Post by Inertial_Fey on Jan 16, 2007 13:31:18 GMT -5
I made this when I had an inspration from a comic called Girl Genuis (google it, people)
This idea is taking the sterotypcle inventor from a steampunk genre and making it into a 20th level class.
Following this class will be a two more classes: a battle-based inventor and a mutation style intentor (kinda like Dr Jekyle Mr Hyde)
Level Bab Fort Ref Will Special Function points
1st +0 +0 +0 +2 Basic Invention x
mechanicle knowledge
2nd +1 +0 +0 +3 Intuitive knowledge xx
3rd +2 +1 +1 +3 deactivate xxx
4th +3 +1 +1 +4 Improved invention xxx
5th +3 +1 +1 +4 Know your enemy I xxxx
6th +4 +2 +2 +5 Reverse engineer, invent generator xxxxx
7th +5 +2 +2 +5 sabatoge xxxxxx
8th +6 +2 +2 +6 greater invention xxxxxx
Bonus Feat
9th +6 +3 +3 +6 Know your enemy II xxxxxxx
10th +7 +3 +3 +7 Craft Generator xxxxxxxx
11th +8 +3 +3 +7 xxxxxxxxx
12th +9 +4 +4 +8 Advanced invention xxxxxxxxx
quick invent
13th +9 +4 +4 +8 Know your enemy III xxxxxxxxxx
14th +10 +4 +4 +9 xxxxxxxxxxx
15th +11 +5 +5 +9 xxxxxxxxxxxx
16th +12 +5 +5 +10 master inventer xxxxxxxxxxxx
17th +12 +5 +5 +10 Problem solver xxxxxxxxxxxxx
18th +13 +6 +6 +11 xxxxxxxxxxxxxx
19th +14 +6 +6 +12 xxxxxxxxxxxxxxx
20th +15 +6 +6 +12 Improved quick invent xxxxxxxxxxxxxxx
Class Features:
HD: D6
Skills: Same as rogue except does not get UMD and gains all knowledge skills. skills are 6+int mod
Armor and weapons:
Mad scientists are profient with all armor and shields (except tower sheilds) and all simple weapons. A mad scientist however, may not beable to invent, sabatoge or reverse engineer while wearing armor heaver then light.
Invent: A mad sceintist may create objects threw science to add herself and her companions. A scientist may choose from a list of ideas and can create an invention using function points (Fp) which they receive each day.
(this is tough to explain) a scientist begins with one idea+int mod at first level and gains a new idea every level. You may combine any idea together so long as they do not contradict (example: no fast/slow devices). At first level a scientist begins with basic inventions: light sized weapons, diminutive/small sized object or an article of clothing, like a glove or boot, as they progress in levels they may create larger and diffrent invention types.
Example: level one a mad scientist can create a mace that deals additionally lighting damage when struck (D6 for every function point) at second level they may choose to increase the amount of damage or may alter it to also cause a person to slow. The DC of an invention is (10+int mod+fp used) an invention requires new energy cells after so many uses, and a mad scientist must make more; a cell holds ten chargers. A charge is an instantanoes action (like a weapon firing) or a charge is three minutes per fp for an effect.
An energy cell is 25gp, and an invention can hold one energy cell per Fp. an invention uses one charge per fp, so a 3 fp invention would take 3 charges.
An invention requires one day per fp, and any invention larger the meduim sized requires 5 hired hands per size catigory, if the sceintist works solo it takes x5+six category more days to complete. the first day of creating an invention the scientist must use that many Fp for that day. when one day has passed the scientist uses one less Fp the next day, this continues till the invention is completed.
An invention needs constant maitence. At the beginning an invention has an hp of Fp+int mod (hardness of whatever metal is used), every week the device looses one hp until it falls apart. A scientist may expend one Fp to repair a single hitpoint. a scientist may also repair any damage done to the device the same way.
Invention types:
Basic: light weapon, diminutive sized object, artcle of clothing.
-Min/Max functions: 1-3
improved: One handed weapon, small medium sized object, full peice of clothing (shirt or pants). min/max: 3-6
greater: Two handed weapon, large or huge sized object, full armor. min/max 6-9
advanced: Full body suit, gargantuin object. min/max- 9-12
mastery: colossal sized objects, min/max 12-
Idea list:
Movement
fast-as haste spell, or 15ft per Fp
slow- as slow spell
fly- 30ft fly speed (per Fp) clumsy manuverablity (manuverablity increases with each fp)
swim- swim speed 15ft (per Fp)
*walk- land speed 30ft (per Fp)
climb- climb speed 10ft per fp
jump- +10 to jump check
Elemental
Lightning- D6 damage per Fp, 75ft range
Fire- D6 per Fp, 5ft cone per fp
water- D4 damage per fp, knockdown(ref save) , range 30ft per fp
wind-15ft cone per fp, knockdown
sonic- D6 damage, 15 range per fp, 5ft blast
Sounds
attract- brings things closer 30ft per fp (will save for creature, fort for object)
Repel- pushs things away 30ft per fp (same saves)
silence- negates noises 30 ft per fp
recording- repeats back noises
*noise creation- creates ambient noises 100ft
sight
dark- creates cloud (25% miss chance) 20ft per fp
light-creates light either causes -1 to all sight based roles as an effect or can blind someone for 1D4 rounds and daze them for 1 round, effects creatures with problems with light (whats it called again?)
far- allows person to see x2 far per fp, removes one range increment per fp
target- +2 to ranged attack per fp
holding
*holds- +2 to grapple check.
far- ranged grapple, as medium sized 15ft per fp x2 per range incriment
many- grapples multiple target, as small sized 10 ft, two targets+fp
large- ranged grapple as large sized, 5ft per fp
pushing- moves object or creature back 5 feat per fp (ref save)
pulling- pulls something 5 feat per fp (fort save)
cover
sheilding- +2 AC per fp
comtaining: holds object inside. may hold a small sized creature (one FP increases size catigory by one) against a grapple check of 10+fp. may also hold an additional energycell per fp
Preserve- causes matter to decay at one year for every day (per fp)
absorbing- 1/- damage reduction per two fp (effect only), when joined with another idea, gives resistence to idea 5 per fp.
Universal
strong- +2 str per fp
weaker- -2 str per fp
control- as suggestion spell (note: 8 or more fp in control acts as a dominate spell)
cutting- D6 normal damage per fp
Special idea's
Explotion- may only be used with elemental ideas-creates 5ft blast per fp
repair- may not be used with other concepts- can repair one fp, per fp.
Track- used to find a specific thing (example: heat, metal, movement) 30ft cone per fp
*must be choisen first to progress
Cost: object with 5 charges is 250gp per FP. a new powercell is 1/10 the base price and takes 1 fp to create, for each invention level above basic add x2 to price.
A single use item (one that burns out after using all its charges) is 50 gp.
example invention:
FP-
xxx lighting
xx stop
xx contain
two handed gun that shoots lighting that paralyses enemy when struck. Advanced invention. dmg: 3D6 paralsys DC of 15 (assuming character has intelegence of 18) for two rounds and holds 15 charges.
Cost: 7(FP) x 3(invention cost)x250= 5250- 525 per each additionally energy cell
An invention that carries an object or creature is considered to a clank with no mental stats. treat as having a strength score of 6 +2 for every size catigory. certain idea combinations can make inventions that hold more weight. adding the strength idea would give +2 strength for that object, or, in a more obscure way; dark and fly would create a cloud of gas that when kept in a balloon would cause more lift (treat 10 sqft of gas as a x1 to max carrying capacity)
lesser inventions:
A mad scientist doesnt need to to expend a full fp or the full gold to create simple devices to help in day to day needs such as flash lights or a lighter. inventions that do not use the full capicity of an idea are treated as half a fp point and only cost 1/10th base cost. things like flashlights(light), lighters(flame), desk fans(wind) or even a simple flying toy (fly) are aloud, other ideas needto be cleared by the DM.
This idea is taking the sterotypcle inventor from a steampunk genre and making it into a 20th level class.
Following this class will be a two more classes: a battle-based inventor and a mutation style intentor (kinda like Dr Jekyle Mr Hyde)
Level Bab Fort Ref Will Special Function points
1st +0 +0 +0 +2 Basic Invention x
mechanicle knowledge
2nd +1 +0 +0 +3 Intuitive knowledge xx
3rd +2 +1 +1 +3 deactivate xxx
4th +3 +1 +1 +4 Improved invention xxx
5th +3 +1 +1 +4 Know your enemy I xxxx
6th +4 +2 +2 +5 Reverse engineer, invent generator xxxxx
7th +5 +2 +2 +5 sabatoge xxxxxx
8th +6 +2 +2 +6 greater invention xxxxxx
Bonus Feat
9th +6 +3 +3 +6 Know your enemy II xxxxxxx
10th +7 +3 +3 +7 Craft Generator xxxxxxxx
11th +8 +3 +3 +7 xxxxxxxxx
12th +9 +4 +4 +8 Advanced invention xxxxxxxxx
quick invent
13th +9 +4 +4 +8 Know your enemy III xxxxxxxxxx
14th +10 +4 +4 +9 xxxxxxxxxxx
15th +11 +5 +5 +9 xxxxxxxxxxxx
16th +12 +5 +5 +10 master inventer xxxxxxxxxxxx
17th +12 +5 +5 +10 Problem solver xxxxxxxxxxxxx
18th +13 +6 +6 +11 xxxxxxxxxxxxxx
19th +14 +6 +6 +12 xxxxxxxxxxxxxxx
20th +15 +6 +6 +12 Improved quick invent xxxxxxxxxxxxxxx
Class Features:
HD: D6
Skills: Same as rogue except does not get UMD and gains all knowledge skills. skills are 6+int mod
Armor and weapons:
Mad scientists are profient with all armor and shields (except tower sheilds) and all simple weapons. A mad scientist however, may not beable to invent, sabatoge or reverse engineer while wearing armor heaver then light.
Invent: A mad sceintist may create objects threw science to add herself and her companions. A scientist may choose from a list of ideas and can create an invention using function points (Fp) which they receive each day.
(this is tough to explain) a scientist begins with one idea+int mod at first level and gains a new idea every level. You may combine any idea together so long as they do not contradict (example: no fast/slow devices). At first level a scientist begins with basic inventions: light sized weapons, diminutive/small sized object or an article of clothing, like a glove or boot, as they progress in levels they may create larger and diffrent invention types.
Example: level one a mad scientist can create a mace that deals additionally lighting damage when struck (D6 for every function point) at second level they may choose to increase the amount of damage or may alter it to also cause a person to slow. The DC of an invention is (10+int mod+fp used) an invention requires new energy cells after so many uses, and a mad scientist must make more; a cell holds ten chargers. A charge is an instantanoes action (like a weapon firing) or a charge is three minutes per fp for an effect.
An energy cell is 25gp, and an invention can hold one energy cell per Fp. an invention uses one charge per fp, so a 3 fp invention would take 3 charges.
An invention requires one day per fp, and any invention larger the meduim sized requires 5 hired hands per size catigory, if the sceintist works solo it takes x5+six category more days to complete. the first day of creating an invention the scientist must use that many Fp for that day. when one day has passed the scientist uses one less Fp the next day, this continues till the invention is completed.
An invention needs constant maitence. At the beginning an invention has an hp of Fp+int mod (hardness of whatever metal is used), every week the device looses one hp until it falls apart. A scientist may expend one Fp to repair a single hitpoint. a scientist may also repair any damage done to the device the same way.
Invention types:
Basic: light weapon, diminutive sized object, artcle of clothing.
-Min/Max functions: 1-3
improved: One handed weapon, small medium sized object, full peice of clothing (shirt or pants). min/max: 3-6
greater: Two handed weapon, large or huge sized object, full armor. min/max 6-9
advanced: Full body suit, gargantuin object. min/max- 9-12
mastery: colossal sized objects, min/max 12-
Idea list:
Movement
fast-as haste spell, or 15ft per Fp
slow- as slow spell
fly- 30ft fly speed (per Fp) clumsy manuverablity (manuverablity increases with each fp)
swim- swim speed 15ft (per Fp)
*walk- land speed 30ft (per Fp)
climb- climb speed 10ft per fp
jump- +10 to jump check
Elemental
Lightning- D6 damage per Fp, 75ft range
Fire- D6 per Fp, 5ft cone per fp
water- D4 damage per fp, knockdown(ref save) , range 30ft per fp
wind-15ft cone per fp, knockdown
sonic- D6 damage, 15 range per fp, 5ft blast
Sounds
attract- brings things closer 30ft per fp (will save for creature, fort for object)
Repel- pushs things away 30ft per fp (same saves)
silence- negates noises 30 ft per fp
recording- repeats back noises
*noise creation- creates ambient noises 100ft
sight
dark- creates cloud (25% miss chance) 20ft per fp
light-creates light either causes -1 to all sight based roles as an effect or can blind someone for 1D4 rounds and daze them for 1 round, effects creatures with problems with light (whats it called again?)
far- allows person to see x2 far per fp, removes one range increment per fp
target- +2 to ranged attack per fp
holding
*holds- +2 to grapple check.
far- ranged grapple, as medium sized 15ft per fp x2 per range incriment
many- grapples multiple target, as small sized 10 ft, two targets+fp
large- ranged grapple as large sized, 5ft per fp
pushing- moves object or creature back 5 feat per fp (ref save)
pulling- pulls something 5 feat per fp (fort save)
cover
sheilding- +2 AC per fp
comtaining: holds object inside. may hold a small sized creature (one FP increases size catigory by one) against a grapple check of 10+fp. may also hold an additional energycell per fp
Preserve- causes matter to decay at one year for every day (per fp)
absorbing- 1/- damage reduction per two fp (effect only), when joined with another idea, gives resistence to idea 5 per fp.
Universal
strong- +2 str per fp
weaker- -2 str per fp
control- as suggestion spell (note: 8 or more fp in control acts as a dominate spell)
cutting- D6 normal damage per fp
Special idea's
Explotion- may only be used with elemental ideas-creates 5ft blast per fp
repair- may not be used with other concepts- can repair one fp, per fp.
Track- used to find a specific thing (example: heat, metal, movement) 30ft cone per fp
*must be choisen first to progress
Cost: object with 5 charges is 250gp per FP. a new powercell is 1/10 the base price and takes 1 fp to create, for each invention level above basic add x2 to price.
A single use item (one that burns out after using all its charges) is 50 gp.
example invention:
FP-
xxx lighting
xx stop
xx contain
two handed gun that shoots lighting that paralyses enemy when struck. Advanced invention. dmg: 3D6 paralsys DC of 15 (assuming character has intelegence of 18) for two rounds and holds 15 charges.
Cost: 7(FP) x 3(invention cost)x250= 5250- 525 per each additionally energy cell
An invention that carries an object or creature is considered to a clank with no mental stats. treat as having a strength score of 6 +2 for every size catigory. certain idea combinations can make inventions that hold more weight. adding the strength idea would give +2 strength for that object, or, in a more obscure way; dark and fly would create a cloud of gas that when kept in a balloon would cause more lift (treat 10 sqft of gas as a x1 to max carrying capacity)
lesser inventions:
A mad scientist doesnt need to to expend a full fp or the full gold to create simple devices to help in day to day needs such as flash lights or a lighter. inventions that do not use the full capicity of an idea are treated as half a fp point and only cost 1/10th base cost. things like flashlights(light), lighters(flame), desk fans(wind) or even a simple flying toy (fly) are aloud, other ideas needto be cleared by the DM.