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    Default A solution for every situation! (3.5 Baseclass, PEACH)

    The Improviser



    Picture By Jonathan Cj Lee

    "So...you don't know a solution? Well, if I just do this and put this in th.....there we go." Marjek Ujron - Master Improviser

    Adventures: All Improvisers are adventurers. They want to test their wit, no matter if they are evil or good aligned. They are always a welcome addition to every party, due to their ability to have a solution for every situation, either fatal or not.

    Characteristics: Improvisers are always good spirited, counting on their wit and guile to carry them through any ordeal. Most of the time they walk around with a big smile on their face, talking about their latest efforts and new tricks and kit they have come up with.

    Alignment: Improvisers, due to their “think on the moment” attitude, mostly have a chaotic attitude. On the good, evil axis, there isn’t really a difference in ratio.

    Religion: Improvisers aren’t very spiritual people, but when they worship a god, it’s always one with the Knowledge Domain.

    Background: Improviser are, in a sense, the embodiment of curiosity. “If I do this with this tool, would that work?” Is the general mindset of an Improviser. They don’t really have a organisation, although they are found in almost every army, group or other gathering of people.

    Races: Every race without an Intelligence penalty is likely to have Improvisers among their ranks. Races with an Intelligence penalty can have individuals with enough mental prowess to produce Improvisers, but such cases are quite rare.

    Other Classes: They get along with any class, although magic casters might find their mind-set annoying and on later levels, very very hindering.

    Role: Improvisers most often act as scouts, trap disablers and problem solvers.

    Adaptation:Surprise me :P

    GAME RULE INFORMATION
    Improvisers have the following game statistics.

    Abilities: Intelligence is very important for a Improviser, determining the amount of skill points you get, the DC’s of your abilities and your Split Second Weakness class feature. As the Improviser is also quite adept at sneaking, a high Dexterity may also be a good idea.

    Alignment: Any, mostly chaotic. (You can’t really improvise well if your bound by rules. Breaking the Habit yo!)

    Hit Die: d6

    Starting Age: Earliest Adult Age of Race

    Starting Gold: 7d4x10.

    Class Skills: All Skills except all magic or psionic related ones.

    Skill Points at First Level: (6 + Int modifier) x 4

    Skill Points at Each Additional Level: 6 + Int modifier

    Weapon and Armor Proficiency: Proficient with Simple Weapons and Light Armor

    Improvizer
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Improvisational Skills Bag Gold Cap
    1st +0 +0 +2 +2 Everything is my Weapon, Bag of all Trades, Improvisational Skills 2 1 gp
    2nd +1 +0 +3 +3 Sneak Attack +1d6, Trapfinding 2 2 gp
    3rd +2 +1 +3 +3 Split Second Weakness 3 4 gp
    4th +3 +1 +4 +4 Bonus Skilltricks, Expert Improviser (Time reduction) 3 6 gp
    5th +3 +1 +4 +4 Sneak Attack +2d6, Insightful Impact 4 10 gp
    6th +4 +2 +5 +5 Clever Surprise 4 15 gp
    7th +5 +2 +5 +5 Expert Improviser (Take 10) 5 22 gp
    8th +6 +2 +6 +6 Sneak Attack +3d6, Bonus Skilltricks 5 30 gp
    9th +6 +3 +6 +6 Improvised Weapon Specialist 6 39 gp
    10th +7 +3 +7 +7 Expert Improviser (More Skills) 6 50 gp
    11th +8 +3 +7 +7 Sneak Attack +4d6, Skill Trick Mastery 7 61 gp
    12th +9 +4 +8 +8 Imbuing Improvisation 7 74 gp
    13th +9 +4 +8 +8 Perfect Instructor 8 90 gp
    14th +10 +4 +9 +9 Sneak Attack+5d6 8 110 gp
    15th +11 +5 +9 +9 Bonus Skill Tricks 9 130 gp
    16th +12 +5 +10 +10 Expert Improviser (Take 20) 9 150 gp
    17th +12 +5 +10 +10 Sneak Attack +6d6 10 180 gp
    18th +13 +6 +11 +11 Unending Improvisation 10/3 210 gp
    19th +14 +6 +11 +11 Unlimited Skill 11/3 250 gp
    20th +15 +6 +12 +12 Sneak Attack +7d6, Ultimate Improvisation 11/4 300 gp

    Everything is my Weapon (Ex): The Improviser takes no penalty on using Improvised Weapons and can use them freely.

    Bag of All Trades (Ex): From the moment that a person takes the Improviser path of life, he constantly unconsciously collects small near worthless materials and tools that he puts into his backpack. He can reach into his backpack and get the correct tool for every situation, if it is within the price range of the Bag. This is a move action that does not provoke an attack of opportunity. As the tools and materials are cobbled together and often not really suited for the job, only the improviser can use the tools and everybody else perceives them as worthless pieces of junk. This also has the effect of not being able to sell them. The maximum costs of the tools the Improviser can produce to up with level, as seen in the table (Bag gold cap). This ability is at will and be used as much as needed. The tools must be an item or substance found under the Tools and Skill Kits, Adventuring Gear and Special Substances and Items in the Players Handbook. Tools from other books are also allowed, but all tools must fit inside a backpack (So no rowboat summoning). You can have a number of items active from your bag equal to 3 + Int mod. This limit does not include the items gained from your Improvisational Skills.

    Improvisational Skills (Ex): Beginning at level 1, a Improviser learns all kind of feats and tricks he can do with mundane objects which are.....not really intended to be done with the object in question. These skills represent his ability to make use of almost everything in every way when fighting an opponent. At level 1, he selects 2 Skills from the Improvisational Skill list and gains another one every 2 levels after. He must meet all the prerequisites for the Skill to make them his own.

    Trapfinding (Ex):At level 2, you gain trapfinding, as the rogue ability, nuff said.

    Sneak Attack (Ex): Starting from level 2, the Improviser deals 1d6 extra damage whenever a foe is denied his dexterity bonus or the enemy is flanked. This bonus increases by 1d6 every 3 levels above level 2. If a creature is immune for critical hits, it is also immune for sneak attack. A creature can only be sneak attacked when it is 30 feet or less away from you.

    Split Second Weakness (Ex): At level 3, whenever you hit an enemy while you're wielding an improvised weapon, you deal extra damage equal to your Intelligence modifier.

    Bonus Skilltricks (Ex): Starting from level 4 and on level 8 and 15, you gain 2 bonus skilltricks for which you meet the prerequisites.

    Insightful Impact (Ex): Starting at level 5, all damage of improvised weapons is improved as noted below. Note that these are the minimum damage die of a medium character. Weapons with a damage die of 2 die that combined are the minimum (as 2d4 are to 1d8) are considered larger in die then the minimum, so no change in damage occures.

    All one handed Improvised weapons now do a minimum of 1d8 damage.

    All light Improvised weapons now do a minimum of 1d6 damage.

    All twohanded Improvised weapons now do a minimum of 1d10 damage.

    All throwing Improvised weapons now do a minimum of 1d4 damage.

    Clever Surprise (Ex): At level 6, you can make a Feint attempt as a Move action instead of a Standard action, as the Improved Feint feat. Note that this is not usable for feats that have Improved Feint as a prerequisite.

    Expert Improviser (Ex): As you gain experience, you refine your techniques for improvisation to aid your allies and perform certain tasks better. At fourth level, choose 3 skills. The chosen skills can be anything except arcane and psionic related ones, such as UMD, Spellcraft and Psicraft. You can now perform these skills in 50% on the time normally needed for that skill.
    If the skill takes a move action in combat, its reduced to a swift action.
    If the skill takes a standard action in combat, its reduced to a move action. If the skill takes a full-round action in combat, its reduced to a standard action.
    If need be, you can perform the skill in its original time instead of its reduce one. In addition, you get a +2 untyped bonus when performing these skills.
    As you level, more benefits become available.

    Level 7:You can now take 10 on the 3 skills even when distracted or pressed for time.

    Level 10:You can now choose 3 more skill for which you get the
    Expert Improviser benefits.

    Level 16:You are a perfect master of your chosen skills. A number of times per day equal to your Int modifier, you can take 20 on your chosen skills with no increase in time and while pressed for time or distracted. In addition, the bonus increases to +4.

    Improvised Weapon Specialist (Ex): At level 9, you become a total master of improvised weapon usage. You can choose one of the following tricks:
    Spoiler
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    Le Wut?!: You can now Feint as a swift action when wielding an improvised weapon.

    Hit you right....There!: Once per turn, as a swift action, when you attack, you can make an opposed Int check vs your target. If you win, your next attack against that target is considered a touch attack. Can only be used when wielding an improvised weapon.

    Tripping Ballz Man!: Once per turn, when you hit with an attack with an improvised weapon, you can make a trip attempt as a free action.

    Weird Defense: Once per round, as an immidiate action, when you are attacked by a creature you threaten, you can make a check Class level + Int against the enemy attack roll. If you win, the attack misses. Can only be used when wielding an improvised weapon.

    Whack a Mole: When wielding an bludgening improvised weapon, you automaticly sicken foes (No save) when you hit for 5 rounds.

    Paper Cut: When wielding an slashing improvised weapon, enemies hit by that weapon take 1 Constitution damage each turn for 4 turns. A DC 25 Heal check stops the bleeding but does not cure Constitution damage already taken. Does not stack with itself in any way, so multiple hits to not deal more Constitution damage or prolong the duration.

    But then you took an needle to the knee: When wielding an piercing improvised weapon, enemies hit by that weapon have all their speeds reduced by 10 ft. for 2 minutes. A DC 25 Heal check removes this penalty.


    Skill Trick Mastery (Ex): On level 11, you can use skill tricks with unmatched ease. You can now use all skill tricks you know at will, instead of once per encounter.

    Imbuing Improvisation (Ex): Noticing the magic weapons of your foes, you can’t help but think what a big pain in the butt in the arse a Antimagic field would be for such weapons. So you think of a solution. At level 12, you gain the ability to duplicate magical weapon enchantments….in a mundane way.

    This ability can only be used on a masterwork weapon without an enhancement bonus. By spending 4 hours working and thinking of little tricks to upgrade your weapon, you give your weapon a alchemical bonus on attack and damage equal to 1/4th your Improviser level. In addition, you can imbue the weapon with special abilities worth up to 1/4th your Improviser level and the total may cost as much as your character level * 5.000gp.

    Any enchantments that you put on it has 10 charges or the original amount of charges whichever is lower (For example, the Sudden Stunning Enchant has fewer charges then 10 most of the time). These charges automaticly trigger each time you hit an enemy unless the enchantment has another way of triggering (swift action activate for example). When the charges run out, only the alchemical bonus on attack and damage remains.

    Unlike normal weapons, one enchantment can be put on the same weapon multiple times, each time putting one more set of charges on the weapon. For example, if you can have +2 on abilities, choosing Flaming twice gives you +1d6 fire damage for 20 attacks.

    The “Enchantments” must make sense to have without magic, such as a Fiery weapon that works by sprinkling oil or gunpowder (which you off course have in your Bag of all Trades) and igniting it or a Vicious weapon that is covered in long spikes that also hurt you, but hurt the opponents more. The weapon enchanted is only usable for you. The bottom line is, be creative and speak with your DM about what he feels is appropriate for an enchant.

    Below is a list with a short list of possible enchants and their respective items. for quick reference. Note that these are not all the options, if you can come up with another combo that makes sense is some weird way, go for it!

    Spoiler
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    Enchant type: Alignment Enchants [holy/unholy, axiomatic/chaotic]
    Item: Corresponding water, like Holy water or Unholy water

    Enchant type: Bane (Type)
    Item: Roughly corresponding poisons

    Enchant type: Corrosive
    Item: Flask of Acid

    Enchant type: Fiery, Cold, Shocking
    Item: Alchemist Fire, cold, spark respectively

    Enchant type: Vicious
    Item: Spikes that cover the weapon

    Enchant type: Thundering
    Item: Glue thunderstones to your weapon

    Enchant type: Keen
    Item: Treat weapon with special oils together with sharpening it


    Perfect Instructor (Ex): At level 13, you can now direct your allies to lend you better aid when using your skills. Instead of a +2 bonus on an aid another, you now gain a +4 bonus whenever somebody aids you.

    Unending Improvisation (Ex): At level 18, your arsenal of tricks is so large you can do almost anything. You gain 3 extra Improvisational Trick slots. These can be changed at will by meditating 10 minutes. Any prerequisites for a Trick must still be met. You can change these Tricks a number of times equal to half your Int mod per day. At level 20, you get one last extra slot you can change for a total of 4.

    Unlimited Skill (Ex): At level 19, you are unparalelled in using your skill and wit to solve any problem. When you roll a 17-20 on a skill in which you are trained, you are allowed to roll one additional d20 and add the result to the total score. If the second roll is 19-20, you can roll a third time and add that to the total score. You can only get two extra dice by any means and their result can not be influenced by any means. When using the Skill Mastery (Take 20) class feature, it count as if you rolled a 20 on your first roll for the purpose of this ability.

    Ultimate Improvisation (Ex): On level 20, you can solve literally everything with sheer skill and force of will. Once per day, you can duplicate the effects of a high level spell available on the spell-list below. Your casterlevel for this spell is equal to your Improviser level. The spell isn’t really magic, just a really really powerfull and clever trick. Because it is mundane, this ability can be used in antimagic, dead magic zones and bypasses magic resistance. You still need to pay the Exp and gold costs of the spell in question. Be creative on how the spell looks like. If the DM finds you can’t describe it good enough in a mundane setting (or just plain hates you), the spell fizzles and the use for that day is lost. The DC for such a "spell" is 10+half character level+Int mod. You must prepare the spell you're going to use by preparing for 30 minutes.

    Ultimate Improvisation Spelllist:
    Spoiler
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    Level 7:
    Delayed Blast Fireball, Greater Arcane Sight, Power Word: Blind, Forcecage, Control Weather, Statue, Reverse Gravity, Repulsion,Disintegrate, Energy Immunity, Reanimation (CLEAR!).

    Level 8:
    Discern Location, Otto's Irresistable Dance, Firestorm, Symbol Of Death, Earthquake, Incendairy Cloud, Repel Metal or Stone, Power Word Stun.

    Level 9:
    Meteor Swarm, Bigby's Crushing Hand, Mass Hold Monster, Power Word Kill, Storm Of Vengeance, Internal Fire.
    Last edited by WaylanderX; 2014-05-11 at 06:54 AM.