I once wondered what we Warforged truly are... and I have found it.
The Sci-Forged is a different take on the Warforged. Instead of being simply a feat, like the Psi-forged body and such, This class is a full on 20 level progression as the Warforged who takes the class slowly changes into less of a construct created by magic and more like a true futuristic robot; run by science and physics and not by the eldritch power of magic.
This class is meant to be very similar to the Warlock, but with a largely different flavor to it, as well as thematic invocations, with the best part being that every ability used by the Sci-Forged is not considered magical. Thus, A Sci-Forged makes a great opponent for magic users who will grit their teeth at the fact they cannot stop the Sci-forged' scientific abilities.
a Sci-Forged adventures for knowledge to advance itself further towards it's ultimate goal; to finally be rid of the magic that first gave it life and to become a 'pure' machine.
A sci-forged is meant to be a support caster type, with many ways to help their allies and themselves while locking down opponents. With their abilities being entirely based on manipulating physics instead of magic power, their abilities are also almost impossible for a mage to stop without some heavy forethought.
Almost all Sci-Forged are Lawful Neutral, as their thinking is based on logic. Good and Evil have little bearing on a sci-forged except as extremes of opinion. They are most often lawful as they understand that the basics of things are built upon immutable laws that all must follow. This is not a hard and fast rule, however; though all Sci-Forged wish to become 'pure', the philosophy behind what a pure machine is, all mind or all emotion, is wildly debated.
Most Sci-Forged have no religion, seeing it as a waste of their time to follow certain creeds or ideas on simple faith, preferring to listen to the laws of the universe and follow them.
A War-Forged usually takes the Path of a Sci-Forged when he realizes that magic is not the only way to build a machine. Perhaps Alien creatures from another world have invaded the planet, and Robotic minions have inspired the War-Forged to become more like them. Perhaps an ancient civilization was discovered deep beneath the crust of the Earth, and the secrets discovered by the War-Forged was the staggering realization that the creatures they were fighting were not magical at all, and yet very similar to him.
War-Forged are the exclusive members of this class, seeing as no other race as of yet is created through a fusion of magic and technology rather than just simple biological process. As such, only War-Forged may take levels in this class.
Sci-forged can understand the honor behind the fighters profession, seeing as many Sci-forged Were once War-Forged and were originally built to fight. They can see eye to eye with many other fighting classes as well, though barbarians are often seen as far to unrestrained and clerics as men of faith and not men of logic. Despite their dislike for magic (usually), Sci-Forged often get along well with wizards, due to the extensive similarities the two classes have. Sorcerer's, though they have similar abilities, aren't usually on the same mental plane as a Sci-Forged.
The role of this class is as support to the rest of the party, filling a similar role to that of the cleric. With some light healing ability, as well as front line combat potential and powerful buffs, this class can stand beside their allies and insure they live to see another day.
If you wish, you could remove the racial requirement and play the class as one who seeks to become a machine rather than a flesh and body creature. Or, if your setting has mechanical creatures, simply rename the class and change the racial requirement. (If your imaginary machine race were called “Clocks”, as an example, then you could rename the class Sci-Clocks and change the racial requirement to “You must be a Clock”).
GAME RULE INFORMATION
Sci-Forged' have the following game statistics.
Intelligence is paramount to this class, as it affects the power of their Theories (Effects similar to Invocations). Strength and Constitution are often important as well to insure that a Sci-Forged has staying power alongside his melee teammates, though Dexterity could also be useful if the Sci-Forged intends Any Ranged Combat.
The Sci-Forged' class skills (and the key ability for each skill) are...
Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Heal (Wis), Jump (str), Knowledge (All, Taken individually) (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha).
Skill Points at First Level:
(2 + Int modifier) x 4
Skill Points at Each Additional Level:
2 + Int modifier
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Theories||Theory Grade|
|Theories, Nanites, Focused Strike +1d6||1||Least|
|Focused Strike +2d6||3||Least|
|Focused Strike +3d6||4||Lesser|
|Focused Strike +4d6||6||Lesser|
|Focused Strike +5d6||8||Greater|
|Focused Strike +6d6||10||Greatest|
|Focused Strike +7d6||11||Greatest|
|Realized Potential, True Focus||12||Greatest|
All of the following are class features of the Sci-Forged.
Weapon and Armor Proficiencies:
Sci-Forged are proficient with all simple weapons, as well as two martial weapons of their choice. They are proficient with Light and Medium Armors, and with shields (But not Tower Shields).
A Sci-Forged does not prepare or cast spells like most caster's do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as Theories that require him to focus the wild energy that suffuses his soul. A Sci-Forged can use any Theory he knows at will, with the following qualifications:
A Sci-Forged’ Theories are similar to spell-like abilities; using a Theory is therefore a standard action that provokes attacks of opportunity. However, unlike a spell or spell-like ability, a Theory cannot be disrupted thorugh counterspelling or Dispel Magic. A Sci-Forged is entitled to a Concentration check to successfully use an theory if he is hit by an attack while Activating a Theory, just as a spellcaster would be. A Sci-Forged can choose to use a Theory defensively by making a successful Concentration check, to avoid provoking attacks of opportunity. A Sci-Forged’ Theories are not subject to spell resistance unless a Theories’s description specifically states otherwise. A Sci-Forged’ caster level with his theories is equal to his Sci-Forged level. The save DC for a Theory (if it allows a save) is 10 + equivalent spell level + the Sci-Forged’ Intelligence Modifier.
Since Theories are not spell-like abilities or spells, a Sci-Forged cannot benefit from the Spell Focus feat or from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability.
The four Levels of Theories, in order of their relative power, are least, lesser, greater, and greatest. A Sci-Forged begins with knowledge of one Theory, which must be of the lowest grade (least). As a Sci-Forged gains levels, he learns new Theories. A list of available Theories can be found following this class description. At any level when a Sci-Forged learns a new Theory, he can also replace a Theory he already knows with another Theory of the same or a lower grade. At 6th level, a Sci-Forged can replace a least Theory he knows with a different least theory (in addition to learning a
new theory, which could be either least or lesser). At 11th level, a Sci-Forged can replace a least or lesser theory he knows with another theory of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a Sci-Forged can replace a least, lesser, or greater Theory he knows with another theory of the same or a lower grade (in
addition to learning a new Theory, which could be least,lesser, greater, or greatest).
Finally, Theories are not subject to arcane spell failure chance.
Medical (Healing as Cure Light wounds)
Gravity disruption, Minor (-1 penalty to attack rolls, str checks, items weigh an additional pound each, but cannot cause an enemy to go beyond a medium load).
Snap Decision (allow an ally an additional swift action).
Time Jaunt, minor (teleport you or an ally up to 10 feet).
Gravity Disruption (-3 penalty to attack rolls, str checks, items weigh 2 pounds extra each but cannot send an affected target above a medium load. can also be used similarly to a wind wall spell).
Rocket Boost (Gain a bonus on jump checks, always count as running).
Time Jaunt (teleport you or an ally up to 15 feet, OR use as similar to a slow spell OR as similar to a haste spell).
Clarity of Movement (Freedom of movement for one round)
Technical Infusion (As Greater Magic Weapon)
Gravity Disruption, Major (-6 penalty to attack rolls, str checks, items weigh an additional three pounds, cannot cause an opponent to go above a Heavy load. can also be used as similar to an antigravity spell).
Time Jaunt, Major (teleport you or an ally up to 30 feet, OR Create an area of difficult terrain OR remove a target from the timeline).
Gravity disruption, Mass (As Gravity Disruption, but affects an area and has no limitation on weight increase. Can also be used as a ??? spell).
Time Jaunt, Mass (as Time Jaunt, but affects an area. Also can be used as similar to a slow,mass spell OR a Haste,Mass Spell).
As a gift from the creatures you are attempting to emulate, these small bug like creatures are invisible to the naked eye. These small creatures are not considered separate from you; In effect, they are considered part of you. these creatures grant you several benefits as you gain levels.
at Level 1, You can heal naturally (As though you were not a construct).
At level 5, you heal naturally, but now gain hit points per hour instead of per day.
At level 10, you gain Fast healing 1.
At level 15, you gain Fast Healing 5 (this replaces Fast Healing 1).
At level 20, you gain Fast Healing 10 (this replaces Fast Healing 5).
Focused Strike (Ex):
Through the use of your powerful intellect and speed of thought granted by your goal of becoming a perfect machine, your strikes are particularly deadly, as are those of your allies.
Whenever you make a standard action attack (Including special attacks that deal damage such as Stunning Fist) You may add your intelligence modifier to your attack roll, and the number shown on the list to the damage for that attack. This is precision damage and does stack with sneak attack damage.
In addition, as a standard action, you can share a number of dice up to your maximum with an ally. Whatever amount of dice you choose may be subtracted from your total, and you can grant this ability to an ally. For example, you have 6d6 dice from Focused strike added to your damage. You may choose to give 3d6 of this to an ally, allowing them to add their intelligence modifier to their attack roll and the 3d6 to their damage roll.
You may share any number of dice with any number of allies, so long as the total amount of dice shared does not exceed your total (no more than 6 dice can be shared, using the original example). This sharing is indefinite, but you may return any of your dice to yourself as a free action if you so desire.
Realized Potential (Ex):
(Become a construct, but maintain Fort Saves and all constitution bases become int based instead).
True Focus: once per day plus an amount equal to half your intelligence bonus , you can add your Focused Strike attack roll and damage bonuses to all damaging attacks in a full attack sequence. You may share uses of this ability among your allies exactly as you would share Focused Strikes damage dice.
note: All theories use your class level as your caster level when required.
Medic: this ability works exactly like the cure light wounds spell, and casts as a standard action.
Gravity Disruption, Minor: Target one opponent within short range (for spells). This opponent must succeed at a fortitude save equal to 10+int+1/2 your character level or take a -1 penalty to attack rolls, damage rolls, and strength checks. In addition, all items the affected target are carrying become one pound heavier; this can cause an opponent to move into a heavier load (Though no higher than a medium load). The items return to their original weight if dropped, and any items picked up by the affected target become one pound heavier while this theory is in effect. This lasts for a number rounds equal to your class level. This is cast as a standard action.
Snap decision: as a swift action, you may grant an ally an additional swift action. the range of this spell is medium range (Like spells).
Time Jaunt, Minor: target one creature within medium range (Including yourself). the target can be teleported up to 10 feet in any direction, ignoring attacks of opportunity. This teleportation cannot place the target in a space that could not support it (Though if the target can fly, they can be telkeported to a space in the air). You also cannot place them in a space that would cause them damage (Such as Lava or spikes). A creature can make a fortitude save to ignore the effect (DC=10+Int+1/2 character level). this casts as a move action.
CLASS FEATURE NAME (Ex, Su, Sp, Ps):