BRC
2007-10-23, 08:49 PM
((Sorry for the disorginizedness, I'll try to clean it up at some point))
"And then, if we increase the output by fifty percent the blade can reach"
"err, thats all very nice and all, but why don't you just get a magic sword like normal people."
"....whats the fun in that?"
Mad Scientist
Hit Die d6.
Level|BaseAttack Bonus|FortSave|RefSave|WillSave|Special|
1st|
+0|
+0|
+0|
+1|
+1 device proficiency, Free craft or knowledge Skill Focus, Brain over Brawn|
2nd|
+1|
+0|
+0|
+3| |
3rd|
+2|
+1|
+1|
+3|
+1 device proficiency|
4th|
+3|
+1|
+1|
+4| |
5th|
+3|
+1|
+1|
+4|Free Craft of Knowledge Skill Focus, Can create trivial creatures.|
6th|
+4|
+2|
+2|
+5|+1 device proficiency|
7th|
+5|
+2|+2|+5| |
8th|+6/+1|+2|+2|+6| |
9th|+6/+1|+3|+3|+6|+1 Device Proficiency|
10th|+7/+2|+3|+3|+7|Free Craft or Knowledge Skill Focus|
11th|+8/+3|+3|+3|+7| |
12th|+9/+4|+4|+4 |+8|+1 device proficiency|
13th|+9/+4|+4|+4|+8| |
14th|+10/+5|+4|+4|+9| |
15th|+11/+6/+1|+5|+5|+9|+1 device proficiency Free Craft of Knowledge Skill Focus|
16th|+12/+7/+2|+5|+5|+10| |
17th|+12/+7/+2|+5|+5|+10| |
18th|+13/+8/+3|+6|+6|+11|+1 device proficiency|
19th|+14/+9/+4|+6|+6|+11| |
20th|+15/+10/+5|+6|+6|+12|+1 device proficiency, Free Craft of Knowledge Skill Focus|
Skill Points at 1st Level
(8 + Int modifier) ×4.
Skill Points at Each Additional Level
8+ Int modifier.
Alignment: Any Non-Lawful
Class Skills: Concentration(Con), Craft (int), Knowledge (int), Disable Device (Int), Handle Animal (Cha), Appraise (int), Heal (Wis), Gather Information (Cha),Decipher Script (Int), Class only skill Craft (creature)
Mad Scientists are proficient with Light armor and simple weapons.
Abilities
Brain over Brawn The Mad Scientist can use their brilliant intellect to predict the movements of enemies, aiding them in both defending and attacking. A Mad Scientist uses their Int modifier instead of their Dexterity modifier for AC, if there is any point the Mad Scientist would be denied their Dex bonus to AC, their Int bonus is denied in the same way. The Mad Scientist uses their Int modifier instead of their strength modifier for attack rolls provided they can clearly see their opponent.
More Then One Way to Skin a Cat: Mad Scientists may use Craft (Alchemy) without being a spell caster. They do not require Feat (Craft magic arms and armor) to simulate the effects of magical effects when crafting devices. They May Craft devices that simulate the effects of certain wonderous items without the feat Craft Wonderous Item, and they may craft Wand-Rays (See Description in devices section) without the feat Craft-Wands)
Disclamer thingy: This class is a class I’m making to play personally, so before you start crying foul against it remember that I’m only considering it in the context of my group with me playing it. My DM is easy going and awesome when it comes to the players making crazy schemes, He doesn’t mind fudging the rules, or in some cases ignoring them entirely, for the purpose of making the game more fun, if he stops us from doing something, he has a reason besides “The rules don’t mention it”. As for myself, I’m no Min-Maxer, I’m much more likely to do something that I think is a cool idea rather then because it gets me bigger numbers on my character sheet. So I want you to judge this class for balance, but assuming a minimal amount of shenanigans on the player’s part and a hefty dose of common sense on the DM’s part. Also, I’m considering the rules for the class “Rules Light”, which means that anything I do in terms of devices and creatures I need to run past my DM first, who can say no for any reason, and I can’t claim that since these rules that I created allow it he has to OK it. So mostly just judge it in terms of what you see here, and don’t say “it’s pretty much class X” or “That makes no sense” because I don’t care, I want to know if it is decently balanced, I don’t want it to be useless dead weight to the party, but I also don’t want to be dominating the scene. That said if you like it and think it would work with your group feel free to use it or a modified version of it.
Concept: As the name implies, this class is all about being a Mad Scientist of the cheesiest variety, big hulking monsters and bizarre impractical gadgets, assistants named Igor, and one hell of a cackle. The class right now has two main concepts, creatures and Devices.
Devices
A Device is any gizmo that the Mad Scientist creates, whether its rocket boots, A flaming chainsaw, whatever.
Any Device, with very few exceptions will be treated as Exotic for the purpose of proficiency, Every 3 levels the mad scientist receives an additional device proficiency, which they can use to become proficient in a device they created. Remember, each device counts as an exotic weapon or piece of armor, so if a Mad Scientist builds a two-handed chainsaw, that’s an exotic weapon, if he later builds another two-handed chainsaw, but this time he’s built it so the blade is electrified, he can still use the previous proficiency to wield it. If a Mad Scientist already has a proficiency in one of his devices, he can spend an additional device proficiency to gain Weapon Focus with that device.
Devices can be used by other classes provided they spend a feat to gain proficiency with them.
The cost and stats of a device will be based off an existing item, with the craft skill substituted. However the craft DC will always be 20 to account for the complexity of most devices. For example, that two-handed chainsaw from earlier. Well lets say were going to base the stats off of a Masterwork Greataxe. So its stats would be
2-handed Chainsaw 1d10+1 1d12+1 ×3 — 12 lb. Slashing
Now it’s a very complex Item were crafting, so lets give it a base DC of 20 with an addition DC 20 check to make it masterwork, and the material cost would be the same as if one was creating a masterwork Greataxe. In order to give it an effect equal to a magical item, a third DC 20 Check must be made, with the appropriate cost made, however, appropriate magical effects can be added at any point with another Craft (Mechanical) check. The cost can be reduced if the Mad Scientist has received treasure that can be used to simulate magical effects, for example, if a Mad Scientist has found a gem originating in the Elemental Plane of Fire, he can add the flaming effect to a device for free if he makes the Craft check. Any Magical effect is allowed only under GM discretion (Shocking burst ? okay, Dancing? Nope). Use their Mad Scientist level in place of Caster level to determine if they can add the magical effect.
Unless specifically designated as such, devices do not count as magic for the purpose of overcoming damage resistance and being suppressed or detected.
The same system can be used to simulate the effects of certain wonderous items. For Example, Universal Solvent or Ungulate of Timlessness could be created with Craft: Alchemy, or Goggles of Minute Seeing could be explained as a type of very well made magnifying glass.
Rays
A Ray is a special type of device. Rays count as Devices in terms of proficiencies, however if you are proficient with one ray built by a mad scientist, you become proficient with all rays built by the same mad scientist. A newly built ray has 50 charges, recharging a ray costs 1% of the price to craft the ray per charge.
All Ray's have a Power Level, a Mad Scientist cannot build a ray of effective power level greater than their Mad Scientist Level, but they can upgrade a ray to their current Mad Scientist level by making a second craft check and paying the difference between the cost to create the ray at the upgraded level and the cost to create the ray at it's current level.
Using a ray requires a ranged touch attack and comes in various forms, a few examples can be seen below.
Disintegration Ray
This ray cannot be built by a Mad Scientist under 6th level.
Any creature struck by the ray takes 2d6 points of damage per power level(to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this ray is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter.A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.
Cost: 5000 gp to create at Power Level 6, 1000gp for each additional effective power level.
Elemental Ray
An Elemental Ray Fires a damaging ray that deals Either Force, Fire, Cold, Light, Electricity, or Sonic type damage. The cost to create an Elemental Ray is 700g base price plus 500 for each additional effective power level. An Elemental Ray deals 1d6 damage for each power level.
Ray Features and Flaws
These Features can be added to any ray and either decrease or increase the effective power level of the ray. a Ray's effective power level cannot be decreased below 1.
Features
Accurate: +1 effective Power Level, The ray is well designed and accurate, providing a +2 bonus on Ranged touch attacks made with it.
Double Shot: +2 effective power level, the ray can be fired twice in the same turn at a -3 penalty for the second shot.
Cone-Fire:+7 effective power level, the ray fires in a 15 foot cone, all creatures within it can make a DC 15 reflex save for half.
Quick-shot: +1 Effective power level, firing the ray does not provoke an attack of opprotunity
Flaws
Inaccurate: -1 effective power level, the ray provides a -2 penalty on Ranged Touch Attacks made with it.
Long Cooldown: -2 effective power level: The ray can only be fired once every three rounds. This can be applied twice to one ray.
Unpredictable Cooldown: -2 effective power level: the ray can only be fired every 1d4 rounds. This can be applied twice to one ray.
High Energy Consumption: -2 effective power level, The Ray consumes 2 charges per shot. This can be applied twice to one ray.
Unpredictable Energy Consumption: -2 effective power level, The Ray consumes 1d4 charges per shot. This can be applied twice to one ray.
Bulky: -1 effective power level, The ray is large and bulky, requiring two hands to use.
Unstable: -3 effective power level, when fired, roll 1d20, if the result is one the ray explodes, dealing 1d6 damage for each remaining charge/2 to it's weilder and anything in an ajdacent square, characters in adjacent squares can make a DC 17 ref save for half.
Highly Unstable: -5 effective power level, when fired, roll 1d10, if the result is one the ray explodes, dealing 1d6 damage for each remaining charge/2 to it's weilder and anything in all ajdacent squares, characters in adjacent squares can make a DC 17 ref save for half.
Creatures (or creations, I use them interchangeably and am too lazy to fix it)
A creature is something a Mad scientist creates from the choice bits of anything appropriate. Parts used for a creature must:
A: Be from a monster of the same size as the rest of the parts used for the creature.
B: Be from a monster with discernable anatomy.
C: Be in a state such that a Raise Dead Spell would work on it.
A Mad Scientist cannot be accompanied by creatures of a total CR greater her Mad Scientist Level -2. Unless a separate DC 15 Craft (Creature) check is made the INT of the creature drops by 2 from whatever brain is being used, if a DC 10 check is made, the INT only drops by 1. A mad scientist can lower the Int of a brain as much as they want with no check, but cannot raise it further then the original INT of the brains original owner.
A creature with an Int of 1-2 has an Animal intelligence and can be trained as such.
A creature with an INT of 3-5 is Semi-Sentient, it can understand and perform simple commands and if it has vocal chords can speak and understand basic words in one language. It must be trained to obey it’s master within a month of it’s creation, training takes 1 week per point of Intelligence above 2.
A creature with an Int above 5 is fully sentient and can be treated as such for all purposes, it will have some loyalty towards it’s creator but must be controlled with the same methods one would use to control any other sentient being (provide motivation, brainwashing ect).
If a mad scientist wishes to purchase parts for a creature, DM’s discretion on the price.
If a Mad Scientist starts with a creature, multiply the price by 3 as if it was a item.
Creating a Creature
Creating a creature takes 1 week study for every different part used unless the mad scientist has created a creature using that same part before, for example, a creature with an ogre body but Dire ape claws and an Owlbear’s head would take 3 weeks study, since the Dire Apes claws are the same type of part.
The check to create a creature is a Craft (Creature) check with DC 15+2x( Size categories below that of the mad scientist creating it)-2x(Size categories above that of the mad scientist creating it.), A check must be made for each part added, as well as a general check.
For my example creature Mongo(Ogre body, Ogre Brain, 2 dire ape claws, Owlbear head) being created by a medium-sized mad scientist there would require the following checks.
DC 13 check for right claw
DC 13 check for left claw
DC 13 check to transfer brain to owl bear head
DC 13 check for head.
General DC 13 Check
If a check is failed by a margin of 3 or less, the part can still be recovered.
(need help on creation time)
Required Materials: The parts used, a fully equipped lab, an appropriate dose of Elixir of Artificial Life (See Below under Useful Items)
A Creation uses the Hit die of whatever creature provided it’s torso and counts as an Abberation, A creation is proficient with it’s natural weapons, if it is semi sentient it can be trained to wield certain weapons, if it is fully intelligent it is proficient as it’s class.
A creation can be modified with the appropriate study time and check for the part involved, provided the modification does not require the removal of a non-vital part, in which case the creation must be re-awakened.
Awakening requires a jolt of energy, the most convenient being a properly directed bolt of lightning(conveniently gathered via lightning rod and a good cackle)
A newly awakened creature will be gain some loyalty towards the first living thing it see’s, which is usually it’s creator. It will not remember anything from its previous life, but if it is being re-awakened it will remember. It may show characteristics of the previous owner of its brain.
Trivial Creatures
At 5th level a Mad Scientist has learned to create creatures that are tame enough to be easily controlled by others, and can serve the purpose of any domesticated animals (like a horse, ox, cat, ect). These creatures are called Trivial creatures and cannot be designed for the primary purpose of combat, but can be used as a mount, to pull a cart, or just as a pet (who doesn’t want an adorable lizard/cat/owl), or maybe it’s a multi-brained immobile monstrosity that sits in a library all day reading 5 books at once with five pairs of eyes and is used for its knowledge skills, so long as it’s not used for combat it counts as a trivial creature, they are simply a twist on something like a mount (the knowledge skill database brain thingy is kind of on the grey line of allowable for this). Trivial creatures do not count towrds the total CR of creatures the Mad Scientist can have accompanying them. Also, any time a Mad Scientist could have an NPC accompanng them for an extended period of time, like a hireling or cohort, then that hireling could be replaced by a Creation if the situation allows. The same costs must be applied as if the Hireling or Cohort was not a creation.
Ways to upgrade creatures without giving them new parts.
Standard Creature Upgrades: these are upgrades that a Mad Scientist can do to their creatures without harvesting more parts.
Hit Dice (+1 CR), 500g the Mad Scientist can provide the creature with1 CR worth of additional hit dice, including the bonuses involved.
Class Levels (+1 CR) if the creature is sufficiently intelligent, the Mad Scientist can have it trained in a class, this can be done in multiple ways, one of which is to arrange for the creature to be instructed by a willing NPC. but the easiest is to have a member of the party instruct it over a period of time, if the creature already has class levels it gains experience from each encounter it takes part in equal to 3/4ths the experience gained by the Mad Scientist, if it has enough experience to level up it does not do so until the Mad Scientist decides to allow it to, causing its CR to increase again. Creatures cannot be created with class levels with few exceptions (such as having the brain of a wizard and succeeding on a check to preserve the knowledge retained by the previous owner, which may cause complications when they wake up)
NPC class levels (+ 1/2CR) As Class Levels, except for NPC classes.
Versatile System, 200g The creature’s digestive system is modified to be able to process more foods, it becomes an omnivore and is capable of eating almost anything.
Efficient System: 500g, the creature’s digestive system is modified so as to be more efficient, the creature consumes food as if it was one size category smaller.
Acid blood:300g, Whenever this creature takes slashing or pricing damage, the attacker takes either 1d8 points of acid damage (for slashing damage) for attacker or 1d4 for weapon and wielder (for pricing damage). when a acid blood creature is bitten or has blood drain (damage for both) the offender takes 1d12 points of acid damage. In addition the creature gains Acid Resistance 10, becomes immune to disease and takes a -4 con penalty
Weapon/armor/shield proficiency,(CR+1/4th) an appropriately shaped creature can gain a weapon or armor proficiency.
Feat or special, (DM’s discretion), the creature gains a feat or special attack it meets the prerequisites for, this can include special attacks gained from parts (such as a poison gland adding poison, a creature with a claw may gain improved grab, a creature with the right general shape may gain pounce, trample or powerful charge.) If a Special ability is gained from a part that is later removed, it loses the ability and its CR lowers appropriately.
Tips for DM’s And Players
Though I am intending to use this personally, some people may want to use this class themselves, so I’m going to give some advice.
For DM’s: only allow a player to use a Mad Scientist class if you are flexible and willing to fudge rules. If you go strictly the sourcebook, then don’t allow it. If you do allow it, don’t be afraid to put your foot down for any reason, if the player demands an in-character explanation, say that it just didn’t work (remember, mad scientists by the fluff are mostly making it up as they go along, so sometimes things just won’t work.)
Standard loot won’t work as well for a Mad Scientist, since they make most of their own gear, instead give them interesting things they can incorporate into inventions, or parts of creatures that they can use in their own creations. I wouldn’t do this too much if I was DMing, but if they harvest a nifty part from one of your encounters, a part you don’t want them to have on their creations, just say that in the process of the monster being slashed, stabbed, burnt, crushed ect said part was damaged too much to be used, or that it’s just incompatible with the creation don’t be afraid to use cheese. That said, bend a little, allow your player to get away with some things for the purpose of making the game more fun.
If your player gets a lab assistant, then practice your lisp, especially the phrase “Marther, your experiment ith on the thlab and the thunderthtorm is going throng.”
For Players
Play a Mad Scientist only if your interested in the fluff, I didn’t design this class to be a good min-maxer class, if your main goal is the biggest numbers on your character sheet I don’t recommend this. However, if you enjoy the mental image of your gnome charging into battle with an electrified drill-spear and a sonic gun, riding on the back of a ox with the head of a basilisk and a giant scorpions tail, I recommend this class.
That said, don’t be disappointed if the DM nixes an idea of yours, and be creative, take the perfectly innocent yet useful items in the sourcebooks, throw in a few gizmo’s and twist them to your own ends, an immovable rod make great recoil compensation if your DM lets you get away with that steam powered tripod mounted repeating crossbow.
Oh yeah, and work on your cackle, your going to need it.
Useful Items that I created for this class (that can be used by other classes)
Elixir of artificial life: 50gp per dose to craft, the table below show’s the number of doses required, DC15 Craft Alchemy check, it doesn’t matter how much they are making provided they have sufficient materials and equipment (A standard alchemy kit couldn’t make more then 4 doses in one go).
Category Doses Required
Fine 1
Diminutive 1
Tiny 1
Small 2
Medium 3
Large 4
Huge 5
Gargantuan 7
Colossal 10
Lab Equipment
1000g for a standard creation lab which consists of a slab, a lightning rod, a table, shelves, and a jar with a brain in it (said brain cannot be used), jars, burners and anything else you need to build a creation. You must secure the location for the lab yourself, the lab can be upgraded to an artesian lab for 500 gold. The lab shares many components of an Alchemy lab and reduces the cost of an Alchemy lab by 200g if you are combining the two.
Library: A library can be stocked with books on a subject, and can provide a +X circumstance bonus for knowledge skill checks depending on how many levels the library has on that subject, the cost is 50g per level per subject.
Crown of Second Self
This crown is made of a silvery metal with a mirrored gem set in the middle. The Crown must be attuned to an individual and a location with clear boundaries, the crown cannot be bound to a location unless the user considers it there possession (Such as if they owned a house, but you could not bind it to an entire city. However you could bind it to a cave if you considered yourself it’s owner, even if you were not legally recognized as such). If the individual puts on the crown and mentally activates their conscious will transfer to an apparition that appears in the location. The apparition appears as a ghostly version of the user. The apparition is fully physical and can manipulate objects, It possesses the mental attributes and skills of the user, but has Strength, Dexterity, and Constitution scores of 5. The Apparition cannot leave the location it is bound to, has an AC of 0, and if it or the users physical body take any damage the user is shunted back to their physical body and is disoriented for 3 rounds, the Apparition cannot make any attack rolls or reflex saves, and is immune to anything that would require a fortitude save. While the crown is in use, the user is still somewhat aware of their physical body, they can recognize loud noises, intense temperatures, some physical contact or their own name, the body is capable of following somebody, avoiding obvious obstacles (walls, giant pits, other people ect), and is generally capable of traveling without being too much of a dead weight. However the body cannot make any checks or saves, and is always considered flat-footed and unaware. At any point the user may return to their body, causing the apparition to vanish. (Need help with cost, CL to create ect)
(I designed this to help combat the problem of how a Mad Scientist could have time to build anything while adventuring, but there could be other uses for it.)
Shelly’s Sinister Laboratory
This object appears as a small snow globe containing a stone tower with a peaked and tiled roof. If one uses the object it creates a shimmering gate similar to the gate created by Mage’s Magnificent Mansion. However it leads instead to the inside of a stone tower, the windows cannot be opened or broken by any means, but show a barren mountainous region in a perpetual thunderstorm. The Tower contains 3 stories and a basement, each story is approximately 50 Feet In diameter, The first story contains empty shelves, barrels, and one treasure chest with an Arcane Lock on it. The second story contains a workshop with artisan’s tools, a forge, four tables, a weapons rack and four chairs. The third story contains a Laboratory that can be used as both an Alchemists Lab and a Creation Lab. The Basement is 100 feet across and contains 20 Holding pens in the outside wall, each is a 15x15 foot square and has an Iron portcullis with a good quality lock, at the back of one of the pens is a secret door the leads to a 5x5 vault. Anything placed in a holding pen does not need to eat or drink
The Laboratory Also contains a hunchbacked, lisping servant named Igor who obeys the owner of the Item and who does not need to eat, drink or sleep and has the following Stats
Igor,
Medium Humanoid
Expert 4
Con Str Dex Int Wis Cha
10 10 10 15 14 7
Igor gains 10 in the first 10 skills required by tasks you order him to do. He will also make sure the laboratory is clean and neat.
The Laboratory operates identically to the material plane except that time passes half as quickly, two hours in the Laboratory are equal to one hour outside. Things can be brought into the Laboratory, but anything that was not brought in from the outside cannot leave, and will reappear in it’s original position if you attempt to take it out, things left in the Laboratory will still be there when it is entered again. The Laboratory can be reached with a Plane Shift spell if the caster has been inside it before. Once used the Laboratory cannot be moved until the owner exits and closes it.
(Need help with cost and creation things)
Creations as PC's
With a death-roar the dragon fell as the final arrow pierced it’s eyes. Talnya Rushed towards the smoldering body of the paladin.
“BROL!” the elf shouted, but a firm hand grasped her shoulder, and she turned to look into the steely grey eyes of Alan, the party cleric.
“It’s no good, he can’t here you, and with the corpse in that state my magic can’t bring him back, and we don’t exactly have the money for the heftier spells. He’s lost”
“Um” came a small voice near the ground as a frazzled gnome in a studded-leather labcoat examined the body, a steam-powered spear on his back. “Not quite, he’s brains intact, I can rebuild him, stronger, faster, better!”
“You can?”
“Sure, I have the technology.”
If a player expresses a desire to play as a Mad Scientists creation let them, whether they start the campaign as a Creation, or convert an existing character use the same mechanics. Start with a creation, you can charge the mad scientist for it, or make them roll to build it, or perhaps not, but use it’s CR as an LA. This creation does not count towards the CR limit for the Mad Scientists creations, and is fully intelligent. When leveling up, the player may chose to either take another class level, or to allow the mad scientist to modify them with parts that would equal a CR1 increase, which acts as a retroactive LA. If you want to convert an old character to a creation (like in the system above), subtract class levels equal to the CR of the unmodified body the characters brain is being put into. For the purpose of converting old characters you may call the loss of levels a result of complications in the brain transfer. When a PC is being converted into a creation you may either re-roll the physical scores, or just use the characters old physical scores with the appropriate modifiers for the new body applied.
Mad Scientist Feats
Metal and FleshPrerequisites, 5 levels of mad scientist: the mad scientist learns how to graft non-biological parts onto a creature, the mad scientist may graft any Melee weapon onto a creatures limb(DM’s discretion as always), the weapon is treated as a Natural weapon unless it is a reach weapon, in which case the creature does not gain an automatic proficiency with it. If the creature could not wield the weapon one-handed they suffer the associated penalties, other upgrades are due to DM discretion, CR will increase as normal.
Clockwork and Flesh, 10 levels of Mad Scientist, Metal and Flesh: The mad scientist goes beyond simply grafting things onto a creature, and learns to incorporate them, the Mad Scientist may now replace parts with Devices which can be made with a Craft (Mechanical) check.
User-friendly, requires 10 levels in Mad Scientist: The Mad Scientist realizes that not everybody understands how their machines work, and can make an additional Craft (mechanical) check while building the device to make it a simple or martial weapon instead of an exotic.
Quick Study, int of 18: Time spent studying new parts for creations are reduced by half.
if you have any ideas for abilities, or questions, or general comments I would love to hear them.
"And then, if we increase the output by fifty percent the blade can reach"
"err, thats all very nice and all, but why don't you just get a magic sword like normal people."
"....whats the fun in that?"
Mad Scientist
Hit Die d6.
Level|BaseAttack Bonus|FortSave|RefSave|WillSave|Special|
1st|
+0|
+0|
+0|
+1|
+1 device proficiency, Free craft or knowledge Skill Focus, Brain over Brawn|
2nd|
+1|
+0|
+0|
+3| |
3rd|
+2|
+1|
+1|
+3|
+1 device proficiency|
4th|
+3|
+1|
+1|
+4| |
5th|
+3|
+1|
+1|
+4|Free Craft of Knowledge Skill Focus, Can create trivial creatures.|
6th|
+4|
+2|
+2|
+5|+1 device proficiency|
7th|
+5|
+2|+2|+5| |
8th|+6/+1|+2|+2|+6| |
9th|+6/+1|+3|+3|+6|+1 Device Proficiency|
10th|+7/+2|+3|+3|+7|Free Craft or Knowledge Skill Focus|
11th|+8/+3|+3|+3|+7| |
12th|+9/+4|+4|+4 |+8|+1 device proficiency|
13th|+9/+4|+4|+4|+8| |
14th|+10/+5|+4|+4|+9| |
15th|+11/+6/+1|+5|+5|+9|+1 device proficiency Free Craft of Knowledge Skill Focus|
16th|+12/+7/+2|+5|+5|+10| |
17th|+12/+7/+2|+5|+5|+10| |
18th|+13/+8/+3|+6|+6|+11|+1 device proficiency|
19th|+14/+9/+4|+6|+6|+11| |
20th|+15/+10/+5|+6|+6|+12|+1 device proficiency, Free Craft of Knowledge Skill Focus|
Skill Points at 1st Level
(8 + Int modifier) ×4.
Skill Points at Each Additional Level
8+ Int modifier.
Alignment: Any Non-Lawful
Class Skills: Concentration(Con), Craft (int), Knowledge (int), Disable Device (Int), Handle Animal (Cha), Appraise (int), Heal (Wis), Gather Information (Cha),Decipher Script (Int), Class only skill Craft (creature)
Mad Scientists are proficient with Light armor and simple weapons.
Abilities
Brain over Brawn The Mad Scientist can use their brilliant intellect to predict the movements of enemies, aiding them in both defending and attacking. A Mad Scientist uses their Int modifier instead of their Dexterity modifier for AC, if there is any point the Mad Scientist would be denied their Dex bonus to AC, their Int bonus is denied in the same way. The Mad Scientist uses their Int modifier instead of their strength modifier for attack rolls provided they can clearly see their opponent.
More Then One Way to Skin a Cat: Mad Scientists may use Craft (Alchemy) without being a spell caster. They do not require Feat (Craft magic arms and armor) to simulate the effects of magical effects when crafting devices. They May Craft devices that simulate the effects of certain wonderous items without the feat Craft Wonderous Item, and they may craft Wand-Rays (See Description in devices section) without the feat Craft-Wands)
Disclamer thingy: This class is a class I’m making to play personally, so before you start crying foul against it remember that I’m only considering it in the context of my group with me playing it. My DM is easy going and awesome when it comes to the players making crazy schemes, He doesn’t mind fudging the rules, or in some cases ignoring them entirely, for the purpose of making the game more fun, if he stops us from doing something, he has a reason besides “The rules don’t mention it”. As for myself, I’m no Min-Maxer, I’m much more likely to do something that I think is a cool idea rather then because it gets me bigger numbers on my character sheet. So I want you to judge this class for balance, but assuming a minimal amount of shenanigans on the player’s part and a hefty dose of common sense on the DM’s part. Also, I’m considering the rules for the class “Rules Light”, which means that anything I do in terms of devices and creatures I need to run past my DM first, who can say no for any reason, and I can’t claim that since these rules that I created allow it he has to OK it. So mostly just judge it in terms of what you see here, and don’t say “it’s pretty much class X” or “That makes no sense” because I don’t care, I want to know if it is decently balanced, I don’t want it to be useless dead weight to the party, but I also don’t want to be dominating the scene. That said if you like it and think it would work with your group feel free to use it or a modified version of it.
Concept: As the name implies, this class is all about being a Mad Scientist of the cheesiest variety, big hulking monsters and bizarre impractical gadgets, assistants named Igor, and one hell of a cackle. The class right now has two main concepts, creatures and Devices.
Devices
A Device is any gizmo that the Mad Scientist creates, whether its rocket boots, A flaming chainsaw, whatever.
Any Device, with very few exceptions will be treated as Exotic for the purpose of proficiency, Every 3 levels the mad scientist receives an additional device proficiency, which they can use to become proficient in a device they created. Remember, each device counts as an exotic weapon or piece of armor, so if a Mad Scientist builds a two-handed chainsaw, that’s an exotic weapon, if he later builds another two-handed chainsaw, but this time he’s built it so the blade is electrified, he can still use the previous proficiency to wield it. If a Mad Scientist already has a proficiency in one of his devices, he can spend an additional device proficiency to gain Weapon Focus with that device.
Devices can be used by other classes provided they spend a feat to gain proficiency with them.
The cost and stats of a device will be based off an existing item, with the craft skill substituted. However the craft DC will always be 20 to account for the complexity of most devices. For example, that two-handed chainsaw from earlier. Well lets say were going to base the stats off of a Masterwork Greataxe. So its stats would be
2-handed Chainsaw 1d10+1 1d12+1 ×3 — 12 lb. Slashing
Now it’s a very complex Item were crafting, so lets give it a base DC of 20 with an addition DC 20 check to make it masterwork, and the material cost would be the same as if one was creating a masterwork Greataxe. In order to give it an effect equal to a magical item, a third DC 20 Check must be made, with the appropriate cost made, however, appropriate magical effects can be added at any point with another Craft (Mechanical) check. The cost can be reduced if the Mad Scientist has received treasure that can be used to simulate magical effects, for example, if a Mad Scientist has found a gem originating in the Elemental Plane of Fire, he can add the flaming effect to a device for free if he makes the Craft check. Any Magical effect is allowed only under GM discretion (Shocking burst ? okay, Dancing? Nope). Use their Mad Scientist level in place of Caster level to determine if they can add the magical effect.
Unless specifically designated as such, devices do not count as magic for the purpose of overcoming damage resistance and being suppressed or detected.
The same system can be used to simulate the effects of certain wonderous items. For Example, Universal Solvent or Ungulate of Timlessness could be created with Craft: Alchemy, or Goggles of Minute Seeing could be explained as a type of very well made magnifying glass.
Rays
A Ray is a special type of device. Rays count as Devices in terms of proficiencies, however if you are proficient with one ray built by a mad scientist, you become proficient with all rays built by the same mad scientist. A newly built ray has 50 charges, recharging a ray costs 1% of the price to craft the ray per charge.
All Ray's have a Power Level, a Mad Scientist cannot build a ray of effective power level greater than their Mad Scientist Level, but they can upgrade a ray to their current Mad Scientist level by making a second craft check and paying the difference between the cost to create the ray at the upgraded level and the cost to create the ray at it's current level.
Using a ray requires a ranged touch attack and comes in various forms, a few examples can be seen below.
Disintegration Ray
This ray cannot be built by a Mad Scientist under 6th level.
Any creature struck by the ray takes 2d6 points of damage per power level(to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this ray is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter.A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.
Cost: 5000 gp to create at Power Level 6, 1000gp for each additional effective power level.
Elemental Ray
An Elemental Ray Fires a damaging ray that deals Either Force, Fire, Cold, Light, Electricity, or Sonic type damage. The cost to create an Elemental Ray is 700g base price plus 500 for each additional effective power level. An Elemental Ray deals 1d6 damage for each power level.
Ray Features and Flaws
These Features can be added to any ray and either decrease or increase the effective power level of the ray. a Ray's effective power level cannot be decreased below 1.
Features
Accurate: +1 effective Power Level, The ray is well designed and accurate, providing a +2 bonus on Ranged touch attacks made with it.
Double Shot: +2 effective power level, the ray can be fired twice in the same turn at a -3 penalty for the second shot.
Cone-Fire:+7 effective power level, the ray fires in a 15 foot cone, all creatures within it can make a DC 15 reflex save for half.
Quick-shot: +1 Effective power level, firing the ray does not provoke an attack of opprotunity
Flaws
Inaccurate: -1 effective power level, the ray provides a -2 penalty on Ranged Touch Attacks made with it.
Long Cooldown: -2 effective power level: The ray can only be fired once every three rounds. This can be applied twice to one ray.
Unpredictable Cooldown: -2 effective power level: the ray can only be fired every 1d4 rounds. This can be applied twice to one ray.
High Energy Consumption: -2 effective power level, The Ray consumes 2 charges per shot. This can be applied twice to one ray.
Unpredictable Energy Consumption: -2 effective power level, The Ray consumes 1d4 charges per shot. This can be applied twice to one ray.
Bulky: -1 effective power level, The ray is large and bulky, requiring two hands to use.
Unstable: -3 effective power level, when fired, roll 1d20, if the result is one the ray explodes, dealing 1d6 damage for each remaining charge/2 to it's weilder and anything in an ajdacent square, characters in adjacent squares can make a DC 17 ref save for half.
Highly Unstable: -5 effective power level, when fired, roll 1d10, if the result is one the ray explodes, dealing 1d6 damage for each remaining charge/2 to it's weilder and anything in all ajdacent squares, characters in adjacent squares can make a DC 17 ref save for half.
Creatures (or creations, I use them interchangeably and am too lazy to fix it)
A creature is something a Mad scientist creates from the choice bits of anything appropriate. Parts used for a creature must:
A: Be from a monster of the same size as the rest of the parts used for the creature.
B: Be from a monster with discernable anatomy.
C: Be in a state such that a Raise Dead Spell would work on it.
A Mad Scientist cannot be accompanied by creatures of a total CR greater her Mad Scientist Level -2. Unless a separate DC 15 Craft (Creature) check is made the INT of the creature drops by 2 from whatever brain is being used, if a DC 10 check is made, the INT only drops by 1. A mad scientist can lower the Int of a brain as much as they want with no check, but cannot raise it further then the original INT of the brains original owner.
A creature with an Int of 1-2 has an Animal intelligence and can be trained as such.
A creature with an INT of 3-5 is Semi-Sentient, it can understand and perform simple commands and if it has vocal chords can speak and understand basic words in one language. It must be trained to obey it’s master within a month of it’s creation, training takes 1 week per point of Intelligence above 2.
A creature with an Int above 5 is fully sentient and can be treated as such for all purposes, it will have some loyalty towards it’s creator but must be controlled with the same methods one would use to control any other sentient being (provide motivation, brainwashing ect).
If a mad scientist wishes to purchase parts for a creature, DM’s discretion on the price.
If a Mad Scientist starts with a creature, multiply the price by 3 as if it was a item.
Creating a Creature
Creating a creature takes 1 week study for every different part used unless the mad scientist has created a creature using that same part before, for example, a creature with an ogre body but Dire ape claws and an Owlbear’s head would take 3 weeks study, since the Dire Apes claws are the same type of part.
The check to create a creature is a Craft (Creature) check with DC 15+2x( Size categories below that of the mad scientist creating it)-2x(Size categories above that of the mad scientist creating it.), A check must be made for each part added, as well as a general check.
For my example creature Mongo(Ogre body, Ogre Brain, 2 dire ape claws, Owlbear head) being created by a medium-sized mad scientist there would require the following checks.
DC 13 check for right claw
DC 13 check for left claw
DC 13 check to transfer brain to owl bear head
DC 13 check for head.
General DC 13 Check
If a check is failed by a margin of 3 or less, the part can still be recovered.
(need help on creation time)
Required Materials: The parts used, a fully equipped lab, an appropriate dose of Elixir of Artificial Life (See Below under Useful Items)
A Creation uses the Hit die of whatever creature provided it’s torso and counts as an Abberation, A creation is proficient with it’s natural weapons, if it is semi sentient it can be trained to wield certain weapons, if it is fully intelligent it is proficient as it’s class.
A creation can be modified with the appropriate study time and check for the part involved, provided the modification does not require the removal of a non-vital part, in which case the creation must be re-awakened.
Awakening requires a jolt of energy, the most convenient being a properly directed bolt of lightning(conveniently gathered via lightning rod and a good cackle)
A newly awakened creature will be gain some loyalty towards the first living thing it see’s, which is usually it’s creator. It will not remember anything from its previous life, but if it is being re-awakened it will remember. It may show characteristics of the previous owner of its brain.
Trivial Creatures
At 5th level a Mad Scientist has learned to create creatures that are tame enough to be easily controlled by others, and can serve the purpose of any domesticated animals (like a horse, ox, cat, ect). These creatures are called Trivial creatures and cannot be designed for the primary purpose of combat, but can be used as a mount, to pull a cart, or just as a pet (who doesn’t want an adorable lizard/cat/owl), or maybe it’s a multi-brained immobile monstrosity that sits in a library all day reading 5 books at once with five pairs of eyes and is used for its knowledge skills, so long as it’s not used for combat it counts as a trivial creature, they are simply a twist on something like a mount (the knowledge skill database brain thingy is kind of on the grey line of allowable for this). Trivial creatures do not count towrds the total CR of creatures the Mad Scientist can have accompanying them. Also, any time a Mad Scientist could have an NPC accompanng them for an extended period of time, like a hireling or cohort, then that hireling could be replaced by a Creation if the situation allows. The same costs must be applied as if the Hireling or Cohort was not a creation.
Ways to upgrade creatures without giving them new parts.
Standard Creature Upgrades: these are upgrades that a Mad Scientist can do to their creatures without harvesting more parts.
Hit Dice (+1 CR), 500g the Mad Scientist can provide the creature with1 CR worth of additional hit dice, including the bonuses involved.
Class Levels (+1 CR) if the creature is sufficiently intelligent, the Mad Scientist can have it trained in a class, this can be done in multiple ways, one of which is to arrange for the creature to be instructed by a willing NPC. but the easiest is to have a member of the party instruct it over a period of time, if the creature already has class levels it gains experience from each encounter it takes part in equal to 3/4ths the experience gained by the Mad Scientist, if it has enough experience to level up it does not do so until the Mad Scientist decides to allow it to, causing its CR to increase again. Creatures cannot be created with class levels with few exceptions (such as having the brain of a wizard and succeeding on a check to preserve the knowledge retained by the previous owner, which may cause complications when they wake up)
NPC class levels (+ 1/2CR) As Class Levels, except for NPC classes.
Versatile System, 200g The creature’s digestive system is modified to be able to process more foods, it becomes an omnivore and is capable of eating almost anything.
Efficient System: 500g, the creature’s digestive system is modified so as to be more efficient, the creature consumes food as if it was one size category smaller.
Acid blood:300g, Whenever this creature takes slashing or pricing damage, the attacker takes either 1d8 points of acid damage (for slashing damage) for attacker or 1d4 for weapon and wielder (for pricing damage). when a acid blood creature is bitten or has blood drain (damage for both) the offender takes 1d12 points of acid damage. In addition the creature gains Acid Resistance 10, becomes immune to disease and takes a -4 con penalty
Weapon/armor/shield proficiency,(CR+1/4th) an appropriately shaped creature can gain a weapon or armor proficiency.
Feat or special, (DM’s discretion), the creature gains a feat or special attack it meets the prerequisites for, this can include special attacks gained from parts (such as a poison gland adding poison, a creature with a claw may gain improved grab, a creature with the right general shape may gain pounce, trample or powerful charge.) If a Special ability is gained from a part that is later removed, it loses the ability and its CR lowers appropriately.
Tips for DM’s And Players
Though I am intending to use this personally, some people may want to use this class themselves, so I’m going to give some advice.
For DM’s: only allow a player to use a Mad Scientist class if you are flexible and willing to fudge rules. If you go strictly the sourcebook, then don’t allow it. If you do allow it, don’t be afraid to put your foot down for any reason, if the player demands an in-character explanation, say that it just didn’t work (remember, mad scientists by the fluff are mostly making it up as they go along, so sometimes things just won’t work.)
Standard loot won’t work as well for a Mad Scientist, since they make most of their own gear, instead give them interesting things they can incorporate into inventions, or parts of creatures that they can use in their own creations. I wouldn’t do this too much if I was DMing, but if they harvest a nifty part from one of your encounters, a part you don’t want them to have on their creations, just say that in the process of the monster being slashed, stabbed, burnt, crushed ect said part was damaged too much to be used, or that it’s just incompatible with the creation don’t be afraid to use cheese. That said, bend a little, allow your player to get away with some things for the purpose of making the game more fun.
If your player gets a lab assistant, then practice your lisp, especially the phrase “Marther, your experiment ith on the thlab and the thunderthtorm is going throng.”
For Players
Play a Mad Scientist only if your interested in the fluff, I didn’t design this class to be a good min-maxer class, if your main goal is the biggest numbers on your character sheet I don’t recommend this. However, if you enjoy the mental image of your gnome charging into battle with an electrified drill-spear and a sonic gun, riding on the back of a ox with the head of a basilisk and a giant scorpions tail, I recommend this class.
That said, don’t be disappointed if the DM nixes an idea of yours, and be creative, take the perfectly innocent yet useful items in the sourcebooks, throw in a few gizmo’s and twist them to your own ends, an immovable rod make great recoil compensation if your DM lets you get away with that steam powered tripod mounted repeating crossbow.
Oh yeah, and work on your cackle, your going to need it.
Useful Items that I created for this class (that can be used by other classes)
Elixir of artificial life: 50gp per dose to craft, the table below show’s the number of doses required, DC15 Craft Alchemy check, it doesn’t matter how much they are making provided they have sufficient materials and equipment (A standard alchemy kit couldn’t make more then 4 doses in one go).
Category Doses Required
Fine 1
Diminutive 1
Tiny 1
Small 2
Medium 3
Large 4
Huge 5
Gargantuan 7
Colossal 10
Lab Equipment
1000g for a standard creation lab which consists of a slab, a lightning rod, a table, shelves, and a jar with a brain in it (said brain cannot be used), jars, burners and anything else you need to build a creation. You must secure the location for the lab yourself, the lab can be upgraded to an artesian lab for 500 gold. The lab shares many components of an Alchemy lab and reduces the cost of an Alchemy lab by 200g if you are combining the two.
Library: A library can be stocked with books on a subject, and can provide a +X circumstance bonus for knowledge skill checks depending on how many levels the library has on that subject, the cost is 50g per level per subject.
Crown of Second Self
This crown is made of a silvery metal with a mirrored gem set in the middle. The Crown must be attuned to an individual and a location with clear boundaries, the crown cannot be bound to a location unless the user considers it there possession (Such as if they owned a house, but you could not bind it to an entire city. However you could bind it to a cave if you considered yourself it’s owner, even if you were not legally recognized as such). If the individual puts on the crown and mentally activates their conscious will transfer to an apparition that appears in the location. The apparition appears as a ghostly version of the user. The apparition is fully physical and can manipulate objects, It possesses the mental attributes and skills of the user, but has Strength, Dexterity, and Constitution scores of 5. The Apparition cannot leave the location it is bound to, has an AC of 0, and if it or the users physical body take any damage the user is shunted back to their physical body and is disoriented for 3 rounds, the Apparition cannot make any attack rolls or reflex saves, and is immune to anything that would require a fortitude save. While the crown is in use, the user is still somewhat aware of their physical body, they can recognize loud noises, intense temperatures, some physical contact or their own name, the body is capable of following somebody, avoiding obvious obstacles (walls, giant pits, other people ect), and is generally capable of traveling without being too much of a dead weight. However the body cannot make any checks or saves, and is always considered flat-footed and unaware. At any point the user may return to their body, causing the apparition to vanish. (Need help with cost, CL to create ect)
(I designed this to help combat the problem of how a Mad Scientist could have time to build anything while adventuring, but there could be other uses for it.)
Shelly’s Sinister Laboratory
This object appears as a small snow globe containing a stone tower with a peaked and tiled roof. If one uses the object it creates a shimmering gate similar to the gate created by Mage’s Magnificent Mansion. However it leads instead to the inside of a stone tower, the windows cannot be opened or broken by any means, but show a barren mountainous region in a perpetual thunderstorm. The Tower contains 3 stories and a basement, each story is approximately 50 Feet In diameter, The first story contains empty shelves, barrels, and one treasure chest with an Arcane Lock on it. The second story contains a workshop with artisan’s tools, a forge, four tables, a weapons rack and four chairs. The third story contains a Laboratory that can be used as both an Alchemists Lab and a Creation Lab. The Basement is 100 feet across and contains 20 Holding pens in the outside wall, each is a 15x15 foot square and has an Iron portcullis with a good quality lock, at the back of one of the pens is a secret door the leads to a 5x5 vault. Anything placed in a holding pen does not need to eat or drink
The Laboratory Also contains a hunchbacked, lisping servant named Igor who obeys the owner of the Item and who does not need to eat, drink or sleep and has the following Stats
Igor,
Medium Humanoid
Expert 4
Con Str Dex Int Wis Cha
10 10 10 15 14 7
Igor gains 10 in the first 10 skills required by tasks you order him to do. He will also make sure the laboratory is clean and neat.
The Laboratory operates identically to the material plane except that time passes half as quickly, two hours in the Laboratory are equal to one hour outside. Things can be brought into the Laboratory, but anything that was not brought in from the outside cannot leave, and will reappear in it’s original position if you attempt to take it out, things left in the Laboratory will still be there when it is entered again. The Laboratory can be reached with a Plane Shift spell if the caster has been inside it before. Once used the Laboratory cannot be moved until the owner exits and closes it.
(Need help with cost and creation things)
Creations as PC's
With a death-roar the dragon fell as the final arrow pierced it’s eyes. Talnya Rushed towards the smoldering body of the paladin.
“BROL!” the elf shouted, but a firm hand grasped her shoulder, and she turned to look into the steely grey eyes of Alan, the party cleric.
“It’s no good, he can’t here you, and with the corpse in that state my magic can’t bring him back, and we don’t exactly have the money for the heftier spells. He’s lost”
“Um” came a small voice near the ground as a frazzled gnome in a studded-leather labcoat examined the body, a steam-powered spear on his back. “Not quite, he’s brains intact, I can rebuild him, stronger, faster, better!”
“You can?”
“Sure, I have the technology.”
If a player expresses a desire to play as a Mad Scientists creation let them, whether they start the campaign as a Creation, or convert an existing character use the same mechanics. Start with a creation, you can charge the mad scientist for it, or make them roll to build it, or perhaps not, but use it’s CR as an LA. This creation does not count towards the CR limit for the Mad Scientists creations, and is fully intelligent. When leveling up, the player may chose to either take another class level, or to allow the mad scientist to modify them with parts that would equal a CR1 increase, which acts as a retroactive LA. If you want to convert an old character to a creation (like in the system above), subtract class levels equal to the CR of the unmodified body the characters brain is being put into. For the purpose of converting old characters you may call the loss of levels a result of complications in the brain transfer. When a PC is being converted into a creation you may either re-roll the physical scores, or just use the characters old physical scores with the appropriate modifiers for the new body applied.
Mad Scientist Feats
Metal and FleshPrerequisites, 5 levels of mad scientist: the mad scientist learns how to graft non-biological parts onto a creature, the mad scientist may graft any Melee weapon onto a creatures limb(DM’s discretion as always), the weapon is treated as a Natural weapon unless it is a reach weapon, in which case the creature does not gain an automatic proficiency with it. If the creature could not wield the weapon one-handed they suffer the associated penalties, other upgrades are due to DM discretion, CR will increase as normal.
Clockwork and Flesh, 10 levels of Mad Scientist, Metal and Flesh: The mad scientist goes beyond simply grafting things onto a creature, and learns to incorporate them, the Mad Scientist may now replace parts with Devices which can be made with a Craft (Mechanical) check.
User-friendly, requires 10 levels in Mad Scientist: The Mad Scientist realizes that not everybody understands how their machines work, and can make an additional Craft (mechanical) check while building the device to make it a simple or martial weapon instead of an exotic.
Quick Study, int of 18: Time spent studying new parts for creations are reduced by half.
if you have any ideas for abilities, or questions, or general comments I would love to hear them.