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Mad Scientist

Class Craft EXP Discovery Level


Level Special Reserve 0 Lev 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Discoveries, Prof. Feats,
1st Scientific Improvisation, — 3 1 — — — — — — — —
Knowledge Specialty

2nd — 4 2 — — — — — — — —
Jury-Rig (+2), Improve Kit (+1)

3rd — 4 2 1 — — — — — — —
Heroic Talent

4th — 4 3 2 — — — — — — —
Sabotage, Bonus Language

5th Improvise Implements — 4 3 2 1 — — — — — —


Knowledge Specialty

6th — 4 3 3 2 — — — — — —
Heroic Talent, Jury-Rig (+4)

7th 500 4 4 3 2 — — — — — —
Craft EXP Reserve

8th Improve Kit (+2), 1,000 4 4 3 3 1 — — — — —


Bonus Language

9th Scholarly Insight, 1,500 4 4 4 3 2 — — — — —


Heroic Talent

10th Unflustered 2,000 4 4 4 3 2 — — — — —


Knowledge Specialty

11th Build Automaton (Tiny), 2,500 5 4 4 4 3 1 — — — —


Major Breakthrough

12th Bonus Language 3,000 5 4 4 4 3 2 — — — —


Heroic Talent

13th 3,500 5 4 4 4 3 2 — — — —
Extreme Machine
14th Improve Kit (+3) 4,000 5 4 4 4 4 3 1 — — —

15th Heroic Talent 4,500 5 4 4 4 4 3 2 — — —


Knowledge Specialty

16th Advanced Automaton 5,000 5 4 4 4 4 3 2 — — —


(Animal), Bonus Language

17th Advanced Automaton 5,500 5 4 4 4 4 4 3 1 — —


(Human)
18th Heroic Talent 6,000 5 4 4 4 4 4 3 2 — —

19th Advanced Automaton 6,500 5 4 4 4 4 4 3 2 1


(Giant Insects)

20th Advanced Automaton 7,000 5 4 4 4 4 4 4 3 2 1


(Giants), Knowledge Specialty
[1st] Prof. Feat:
An Mad Scientist begins play with One Weapon Proficiency Feat.
Also he receives Dodge or One Defense Proficiency Feat.

Discoveries
[Every level]
The table below shows how many discoveries a Mad Scientist has made at each level. Like Arcane Spells,
discoveries come in levels 0–9th, so a 1st-level Mad Scientist has made Three 0-level discoveries and
One 1st-level discovery. Each discovery duplicates a Arcane spell. At each successive level, a Mad
Scientist makes further discoveries. Because Discoveries have to be built, the player may choose not to
assign them until they have the time to create one. Once created, they Discovery is permanent and
cannot be changed later. A Mad Scientist may not build a discovery invented by another Mad Scientists'
notes.

Discoveries are just theories that work on paper. To put a discovery into action, a Mad Scientistmust
build an invention that incorporates the discovery. To do so, the Mad Scientist first spend:
(Discovery level × Class Level × 30 EXP) and devotes (discovery level × Class Level ) in days to research
and build the apparatus.

Richer characters can complete their inventions faster because they have better laboratories and
equipment. A Wealth check (DC 25) gets the job done in half (½) the number of days. Also, an additional
Wealth check (DC 30) lowers the EXP cost in half (½).

Once a Mad Scientist spends the time and XP (and possibly Wealth), the invention is fully operational. It
functions for 50 uses before something goes wrong—it short-circuits, it overheats melting the core, or
its Æther batteries shatter. It can’t be repaired, but the Extend Invention feat lets characters create
inventions that don’t wear out or break down.

In general, only the Mad Scientist can operate her own inventions, because the high-tech equipment of
the Pulp Era requires delicate adjustments and complicated controls to function properly. Scientists with
the Simplify Invention feat can construct inventions that other characters can use.

Any character can use Knowledge (technology) to identify the effects of an invention. Inventions tend to
be somewhat bulky, weighing 10 pounds per level of the discovery. Held, carried, or worn inventions
typically take up two body slots. The GM is the arbiter of which body slots are reasonable for each
invention.
Knowledge Specialty:
[1st], [5th], [10th], [15th], & [20th]
A starting Mad Scientist selects a Knowledge category:
(Archaeology, Astronomy, Anthropology, History, Current Events, Geography, Judicial, Nature, Occult,
Psychology, Religion, Science, Streetwise, or Technology), in which she has at least one skill rank.

This is considered her specialty, bestowing a +2 bonus with that skill.

The Mad Scientist may take an additional +2 bonus at [5th], [10th], [15th], and [20th] level, either on
the same Knowledge skill or on a new one in which she has skill ranks. If the Mad Scientists' specialty
bonus exceeds +4, she gets the benefits of a +3 Reputation Bonus within that field of study, as he is
recognized as an authority.

[1st ] Scientific Improvisation


At 1st level, a Mad Scientist gains the ability to improvise solutions using common objects and his
scientific knowledge. This ability lets her create objects in a dramatic situation quickly and cheaply, but
that have a limited duration.

Using a Craft check that corresponds to the function desired, a Mad 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. So, to improvise a single-use weapon that deals the same
effect and damage as a Stun Rod, the DC of the Craft (electrical) check is 17 (5 + 12). This ability can only
be used (3 + Class Level) times per day.

Only objects that can normally be used more than once can be improvised. For example, a Mad Scientist
can’t use scientific improvisation to build an explosive, because that’s normally an object that’s usable
only once.

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 Scientist’s class level, or until the end of the current encounter,
before it breaks down. It can’t be repaired.

Jury-Rig:
[2nd] & [6th]
A Mad Scientist gains a +2 competence bonus on Gadgetry skill checks made to attempt temporary or
jury-rigged repairs.
At 6th level, this competence bonus increases to +4.
[2nd] Improve Kit (+1):
An Mad Scientist can use his know-how to upgrade an electrical or mechanical tool kit at no additional
cost.

 Demolitions/Electrical Tool Kit, Basic: For the cost of a basic electrical tool kit, an Mad Scientist
can assemble a mastercraft (+1) version of the kit that grants a +1 equipment bonus on all Craft
and Gadgetry checks made to fix electrical devices. (this does not apply to Monitions rolls)

 Mechanical Tool Kit, Basic: For the cost of a basic mechanical tool kit, an Mad Scientist can
assemble a mastercraft (+1) version of the kit that grants a +1 equipment bonus on all Craft and
Gadgetry checks made to fix mechanical devices.

[4th] Sabotage:
At 4th level and beyond, the Mad Scientist can sabotage an electrical or mechanical object so that it
operates poorly. The Mad Scientist must succeed on a Gadgetry check (DC 20) to accomplish the
downgrade, and sabotaging a mastercraft object is slightly harder (DC 20 + the mastercraft object’s
bonus feature). Noticing the Mad Scientist’s handiwork without first testing the sabotaged device
requires a successful Search check (DC = the Mad Scientist’s Gadgetry check result). Fixing the sabotaged
item requires a successful Craft check.

 Sabotage Device: As a full-round action, the Mad Scientist can reconfigure a device with
electrical or mechanical components so that anyone who uses it suffers a penalty equal to the
Mad Scientist’s class level on skill checks made to use the device.

 Sabotage Weapon: As a full-round action, the Mad Scientist can sabotage a weapon so that it
misfires or breaks the next time it is used. A sabotaged weapon cannot be used effectively until
repaired. This use of sabotage also applies to vehicle and building mounted weapons.

Bonus Language:
[4th], [8th], [12th], & [16th]
The Mad Scientist learns a bonus language at 3rd, 5th, 7th and 9th level. These can be any languages the
character has been exposed to, whether spoken or in writing (though the Mad Scientists' pronunciation
may be a bit off if she has not heard the language spoken).

[5th] Improvise Implements:


At 5th level, a Mad Scientist can make do without proper equipment in certain circumstances. By
substituting found objects for tools, she suffers no penalty when making Craft, Gadgetry, or Treat Injury
checks that require tool use.
[+7th] Craft EXP Reserve:
Starting at 7th level, an Mad Scientist with the can build Discoveries, Super Science Devices, Alchemy,
And Gadgets without investing as much of himself in the process.

At 7th level and every Class level thereafter, a Mad Scientist gains a special reserve of experience points
(+500 every Class Level). These extra experience points are separate from experience gained through
level advancement and can only be used to make items; they do not count toward level gain.
A Mad Scientist must spend the extra experience points he gains at each level, for when the Mad
Scientist gains a Class level, he loses any unspent experience points in his reserve.

[8th] Improve Kit (+2):


At 4th level, the Mad Scientist can assemble mastercraft (+2) electrical and mechanical tool kits. This
ability works as the 1st-level improve kit class feature, except the equipment bonuses improve by an
additional +1.

[9th] Scholarly Insight:


By 9th level, the Mad Scientist has gleaned an impressive knowledge of the world. She may overcome a
lack of hard facts by making comparisons in seemingly disparate areas to arrive at a sound conclusion for
the matter at hand. A Mad Scientist can always try again once if she fails a Knowledge check for any of
the following categories: Archaeology, Anthropology, Science, Nature, History, Astronomy, Technology,
or Psychology.

[10th] Unflustered: A 10th-level Mad Scientist can perform complicated tasks without provoking attacks
of opportunity from adjacent foes. During any round in which the Mad Scientist uses the Craft,
Munitions, or Gadgetry skill, he can first make a Concentration check (DC 15) to use the desired skill
without provoking attacks of opportunity. Making the Concentration check doesn’t cost the Mad
Scientist an action. He may take 10 on the Concentration check, but he cannot take 20.

[11th] Major Breakthrough:


The Scientist receives credit for a major scientific breakthrough that earns her the recognition of her
peers. The breakthrough has two effects.
 First, this major breakthrough provides the Scientist with a +5 Wealth bonus increase.
 Second, the Scientist chooses one of the following Knowledge skills:
Archaeology, Science, Nature, Technology, or Astronomy.
When dealing with others with at least 1 rank in the same Knowledge skill, the Scientist gains a
+4 bonus on Reputation checks.
When dealing with someone with at least 1 rank in a different Knowledge categories above, the
Scientist gains a +2 bonus on Reputation checks.
[11th] Build Automaton:
A Mad Scientist of 11th level or higher can build Automation Servants robots that are Tiny or Diminutive
in size. These Clockwork robots serve as the Mad Scientist’s eyes, ears, or hands out to a 30 ft. away
from the Mad Scientist when he wants to use one of the following skills: Craft, Munitions, Gadgetry, or
Perception.

The Mad Scientist must have at least 1 rank in the skill that he wants to program into the Automation.
The Mad Scientist can only control one Automation at a time, and only one of his Automation can be
active at any time.

[13th] Extreme Machine:


If it has mechanical or electronic components, a Scientist can soup it up to get maximum performance.
By making a Craft (mechanical) check, the Scientist 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%) The Mad Scientist performs the
extreme modifications in 1 hour. She
Ranged Weapons can’t take 10 or take 20 on this check.
If the check succeeds, the effect of
+1 to damage 15 01-25
the improvement lasts for a (number
+2 to damage 20 01-50 of minutes equal to Class Level),
beginning when the object is first put
+3 to damage 25 01-75 into use. The Scientist selects the
single improvement she wants to
+5 ft. to range increment 15 01-25
make prior to making the check. After
+10 ft. to range increment 25 01-50 the duration of the effect ends, the
machine reverts to its previous state
Mechanical Devices and a repair chance percentile roll is
made. The result of this roll indicates
+1 equipment bonus 15 01-25
whether the machine requires repairs
+2 equipment bonus 20 01-50 before it can be used again.
The Mad Scientist can only use this
+3 equipment bonus 25 01-75
ability (1 + Int Mod) times per day.
Vehicles

+1 on initiative checks 20 01-25

+1 to maneuver 25 01-50

+2 to maneuver 30 01-75
[14th] Improve Kit (+3): At 7th level, the Mad Scientist can assemble mastercraft (+3) electrical and
mechanical tool kits. This ability works as the 4th-level improve kit class feature, except the equipment
bonuses improve by an additional +1.

Advanced Automaton:
[16th], [17th], [19th], [20th]
A Mad Scientist of 11th level or higher can build Automation Servants robots that are Tiny or Diminutive
in size. These Clockwork robots serve as the Mad Scientist’s eyes, ears, or hands out to a 30 ft. away
from the Mad Scientist when he wants to use one of the following skills: Craft, Munitions, Gadgetry, or
Perception.

The Mad Scientist must have at least 1 rank in the skill that he wants to program into the Automation.
The Mad Scientist can only control one Automation at a time, and only one of his Automation can be
active at any time.

At 16th level, the Mad Scientist learns to design and build mechanical Animals that guard him against
attack and aid him with his work. The Mad Scientist may apply the Mechanical Template to an animal of
Small or Medium sized animal to yield the statistics for these minions. He may now have as many
minions as he wishes, so long as their total hit dice are less than or equal to Half his Class Level. A
Automation costs (Wealth DC 21 +1 per HD past the first) to build and requires the use of Craft skill
check.

Mechanical Template

Hit Dice: Mechanical creatures use d10 as Hit Dice rather than an animal's HDs.
In addition, Automations do not have Constitution scores.
Speed: Same as Base Creature
AC: gain a +2 natural bonus to AC.
Attacks: Same as Base Creature
Damage: Same as Base Creature
Special Attacks: Same as Base Creature
Special Qualities:
 Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death
effects, and necromantic effects.
 Mechanical animals cannot heal damage naturally and instead must be repaired through
repair work.
 Mechanical creatures are immune to critical hits, subdual damage, ability damage,
ability drain, and energy drain.
 They are immune to all effects that require a Fortitude save unless the spell or ability
specifically states it can affect objects.
Saves: Mechanical creatures lack the intuitive reflexes and danger sense that allow animals to
dodge threats. To determine its base saving throws, divide its hit dice by three and round down.
Abilities: Same as Base Creature.
However, like all Automations they lack a Constitution or Intelligence score.
Skills: By making a Craft skill check DC 10 + Automations HD, the Mad Scientist can "program"
the creature with basic skills equal to half his normal skill ranks. Doing so requires 1 day per skill.

At 17th level, the Mad Scientist learns to produce gearwork humanoids. These creations operate much
like his mechanical animals, though they are smarter and capable of mastering more specialized skills
and abilities.

Each gearwork humanoid can gain a number of Full Class levels (Only in Soldier or Mercenary) equal to
half the Mad Scientist's level. These In addition, the Mad Scientist may now have a total number of
Automations whose combined Hit Dice are equal his Class Level. Gearwork humanoids count as twice
their hit dice when determining the total Automations the Mad Scientist can claim. In addition, the Mad
Scientist may now Craft Animals of a Large size.

At 19th level, the Mad Scientist can produce mechanized giant insects. These creatures are similar to
mechanical animals. Apply the mechanical template to any vermin to create the statistics for a robotic
insect. the Mad Scientist may now have a total number of Automations whose combined Hit Dice are
equal twice his Class Level. Mechanical vermin count as animals due to the total hit dice of robots the
Mad Scientist may command. In addition, the Mad Scientist may now Craft Animals of a Huge size.

At 20th level, the Mad Scientist can produce giant, mechanical humanoids. Unlike gearwork humanoids,
these creatures cannot gain class levels. When a Mad Scientist designs a giant gearwork, he chooses
how many hit dice he wishes to grant the machine and selects from a menu of abilities and feats he may
design for his creation. Gearwork giants count as 1.5 times their hit dice when determining the total hit
dice worth of minions a Mad Scientist may command.

When a Mad Scientist produces a Automation, he must teach it some basic commands and tactics.
Mechanical creatures lack intelligence and have none of the natural instincts and reactions of animals or
beasts. A Mad Scientist can reach his servitors one trick for each level he has in this class. All servitors
know a few basic tricks that allow them to function normally. They know how to obey an attack
command from their creator and always come when called by their owner. Mechanical creatures based
on animals normally used as mounts, such as horses or riding dogs, may accept a rider. The creatures
learn tricks as per the Handle Animal skill. Though the Mad Scientist does not use this skill, he must
follow the guidelines set forth there when adding tricks to a machine's repertoire. Mechanical creatures
cannot master complex tricks, such as accepting a rider if that is not their nature, unless modified by
their creator to do so. See the mechanical creature template and the upgrades listed for it below.
Heroic Talent:
[3rd] [6th] [9th] [12th] [15th] [18th]
The Mad Scientist gains a free Heroic Talent every 3rd level. He must meet all the usual Prerequisites for
the Talent.

Smart Defense [Talent]:


Using her brains as well as her dexterity, a Scientist applies her Intelligence modifier and her Dexterity
modifier to her Defense. Any situation that would deny the Scientist her Dexterity bonus to Defense also
denies the Intelligence bonus.

Smart Survival [Talent]:


A Scientist has an uncanny knack for survival that combines resourcefulness, intelligence, and a degree
of luck. Once per day, a Scientist plays it smart and reduces the damage dealt by a single attack or effect
by 5 points.

Smart Weapon [Talent]:


The world outside the laboratory is a dangerous place, and a Scientist learns that protecting herself is as
important as research and study.
A Scientist selects one weapon that she is proficient in and can use with one hand. With the selected
weapon, the Scientist can use her Intelligence modifier instead of her Strength or Dexterity modifier on
attack rolls.

Master Craftsman [Talent]:


The Mad Scientist is well on his way to becoming a master craftsman. The Mad Scientist gains a bonus
equal to half his HD level, rounded down, to all Craft skill checks.

Bonus Invention Feat [Talent]:


The scientist gains a feat for free, which must be chosen from the following list:
Durable Invention, Extend Invention, Improvised Invention, Miniature Invention, Simplified Invention,
Craft Super-Science, Craft Gadget, or Craft Alchemy.

Savant [Talent]:
Select one of the following skills:
Craft (any single skill), Linguistics, Demolitions, Gadgetry, Research, Knowledge (any single skill),
Navigate, or Perception.
The character must have ranks in the skill. The Mad Scientist gets to add a bonus equal to his or her
HD Level when making checks with that skill. A Mad Scientist can take this talent multiple times; each
time it applies to a different skill.
Linguist [Talent]:
Prerequisites: At least 3 ranks in Linguistics Skill.
With this talent, the Mad Scientist becomes a master linguist. Whenever the hero encounters a new
language, either spoken or written, that he or she does not know the Mad Scientist 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.
With this talent, the Mad Scientist becomes a master linguist. Whenever the hero encounters a new
language, either spoken or written, that he or she does not know the Mad Scientist 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.

Exploit Weakness [Talent]:


Prerequisites: One other Talent.
After 1 round of combat, the Mad Scientist can designate one opponent and try to find ways to gain an
advantage by using brains over brawn. The Mad Scientist uses a move action and makes an Intelligence
check (DC equal to opponents AC) with a bonus equal to his or her Class level. If the check succeeds, for
the rest of the combat the Mad Scientist 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.

Plan [Talent]:
Prerequisites: One other Talent.
Prior to an encounter the Mad Scientist can develop a plan of action to handle the situation. Using this
talent requires preparation; a Mad Scientist can’t use this talent when surprised or otherwise
unprepared for a particular situation. Creating a plan requires 1 minute.
The Smart hero makes an Intelligence check (DC 10) with a bonus equal to his or her Class level. The
result of the check provides the Mad Scientist and allies with a circumstance bonus. A Mad Scientist
can’t take 10 or 20 when making this check.

Check Result Bonus This bonus can be applied to all skill checks and attack rolls
9 or lower +0 (Check failed) made by the Mad Scientist and his or her allies, but the
bonus only lasts for the first 3 rounds after making the plan.
10-14 +1
After that time, reduce the bonus by 1 point (to a minimum
15-24 +2 of +0) for every additional round the situation continues, as
the vagaries of circumstance begin to unravel even the best-
25 or higher +3
laid plans.
Trick [Talent]:
Prerequisites: One other Talent.
The Mad Scientist 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 Class 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 + Mad
Scientist’s class level + Mad Scientist’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.

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