Persephone Imytholin10-19-04, 12:25 AM | If you want the extra protection, then that'd work. You could even whisper it to your DM as a plot hook. A plain old leather cuirass still fits, though; especially since they're low-maintenance and easy to replace. Actually... *digs out her 2e Arms & Equipment Guide and Fighter's Handbook...* Gnomish workman's leather: Protection identical to studded, from all the coins and widgets and stuff; 10lb storage capacity, half of which may be considered hidden; no check penalty; things fall out when near capacity (fun flavour bit!). That sounds rather perfect, when you can get yourself some. The figure that the Fighter's Handbook gives is 10 times the normal price; for the extra benefits over high-quality gnomish armour, you're probably looking at 12-15x. |
| Ectoplasmoid10-19-04, 02:09 PM | *digs out his 3.0ed A&eg..." A good option for this character would be a Gnomish Calculus...A sling sized for various flasks, thereby increasing the range increment. Another cool weapon would be a pressurized backpack full of alchemist's fire, attached to a hose and nozzle...can anyone say "flamethrower"? For classes, you could intersperse the Smart base class and the Techie advanced class from D20 modern... which is in the SRD. |
| Draco Strang10-19-04, 04:37 PM | Ecto and Persephone, All of these suggestions are sweet. So far I've taken the armor, and made him proficient with the calculus and heavy pick. (Both a little unusual, and practical) I've taken some of the stuff from the alchemists prestige class in magic of faerun, and the starwars tech class, and I'm going to weed through them and see exactly what i want to include and at what levels, in addition to a skill focus at every other level, and maybe a 1-time addition of say...10 free skill points. He's going to be sweet. Do you guys think use magic device should be a class skill? he'd be able to play with scrolls wands, rings, etc..... Or do you think it deviates too far from what i was originally striving for? Thanks |
| nihility10-19-04, 08:30 PM | Just thought I'd point out this feat from the ol' SRD: OPEN MINDED [GENERAL] You are naturally able to reroute your memory, mind, and skill expertise. Benefit: You immediately gain an extra 5 skill points. You spend these skill points as normal. If you spend them on a cross-class skills they count as 1/2 ranks. You cannot exceed the normal maximum ranks for your level in any skill. Special: You can gain this feat multiple times. Each time, you immediately gain another 5 skill points. General feat, so take it whenever you want. If you're human (I assume you are, for the skills :D ), and take this every feat you get, that 5*8= 40 skill points, or an average of 2 extra skill points per level. Might be a good addition to the concept. |
| Persephone Imytholin10-19-04, 08:44 PM | Being a fan of rules that enforce flavour, I think that - if you include Use Magic Device (or Psionic Device, for that matter) - it should have a level-based penalty on checks, since magic breaks the concept. Something like -(level/2) would probably work nicely. On another note, the feat Nihility mentioned sounds perfect for you. |
| Draco Strang10-19-04, 09:22 PM | That feat is brillaint.....I'll have to include it every 4th level or something. Also...the magic idea seems to work...making it possible but much harder. I'll put those in too. He's coming together....................... |
| nihility10-20-04, 12:54 PM | You might want to check this out for more ideas: http://boards.wizards.com/showthread.php?t=297060 For your case, I'd drop the BAB down to 1/2, add another good save and/or increase the skill points from 6 to 8. |
| nihility10-20-04, 12:56 PM | Another source of ideas, though the theme is tech used for battle rather than your concept. Still, it might provide some inspiration, particularly if you wanted to build better weapons for your friends: http://boards.wizards.com/showthread.php?t=200501 |
| nihility10-20-04, 01:02 PM | Yet another inventor-type class to ponder: http://boards1.wizards.com/showthread.php?t=189709 |
| Draco Strang10-20-04, 03:23 PM | Nihility, The inventor class seems great for what I want to do. I think I'll tweak it so he's proficient with a small list of odd weapons (picks, calculus, 1-handed warhammer, crossbows), give him 2nd good save, and bump his skill points up to 9+ intelligence modifier. My reasoning behind that is that the inventor spends even more time in study and research and practice than a rogue, since he doesnt do all that sneaking around. Hence, a little more knowledge. Now...since ive got saves, skill points, BAB (or lack thereof) and those inventors special abilities, ive got one problem. Potions. He will definitely need them, what with a d6 hit-die, not amazing armor class, and either a poor reflex or fortitude save. Should he be able to brew them in an "alchemic" manner rather than magical, reflecting his knowledge of chemistry, biology, etc? Id still have to pay xp costs as well as gold, but hed be getting his stuff from the natural world and science, not arcane power. To do this, I would have to bring back alchemy as a skill from 3.0, right? Persephone, nihility, any thoughts on this? |
| ZebtheDM10-20-04, 03:36 PM | The quentiessencial(i know i spelled that wrong) Gnome book has all kinds of invientor speciftc items and things that fit, like the Grenade launcher(not as cool as it sounds) basicly a large wooden spoon fit to laungh flasks and such, and in a pinch it can be used as a club. In addition they have a whole chapther on tecknology for a setting that dosnt normaly have it. (sorry for lack of detailed info, book not with me at the moment) |
| nihility10-20-04, 04:41 PM | I think I'll tweak it so he's proficient with a small list of odd weapons (picks, calculus, 1-handed warhammer, crossbows), give him 2nd good save, Seems reasonable. and bump his skill points up to 9+ intelligence modifier. My reasoning behind that is that the inventor spends even more time in study and research and practice than a rogue, since he doesnt do all that sneaking around. Hence, a little more knowledge. I'm a bit uncomfortable with this, for two reasons. One, a thematic concern: sure, you're not training to stab people right between the 6th and 7th rib, but you are spending lots of time sweating over your next creation. Second, a mechanics concern: anything that takes away the rogue's place at the top of the skill pile makes me nervous. Those things said, I doubt it would actually be unbalancing; I just fear the untested. Now...since ive got saves, skill points, BAB (or lack thereof) and those inventors special abilities, ive got one problem. Potions. He will definitely need them, what with a d6 hit-die, not amazing armor class, and either a poor reflex or fortitude save. Should he be able to brew them in an "alchemic" manner rather than magical, reflecting his knowledge of chemistry, biology, etc? Id still have to pay xp costs as well as gold, but hed be getting his stuff from the natural world and science, not arcane power. To do this, I would have to bring back alchemy as a skill from 3.0, right? Alchemy is still a skill in 3.5; the only difference is that it is now a subset of the craft skill. Check page 71 of the 3.5 PHB for the craft DCs to create alchemical items. You're supposed to have to be a spellcaster to create alchemical items, but I could certainly see relaxing that restriction for this class. In the current core rules set, the only non-divine source of healing I know of are Keoghtom's ointment, a wondrous item, the pearly white ioun stone, also a wondrous item, and the ring of regeneration. All of these have divine spells as requirements to be crafted, so even these are really divine sources at the basic level. As a result, I think it rather goes against the spirit of the current core rules set to create healing items without any divine connection at all. That said, I could easily see coming up with a salve or ointment that worked to speed natural healing, or improved versions of the antitoxin alchemical item. Perhaps alchemical items with high DCs to create that neutralize certain poisons or diseases? For example, an improved antitoxin that automatically neutralizes any poison with a FORT DC below a certain value. Edit: oops bards can cast cure spells, can't they? Well, there's your arcane healing right there. I would still leave potions and other things that store spells or create spell effects to the actual casters, but others may disagree. You could certainly use the Artificer class as precedent for your idea. |
| Draco Strang10-20-04, 05:14 PM | nihility, Thx for the pointers on alchemy as a craft. Since ive gotten my 3.5 books (almost a year now actually) I've never played a character that even used craft skills, instead relying upon monster-whomping capability to generate gold to buy the stuff I need/want, so i haven't done more than acknowledge the fact that those skills are in the book. I'll have to check it out. As for the healing potion thing...thanks for being the voice of reason, you are right. Divine healing certainly should be the only form aside from the skill heal, as well as that ointment and the various wonderous items. However, I'm still wanting him to be able to brew stuff like potions for stoneskin, barkskin, swim, climb, that sort of thing. What do you think the limits are for a purely scientific brewer, vs. one that is divinely or arcanely inspired? Is the complete gamut all right, or just a cross section of them? Skill-points, we're still at odds about....I'm just considering the sheer amount of skills he will need to really build stuff. For example. to build say, a giant trebuchet, our hypothetical inventor would most likely need the following: Knowledge-Engineering Knowledge-Warfare/Siege engines Profession-Engineer Craft-(what do trebuchets fall under....? seige engines again?) Profession-Blacksmith/Carpenter (If i were DM, i would really only require one, as you can make them primarily of either material) This is justifiable because he has to know how to draw schematics and work the math, know exactly the requirements and restrictions of the trebuchet, be able to actually BUILD things of this ilk, and last but not least, have the craft skills necessary to machine up anything special that joe-laborer couldn't do with a saw or hammer. Take another example-Let's say some sort of wacky crossbow that uses gears and gyrostabilizers to give you a +2 to accuracy or something: Profession-Bowyer (I know, turning out a longbow and a crossbow are two entirely different things, as I used a damn spokeshave to make a 90lb test longbow for my Woods IV class in high school) Profession-Metalworker/artisan (I need to get my PHB and get a definitive list of professions) Knowledge-Warfare (how to sight the thing in so it'll actually work over a battlefield, how best this weapon would be employed vs. different kinds of troops, hence knowing what to build it for) That's why I was leaning towards 9 skill points. There's a hell of a lot of things he will be building, investing XP, time, and gold into. If you still disagree, then how do you feel about 8 skill points? at the very least, it should be a tie, because instead of slipping said dagger between said ribs, he'll be building a machine to do it. In addition to not being able to jump, climb, balance, swim, escape, or any other sort of physical skill very well. In addition, what about certain rogue-oriented skills, such as disable device and the search skill to look for traps. Granted, he wouldnt know magical traps, but what about purely mechanical ones? Should he have the ability to use those without penalty, and the active search ability like the rogue? Which brings me to my next point. This kind of guy,though smart....is probably going to be an introvert. Should there be a penalty of say, -2 towards all Charisma based skills? he's stuck in a lab, not out learning how to get vital information out of someone, or sweet-talk the bar maids. All said and done, here's my tentative list of class skills...i may have missed one or two, or just made a dumb decision on some, so feel free to make suggestions: Appraise Knowledge-Any Craft-Any Profession-Any Search Disable Device Open Lock Forgery-(requires attention to detail, good handwriting...etc) Concentration Decipher Script Heal Listen-(attention to detail makes ones ears very sensitive) Spot-maybe? One might be absentminded, or very quick to notice tiny flaws in a piece of work Use Rope By all means, feel free to edit this list, and agree and disagree what what I've said. I'm trying to make a good, all around class....not turn into a min-maxer or powergamer |
| Persephone Imytholin10-20-04, 07:02 PM | To supervise construction of a giant trebuchet you need, IIRC... Knowledge [Architecture and Engineering] and not much else. If you want to build it yourself, then Craft [Carpentry] would be useful. The idea is that, with A+E, you know how to make it stay standing, how to make it fling rocks, and how those rocks will take down walls. Remember, of course, that craft is for making things, while profession is for doing things. To turn out a crossbow, you'd probably need: Craft [Bowyer] Craft [Clockworks] For mechanical traps, your character should be able to disarm them pretty effectively, but I'm not sure about spotting them quite so easily while they're concealed. Maybe if you check at half your normal bonus to find them? Introversion should probably just be played out. It's a purely story-based element, and really needs no mechanical reflection. |
| Ectoplasmoid10-21-04, 07:44 AM | Staying away from skills for a minute, I recommend the ability to emulate various arcane spells via technological prerequisites. for instance, a pair of spring heeled boots that could emulate longstrider and/or jump-(thus creating boots of springing and striding). these would be different from magic via bieng less effective, but not subject to dispel/antimagic/detect magic. You could then give him an artificer-like craft reserve. For skills, the only really important ones he needs are craft(alchemical/structural/mechanical) alongside Knowledge (A&E). You might also give him the ability to increase his masterworking bonus to +2/+3, and eventually to damge as well. I still like my alchemist's fire flamethrower! :D |
| Draco Strang10-22-04, 02:42 AM | Tell me more about these rules for doing what you're talking about ecto? im particularly interested in the mechanical items and masterwork stuff |
| nihility10-22-04, 02:34 PM | Which brings me to my next point. This kind of guy,though smart....is probably going to be an introvert. Should there be a penalty of say, -2 towards all Charisma based skills? he's stuck in a lab, not out learning how to get vital information out of someone, or sweet-talk the bar maids. Persephone covered this a bit already, but the general rule is that your ability scores reflect talent, while classes reflect training. Wizards aren't as good at dealing with people, for example, not because they always lack talent, but because they lack training in social skills (no social skills on the class list). While a wizard could invest the time to get better at socializing, it's something that is outside the usual scope of their work, and thus requires extra effort to get the same results (in other words, they have to buy the ranks cross-class). While it's true that some classes boost ability scores (Dragon Disciple, for example), the only classes that I know of that reduce them are racial classes (like you find in Savage Species). For mechanical traps, your character should be able to disarm them pretty effectively, but I'm not sure about spotting them quite so easily while they're concealed. Maybe if you check at half your normal bonus to find them? Just use the normal rules: search check to find it, disable device check to take care of it. Of course, this assumes you have the trapfinding ability. Note that Craft(trapmaking) will let you make them yourself :D Check the DMG for more on this. That's why I was leaning towards 9 skill points. There's a hell of a lot of things he will be building, investing XP, time, and gold into. If you still disagree, then how do you feel about 8 skill points? Like I said before, it's not so much that I think 9 would be unbalancing for this character as that I'm just scared of untested things. Talk about it with your DM; given your focus on knowledges and crafting over, say, hiding and stabbing, I think extra skill points would probably be fine for this case. Note: most craft skills may be attempted untrained, and most basic things have a DC of 15 or less. So, if you have a sixteen INT and masterwork tools, you're set! I'm trying to make a good, all around class....not turn into a min-maxer or powergamer Nothing wrong with minmaxing; if your party's fighter uses a longsword instead of a trout, that's minmaxing right there. The key is context :) |
| Draco Strang10-22-04, 04:24 PM | longsword vs. a trout. I kinda like that....lol. Good replies, i meet with my DM saturday night to sit down and show him my ideas, give him a mockup of the character. I'll have to post one on the D&D Character class board. Thanks guys! |
| Ectoplasmoid10-24-04, 04:29 PM | Here's the classes I was talking about, ripped straight from the d20 Modern SRD. I'm pretty sure that they can be changed to fit your class THE SMART HERO Ability: Intelligence Hit Die: 1d6 Action Points: Smart heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class. Class Skills: The Smart hero’s class skills (and the key ability for each skill) are: Computer Use (Int), Craft (chemical, electronic, mechanical, pharmaceutical, structural, visual art, writing) (Int), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Forgery (Int), Investigate (Int), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) (Int), Navigate (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int), Search (Int), and Speak Language (none). Also, the starting occupation the hero selects can provide additional class skills to choose from. Skill Points at 1st Level: (9 + Int modifier) x4. Skill Points at Each Additional Level: 9 + Int modifier. Table: The Smart Hero Class Level Base Attack Bonus Fort Save Ref Save Will Save Class Features Defense Bonus Reputation Bonus 1st +0 +0 +0 +1 Talent +0 +1 2nd +1 +0 +0 +2 Bonus feat +1 +1 3rd +1 +1 +1 +2 Talent +1 +1 4th +2 +1 +1 +2 Bonus feat +1 +2 5th +2 +1 +1 +3 Talent +2 +2 6th +3 +2 +2 +3 Bonus feat +2 +2 7th +3 +2 +2 +4 Talent +2 +3 8th +4 +2 +2 +4 Bonus feat +3 +3 9th +4 +3 +3 +4 Talent +3 +3 10th +5 +3 +3 +5 Bonus feat +3 +4 Starting Feats In addition to the two feats all characters get at 1st level, a Smart hero begins play with the Simple Weapons Proficiency feat. Class Features All of the following are class features of the Smart hero. Talents At 1st, 3rd, 5th, 7th, and 9th level, the Smart hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated. Research Talent Tree The Smart hero has a natural aptitude for study and fact-finding. These talents can be selected in any order. Savant: Select one of the skills listed in the following paragraph. The hero must have ranks in the skill if it is Trained Only. The Smart hero gets to add a bonus equal to his or her Smart level when making checks with that skill. A Smart hero can take this talent multiple times; each time it applies to a different skill. Computer Use, Craft (any single skill), Decipher Script, Demolitions, Disable Device, Forgery, Investigate, Knowledge (any single skill), Navigate, Repair, Research, Search. Linguist: With this talent, the Smart hero becomes a master linguist. Whenever the hero encounters a new language, either spoken or written, that he or she does not know the Smart hero can make an Intelligence check to determine if he or she can understand it. The check is made with a bonus equal to the hero’s Smart level. For a written language, the bonus applies to a Decipher Script check instead. The DC for the check depends on the situation: DC 15 if the language is in the same group as a language the hero has as a Read/Write Language or Speak Language skill; DC 20 if the language is unrelated to any other languages the hero knows; and DC 25 if the language is ancient or unique. With this special ability, a Smart hero can glean enough meaning from a conversation or document to ascertain the basic message, but this ability in no way simulates actually being able to converse or fluently read and write in a given language. A single check covers roughly one minute of a spoken language or one page of a written language. Prerequisite: At least 1 rank in either Read/Write Language or Speak Language for each of three different languages. Strategy Talent Tree The Smart hero has the brainpower to see solutions in most situations. These talents can be selected in any order, but before the hero can select a talent from this tree he or she must have previously selected at least one talent from the Research Talent Tree. Exploit Weakness: After 1 round of combat, the Smart hero can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Smart hero uses a move action and makes an Intelligence check (DC 15) with a bonus equal to his or her Smart level. If the check succeeds, for the rest of the combat the Smart hero uses his or her Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as the hero finds ways to outthink his opponent and notices weaknesses in his opponent’s fighting style. Prerequisite: One talent from the Research Talent Tree. Plan: Prior to an encounter the Smart hero can develop a plan of action to handle the situation. Using this talent requires preparation; a Smart hero can’t use this talent when surprised or otherwise unprepared for a particular situation. Creating a plan requires 1 minute. After creating the plan the Smart hero makes an Intelligence check (DC 10) with a bonus equal to his or her Smart level. The result of the check provides the Smart hero and allies with a circumstance bonus. A Smart hero can’t take 10 or 20 when making this check. Check Result Bonus 9 or lower +0 (check failed) 10–14 +1 15–24 +2 25 or higher +3 This bonus can be applied to all skill checks and attack rolls made by the Smart hero and his or her allies, but the bonus only lasts for the first 3 rounds after making the plan. After that time, reduce the bonus by 1 point (to a minimum of +0) for every additional round the situation continues, as the vagaries of circumstance begin to unravel even the best-laid plans. Prerequisite: One talent from the Research Talent Tree. Trick: The Smart hero has the ability to temporarily confuse a target through the use of ploy and deception. The target must have an Intelligence score of 3 or higher to be susceptible to a trick, must be within 30 feet of the hero, and must be able to hear and understand the hero. To play a trick on a target, the hero must use a full-round action and make an Intelligence check (DC 15), adding his or her Smart level as a bonus. If the Intelligence check succeeds, the target can try to think quickly and ignore the trick. The target resists the trick by making a Will saving throw (DC 10 + Smart hero’s class level + Smart hero’s Int bonus). If the saving throw fails, the target becomes dazed (unable to act, but can defend normally) for 1 round. A trick can only be played on a particular target once per encounter. After the first trick in an encounter, whether the attempt succeeds or not, that target becomes wary and immune to such ploys. This is a mind-affecting ability. Prerequisite: One talent from the Research Talent Tree. Bonus Feats At 2nd, 4th, 6th, 8th, and 10th level, the Smart hero gains a bonus feat. This feat must be selected from the following list, and the Smart hero must meet any prerequisites. Builder, Cautious, Combat Expertise, Educated, Gearhead, Improved Disarm, Improved Trip, Iron Will, Lightning Reflexes, Meticulous, Studious, Vehicle Expert, Weapon Focus. FIELD SCIENTIST Requirements To qualify to become a Field Scientist, a character must fulfill the following criteria. Skills: 6 ranks in either Craft (chemical) or Craft (electronic), plus 6 ranks in Knowledge (earth and life sciences), Knowledge (physical sciences), or Knowledge (technology), plus 6 ranks in Research. Class Information The following information pertains to the Field Scientist ¬advanced class. Hit Die: 1d8 Action Points: 6 + one-half character level, rounded down, every time the Field Scientist attains a new level in this class. Class Skills The Field Scientist’s class skills (and the key ability for each skill) are: Computer Use (Int), Craft (chemical, electronic, mechanical, pharmaceutical), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Drive (Dex), Investigate (Int), Knowledge (be¬havioral sciences, earth and life sciences, physical sciences, technology) (Int), Navigate (Int), Pilot (Dex), Profession (Wis), Read/Write Language (none), Research (Int), Search (Int), Speak Language (none). Skill Points at Each Level: 7 + Int modifier. Table: The Field Scientist Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus 1st +0 +1 +1 +0 Smart defense +0 +0 2nd +1 +2 +2 +0 Scientific improvisation +1 +0 3rd +1 +2 +2 +1 Bonus feat +1 +1 4th +2 +2 +2 +1 Skill mastery +1 +1 5th +2 +3 +3 +1 Minor breakthrough +2 +1 6th +3 +3 +3 +2 Bonus feat +2 +2 7th +3 +4 +4 +2 Smart survival +2 +2 8th +4 +4 +4 +2 Smart weapon +3 +2 9th +4 +4 +4 +3 Bonus feat +3 +3 10th +5 +5 +5 +3 Major breakthrough +3 +3 Class Features The following features pertain to the Field Scientist advanced class. Smart Defense A Field Scientist applies his or her Intelligence bonus and his or her Dexterity bonus to his or her Defense. Any situation that would deny the Field Scientist his or her Dexterity bonus to Defense also denies the Intelligence bonus. Scientific Improvisation At 2nd level, a Field Scientist gains the ability to improvise solutions using common objects and scientific know-how. This ability lets the Field Scientist create objects in a dramatic situation quickly and cheaply, but that have a limited duration. By spending 1 action point and combining common objects with a Craft check that corresponds to the function desired, the Field Scientist can build a tool or device to deal with any situation. The DC for the Craft check is equal to 5 + the purchase DC of the object that most closely matches the desired function. Only objects that can normally be used more than once can be improvised. Electronic devices, special tools, weapons, mechanical devices, and more can be built with scientific improvisation. It takes a full-round action to make an object with scientific improvisation. The object, when put into use, lasts for a number of rounds equal to the Field Scientist’s class level, or until the end of the current encounter, before it breaks down. It can’t be repaired. Bonus Feats At 3rd, 6th, and 9th level, the Field Scientist gets a bonus feat. The bonus feat must be selected from the following list, and the Field Scientist must meet all the prerequisites of the feat to select it. Archaic Weapons Proficiency, Attentive, Cautious, Combat Expertise, Educated, Gearhead, Personal Firearms Proficiency, Point Blank Shot, Renown, Studious. Skill Mastery At 4th level, a Field Scientist selects a number of skills from his or her class list equal to 3 + his or her Intelligence modifier. When making a skill check using one of these skills, the Field Scientist may take 10 even if stress and distractions would normally prevent him or her from doing so. Minor Breakthrough Upon attaining 5th level, a Field Scientist receives credit for a minor scientific breakthrough that earns him or her the recognition of her peers. The Field Scientist chooses one of the following Knowledge skills: behavioral sciences, earth and life sciences, physical sciences, or technology. When dealing with others with at least 1 rank in the same Knowledge skill, the Field Scientist gains a +2 bonus on Reputation checks. This minor breakthrough also provides the Field Scientist with a +3 Wealth bonus increase. Smart Survival A Field Scientist of 7th level or higher can spend 1 action point to reduce the damage dealt by a single attack or effect by 5 points. Smart Weapon At 8th level, the Field Scientist selects one weapon that he or she is proficient in and can use with one hand. With the selected weapon, the Field Scientist can use his or her Intelligence modifier instead of Strength or Dexterity modifier on attack rolls. Major Breakthrough At 10th level, the Field Scientist gains a +2 bonus on Reputation checks when dealing with individuals who have at least 1 rank in any of the following Knowledge skills: behavioral sciences, earth and life sciences, physical sciences, or technology. This bonus stacks with the bonus provided by the minor breakthrough ability. This major breakthrough also provides the Field Scientist with a +3 Wealth bonus increase. TECHIE Requirements To qualify to become a Techie, a character must fulfill the following criteria. Skills: Computer Use 6 ranks, either Craft (electronic) 6 ranks or Craft (mechanical) 6 ranks, and Disable Device 6 ranks. Class Information The following information pertains to the Techie advanced class. Hit Die: 1d6 Action Points: 6 + one-half character level, rounded down, every time the Techie attains a new level in this class. Class Skills The Techie’s class skills (and the key ability for each skill) are: Computer Use (Int), Craft (electronic, mechanical) (Int), Demolitions (Int), Disable Device (Int), Drive (Dex), Knowledge (behavioral sciences, earth and life sciences, physical sciences, popular culture, technology) (Int), Navigate (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int), Speak Language (none), Spot (Wis). Skill Points at Each Level: 7 + Int modifier. Table: The Techie Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus 1st +0 +0 +0 +2 Jury-rig +2 +1 +0 2nd +1 +0 +0 +3 Extreme machine +1 +0 3rd +1 +1 +1 +3 Bonus feat +2 +1 4th +2 +1 +1 +4 Build robot +2 +1 5th +2 +1 +1 +4 Mastercraft +3 +1 6th +3 +2 +2 +5 Bonus feat +3 +2 7th +3 +2 +2 +5 Jury-rig +4 +4 +2 8th +4 +2 +2 +6 Mastercraft +4 +2 9th +4 +3 +3 +6 Bonus feat +5 +3 10th +5 +3 +3 +7 Mastercraft +5 +3 Class Features The following features pertain to the Techie advanced class. Jury-Rig A Techie gains a +2 competence bonus on Repair skill checks made to attempt temporary or jury-rigged repairs. See the Repair skill for details on jury-rigging. At 7th level, this competence bonus increases to +4. Extreme Machine If it has mechanical or electronic components, a Techie of 2nd level or higher can get maximum performance out of it. By spending 1 action point and making either a Craft (electronic) or Craft (mechanical) check (whichever is appropriate for the machine in question), the Techie can temporarily improve a machine’s performance—at the risk of causing the machine to need repairs later. The DC for the Craft check depends on the type of improvement being made, as shown on the table below. Improvement Craft DC Repair Chance (d%) Ranged Weapons +1 to damage 15 01–25 +2 to damage 20 01–50 +3 to damage 25 01–75 +5 ft. to range increment 15 01–25 +10 ft. to range increment 25 01–50 Electronic Devices +1 equipment bonus 15 01–25 +2 equipment bonus 20 01–50 +3 equipment bonus 25 01–75 Vehicles +1 on initiative checks 20 01–25 +1 to maneuver 25 01–50 +2 to maneuver 30 01–75 The Techie performs the extreme modifications in 1 hour. The Techie can’t take 10 or take 20 on this check. If the check succeeds, the effect of the improvement lasts for a number of minutes equal to his or her Techie class level, beginning when the object is first put into use. The Techie selects the single improvement he or she wants to make prior to making the check. After the duration of the effect ends, the machine reverts to its previous state and a repair chance percentile roll is made. The result of this roll indicates whether the machine re¬quires repairs before it can be used again. Bonus Feats At 3rd, 6th, and 9th level, the Techie gets a bonus feat. The bonus feat must be selected from the following list, and the Techie must meet all the prerequisites of the feat to select it. Builder, Cautious, Combat Expertise, Educated, Gearhead, Personal Firearms Proficiency, Point Blank Shot, Studious. Build Robot A Techie of 4th level or higher can build remote-controlled robots that are Tiny or Diminutive in size. These robots serve as the Techie’s eyes, ears, or hands out to a predetermined distance away from the character when the Techie wants to use one of the following skills: Computer Use, Demolitions, Disable Device, Listen, Repair, or Spot. The Techie must have at least 1 rank in the skill that he wants to program into the robot. The Techie can only control one robot at a time, and only one of his robots can be active at any time. Follow these steps to build a robot. Wealth Check: The purchase DC for the components needed to construct a robot is based on the robot’s size. Size Purchase DC Diminutive 18 Tiny 15 Make the Wealth check to purchase and gather the necessary components prior to starting construction. Construct Frame: The robot’s body determines its size, shape, locomotion, and hit points. The DC of the Craft (mechanical) check is set by the robot’s size and modified by the form of locomotion selected. Size Craft DC Diminutive 15 Tiny 12 Components DC Modifier Frame Shape and Locomotion 1 Bipedal +4 Quadruped +3 Treads +2 Wheels +1 External Components 2 Manipulators 3 +3 Audio/visual sensor +2 Remote Range 1 Remote control link, 100 feet +1 Remote control link, 200 feet +3 Remote control link, 300 feet +5 1 Select only one of the options in this category. 2 Select one or more of the options in this category. 3 Necessary for a robot built to use any skill except Listen or Spot. Select a frame size and form, add manipulators and sensors as necessary, and choose a type of remote control link. Add all the modifiers to determine the check’s DC. Make the Craft (mechanical) check to construct the robot’s frame. It takes a Techie 30 hours to construct a Diminutive robot frame or 12 hours to construct a Tiny robot frame. A Diminutive robot can be 6 to 12 inches long or tall and weighs about 1 pound. A Tiny robot can be 13 to 24 inches long or tall and weighs up to 3 pounds. Statistics for these robots can be found in the Creature listings. Construct the Electronics: The next step is to build the internal electronics for the robot and install them in the frame. The DC is based on the size of the robot and modified by the number of components that need to be wired together. For a Diminutive robot, the DC is 20. For a Tiny robot, the DC is 15. Add +1 to the DC for each external component and +2 for the remote link. Make the Craft (electronic) check. It takes a Techie 12 hours to wire a Diminutive robot or 6 hours to wire a Tiny robot. Program the Robot: The Techie programs the robot as the final step. Decide how many ranks of the appropriate skill to program into the robot, up to the number of ranks the Techie has in the skill. A Techie’s robot can only contain programming for one skill. Make the Computer Use check to program the robot. The DC for the Computer Use check is 20, modified by the number of ranks the Techie wants to program into the robot (+1 to the DC for each rank). It takes 1 hour to program the robot. Reprogramming: A robot can be reprogrammed at any time. Doing this requires 1 hour of work and a Computer Use check (DC 20 + the number of ranks programmed into the robot). Mastercraft At 5th level, the Techie becomes adept at creating mastercraft objects. He of she applies the mastercraft ability to one of his or her Craft skills (electronic or mechanical). From this point on, he or she can build mastercraft objects using that skill. With Craft (electronic), the Techie can build electronic devices. With Craft (mechanical), the Techie can build mechanical devices, including weapons. On average, it takes twice as long to build a mastercraft object as it does to build an ordinary object of the same type. The cost to build a mastercraft object is equal to the purchase DC for the components (see the appropriate Craft skill description) + the bonus provided by the mastercraft feature. A Techie can add the mastercraft feature to an existing ordinary object by making the Wealth check and then making the Craft check as though he or she were constructing the object from scratch. In addition to the Wealth check, the Techie must also pay a cost in experience points equal to 25 x his or her Techie level x the bonus provided by the mastercraft feature. The XP must be paid before making the Craft check. If the expenditure of these XP would drop the Techie to below the minimum needed for his or her current level, then the XP can’t be paid and the Techie can’t use the mastercraft ability until he or she gains enough additional XP to remain at his or her current level after the expenditure is made. When successfully completed, a mastercraft object provides a +1 bonus to its quality compared to an ordinary object of the same type. All weapons and armor, and certain other types of equipment, such as computers and electronic devices, can be constructed as mastercraft objects. At 8th level, the Techie can add the mastercraft ability to another Craft skill, or he or she can improve his or her ability in the skill selected at 5th level, so that his or her mastercraft objects provide a +2 bonus. At 10th level, the Techie adds another +1 bonus to his or her mastercraft ability. If the Techie focuses his or her ability on one Craft skill, his or her mastercraft objects now provide a +3 bonus. If the Techie already has the ability for both Craft skills, he or she chooses which one to improve to a +2 bonus. The Craft DC for a mastercraft object is the same as for a normal object of the same type, as described in the Craft skill, with the following modification: For a +1 object, add +3 to the Craft DC; for a +2 object, add +5 to the Craft DC; and for a +3 object, add +10 to the Craft DC. |
| Lhiannon Sidhe10-24-04, 07:02 PM | If you can get access to the Warcraft Roleplaying game, which is an official D&D supplement, it has the "Tinker" class. This class gets bonus feats and abilities related to technology with allow him to construct all sorts of technological devices, such as firearms and steam engines. |
| SaintedBerzerker10-29-04, 02:46 AM | for healing tome and blood has healing salve dc 25 alchemy check 50 gp heals 1d8 as a fell round action |