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| #1arcanejazzMay 04, 2007 0:38:42 | “Hmm… You don’t see that everyday…” – Commoner, after witnessing a Genius recite complicated math equations and algorithms while balancing on a tightrope, and juggling 8 balls at once, all with his eyes closed. Combat and magic only get one so far. Swords dull with time, and some doors are better left un-smashed in. Sometimes a spell simply will not work, or if their craft is discovered by the wrong superstitious townsfolk, he may be chased out of town, or worse. Even the Rogue’s expertise can only get them so far. Sure they’re stealthy, they’re smooth talkers, but they’re no Genius. Adventurers: Most Geniuses understand their ability is rare and necessary in the world. It fills them with joy to not only help people who can not help themselves, but also to show off their unique mental capacity. Characteristics: While the Fighter and Barbarian are the ultimate warriors, the Wizard the ultimate spell caster, the Cleric the ultimate support, and the Rogue the ultimate support; the Genius is the ultimate Expert, who intellect and skill are matched by no one. He may not be able to keep up with other classes in their fields, but no other class is as smart or as intuitive as he is. Alignment: “True Genius Knows No Allegiance,” is a common phrase used by various Geniuses across the world. As such, A Genius may be of any alignment. Some may be pillars of good, always helping, teaching, and working spread the value of intellect. Some geniuses may be purely sadistic, even insane, and bottle up their incredible minds from the world, unless the right price was to come their way… Religion: Faith is unimportant to a majority of Geniuses. Some may not even believe in the deities of the realms, while others may know more about the nature of deities, and thereby, the entire workings of the cosmos, than any average cleric. Background: A vast majority of Geniuses come from Academies, where they are taught many things in an endless number of fields. There is little magical training (except for the teaching of its workings), and virtually no combat training (however, they are taught the importance of keeping in shape). Races: By and far, Humans make up the largest majority of Geniuses. Humans are most well known for their adaptability, after all. However, Elves come in a close second, as the scholarly life is well suited to them as well, and their longer years lend well to the acquiring of knowledge and physical skill. Other Classes: Though the Genius understands the importance of other classes in the world, he is often put at odds with them, as his skills are often underestimated, or even completely overlooked. He most closely relates to the Bard, who has experienced virtually everything the world has to offer, and the two often share knowledge with one another. Rogues are also clearly an ally of the Genius, and often contest of skill may take place between members of the two classes. However, when a Fighter needs a lock picked, and a Wizard can’t work within an anti-magic field, they couldn’t be happier to have a Genius with them to help them get through safe. Role: A Genius’ role in a party is often similar to the Rogue’s, though they can fill many positions. With their skill, they can be the informant, the sneak, the diplomat, the performer, and often become the leaders of many adventuring groups. GAME RULE INFORMATION Geniuses have the following game statistics. Abilities: Intelligence is of utmost importance to a Genius. Constitution is as important to him as it is to anyone else, but all other ability scores depend on the style of the Genius. A diplomat will want a higher Charisma; an athlete will want Strength, and so on. Alignment: Any. Hit Die: d6 Class Skills: All skills count as class skills, except for restricted skills, such as Language (Druidic). Skill Points: 8 + INT, x4 at 1st Level. Base Attack: Poor Saves: Will Good Special: 1 1st Favored Skill, Gathered Knowledge, Bonus Feat. 2 Bonus Feat 3 Bonus Feat 4 Skill Secret 5 2nd Favored Skill 6 Bonus Feat 7 Skill Secret 8 Skill Secret 9 Bonus Feat 10 3rd Favored Skill 11 Brain Surge 12 Bonus Feat 13 Skill Secret 14 Bonus Feat 15 4th Favored Skill 16 Bonus Feat 17 Skill Secret 18 Bonus Feat 19 Bonus Feat 20 5th Favored Skill Weapon and Armor Proficiency: A Genius is proficient with all simple weapons. Braniacs are proficient with light armor, but not shields. Favored Skill: At 1st level, a Genius may select any skill they are capable of knowing (which is just about every single one). The Genius gains a +6 bonus on all checks when using this skill. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the Genius may select an additional favored skill from those he knows, and gains the same +6 bonus to this skill. In addition, at each such interval, the bonus for previous favored skill checks increases by 2. Gathered Knowledge: Geniuses pick up lots of random tidbits of information during their studies and travels. A Genius may make a special Gathered Knowledge check with a bonus equal to his Genius level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the Genius has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.) A successful Genius knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A Genius may not take 10 or take 20 on this check; this sort of knowledge is essentially random. DC Type of Knowledge 10 Common, known by at least a substantial minority drinking; common legends of the local population. 20 Uncommon but available, known by only a few people legends. 25 Obscure, known by few, hard to come by. 30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge. Bonus Feats: At 2nd level, the Genius gets a bonus skill-oriented. The Genius gains an additional bonus feat at 3rd, 6th, 9th, and 11th level. These bonus feats must be drawn from the following list (see below). A Genius must still meet all prerequisites for a bonus feat. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A Genius is not limited to the list of Genius bonus feats when choosing these feats. Genius Bonus Feat List: Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Diligent, Investigator, Magical Aptitude, Negotiator, Nimble Fingers, Persuasive, Self Sufficient, Skill Focus, Stealthy. Skill Secret: The Genius realizes that his great skill is much more adaptable than anyone knows. At 4th, 7th, 8th, 13th, and 17th level, the Genius chooses one secret from the table below. His level plus Intelligence modifier determines the total number of secrets he can choose. He can’t choose the same secret twice. (Lvl + INT). Secret: Effect 1. Instant mastery: 4 ranks of a skill in which the character has no ranks 2. Secret health: +3 hit points 3. Secrets of inner strength: +2 bonus on Will saves 4. The lore of true stamina: +2 bonus on Fortitude saves 5. Secret knowledge of avoidance: +2 bonus on Reflex saves 6. Weapon trick: +1 bonus on attack rolls 7. Dodge trick: +1 dodge bonus to AC 8. Applicable knowledge: Any one feat* 9. Newfound arcana: 1 bonus 1st-level spell** 10. More newfound arcana: 1 bonus 2nd-level spell** *Must be taken from Genius Bonus Feat List. **Bonus Spells must be from the Sor/Wiz list, but may be from the following list. Brain Surge: At 11th level, the Genius can wrack his brain to call up every bit of useful information he can. After 1 full round of concentration, he thusly gains a +4 bonus to all skill checks, which lasts for 1 minute per class level. Brain Surge is useable once per day. |
| #2arcanejazzMay 06, 2007 0:01:31 | All questions or comments welcome, including possible images to represent this brainy virtuoso ^.^ ~<3 |
| #3enialis_gryphon_dupMay 06, 2007 13:46:41 | Well, that is interesting. I might mention, though, that I think you meant to call this class the "Brainiac", which is a slang term for someone that is very smart. |
| #4arcanejazzMay 06, 2007 18:05:55 | Changed it to Genius. Sounds better the more I look at it ^__~ |
| #5benstundzeMay 11, 2007 14:02:06 | sounds underpowerd, and dosnt realy diserve the title in my point of view :P. ben EDIT: may be an ability alowing it to have a +1 on evrything (including ac), that whould make this class balenced, and fit the name ![]() ben |
| #6arcanejazzFeb 14, 2008 16:18:39 | After a long (from my perspective xD) hiatus from D&D, I have decided to bump this thread and come back with new ideas for the class, and to finish the end section. Of course not everyone is going to like such a class, but Im hoping to make this guy at least kinda popular :D planning to work in more intelligence stuff that will make it better at doing "everything." Will be working with swashbuckler, the chameleon PrC, and possible even the Akashic from Monty Cooks "Arcana Unearthed" for more ideas. Know of any other obscure intelligence based abilities not in the more popular books? Please let me know, it might be golden for this class. Dont worry benstundze, youll eventually beleive my genius deserves his title by the time its complete :D also, thanks for having the class format thing in your sig, im going to be using it, hehe! |
| #7TheRealOrionMay 14, 2008 21:14:30 | I have something I whipped up for superhero games that's similar. It's called a "Thinker." Thinker Base Attack: Poor Fortitude: Poor Reflex: Poor Will: Good Defence: Poor Reputation: Good Hit Die: d4 Power Die: d12 (Intelligence) Thinkers are cerebral creatures who get by on wits and smarts at the expense of strength. The real power, so says the Thinker, is in knowing more than your enemy. Thinkers, Sleuth, and Masterminds are cut from the same cloth in that regard, but the Thinker does not necessarily focus on one particular skill set, either puzzle-solving or leading people, but instead is a Renaissance Man or Woman who takes in knowledge and secrets from every direction and uses it all to their own, often inscrutable ends. Skill Points at 1st Level: (10 + Int per level) x4 Skill Point per Level: 10 + Int modifier Class Skills: TBA Jack of All Trades (Ex): At level 1, Thinkers can use all "trained only" skills as if they were trained. However, when using those skills untrained, a roll of 1 is a Critical Failure, which can result in breaking a tool, hurting themselves, or otherwise royally screwing up whatever they're trying to do. Regardless of the specifics, the failure will be spectacular and unfavourable. GMs are encouraged to toss some good natured disaster at those know-it-alls. Renaissance Man (Ex): At level 2, all skills are considered Class Skills for the Thinker, for the purposes of paying skill points. Special Ability (Ex): At levels 3, 6, 9, 12, 15, and 18, Thinkers can take one of the abilities, listed in italics. They can take each ability only once, unless its text says otherwise. Unlike Class Features, Special Abilities that replicate feats require prerequisites, just like a normal feat. Encyclopaedic Memory: You can re-roll any failed Knowledge check once. False Papers: Gain a 2CP Alternative Identity. You can take this special ability multiple times. It grants a new Alternate Identity each time. Bonus Feat: You can pick a free feat from one of the following groups: Mystical, Psionic, Skill Enhancers. Field Experience: You get 2 free skill points. Nerves of Steel: When using the Jack of All Trades class feature, rolling a 1 on a d20 does not count as a critical failure. Scholarly Pursuits: 6 bonus ranks in any Knowledge skill. Sleuths can take this special ability multiple times. Skill Mastery: With 2 skills in which you already have at least one rank, they can now Take 10, even under stressful circumstances or when failure involves direct personal risk. You can take this ability multiple times. It applies to two new skills each time. Slippery Mind: If you fail a Will Save against a mind-affecting spell or power, they can re-roll that Will Save once, on your next turn. Plot Device (Ex): At level 4, Thinkers gain one Plot Device, as per the feat (see Chapter 4: Plot Device). Sixth Sense (Ex): At levels 5 and 14, Thinkers receive a +2 to all skills or checks related to observation (Observe, Search, Spellcraft, Psicraft, etc.). Inflexible Will (Ex): At level 7, Thinkers can Take 10 on any Will Save, but they must declare their intention to do so before they make their rolls. Tactical Genius (Ex): At levels 8, 13, and 17, Thinkers can grant a +1 circumstance bonus to the skill checks and attack rolls of anyone who fights on their side and remains within earshot or within sight. This effect lasts for a number of rounds equal to the Thinker's Intelligence modifier +2. The bonus increases by +1 at level 13 (to +2), and 17 (to +3). Mind Expansion: At levels 8, 16, and 20, Thinkers apply a permanent +1 to either Intelligence, Wisdom, or Charisma (player's choice). Bafflegab (Ex): At level 10, Thinkers can spew out a fluid stream of smart-sounding gobbleygook. This takes a swift action to perform, and Thinkers can use it once per session. Opponents who are in earshot and can understand the language that the Thinker is speaking must make Will saves (DC = 15 + Thinker's Intelligence bonus). Opponents who fail are so puzzled that they cannot attack the Thinker at all. Opponents who pass are distracted enough that they cannot make attacks of opportunity against the Thinker. At levels 10, 15, and 20, Thinkers can use Bafflegab one additional time per session. Set-Up Attack (Ex): At level 11, Thinkers can effectively give their highest attack to an adjacent ally. Thinkers use a standard action to create an opportunity for an ally to attack an opponent that they both threaten in mêlée. The attack made by the ally is either at the Thinker's highest attack bonus, or the ally's, whichever is higher. Thinkers can Set Up only one attack per round. The attack happens during the Thinker's round, but is rolled by the ally. The ally expends one Attack of Opportunity in order to use the Thinker's Set-Up Attack. Contingency Plan (PL): At level 19, Thinkers are so prepared for any dangerous foe that they just happen to have the right weapon, device, or item on-hand at all times that will take care of that, specific individual. This ability is essentially a Plot Device with teeth. For 2 Action Points, the Thinker can produce a hand-held object from an inner pocket. This object is a Super item the Origin of which matches the Thinker's Origin (if the Thinker has no powers, then the Origin is Supertech by default). Drawing this object requires an Immediate action and provokes an attack of opportunity. The Thinker must make a ranged touch attack at the target (which represents waving the object in the general direction of the target, throwing it at his/her/its feet, etc.). This effect has a range of 10 feet. If the attack hits, it then provokes a Fortitude save (DC = 25 + Thinker's Intelligence bonus). If the target succeeds, then they are exhausted (-6 Strength and Dexterity, moves at half speed) for 1d6 rounds. If the target fails, they are rendered helpless for 1d4 rounds, and when they wake up they are then exhausted for 1d6 rounds. |
| #8cobalttheblueknightJun 19, 2008 20:22:12 | One suggestion. You may want to add Open Minded to the list of bonus feats the class may select. Open Minded is from the Expanded Psionics Handbook and adds 5 skill points when it is taken, which may be spent on skills like normal skill points you get for levelling. |