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imp_fireball
2009-02-14, 11:26 PM
NPC Class: Specialist

All are features of the Specialist NPC Class:

- 2 + int skillpoints
- 1d6/HD
- The specialist chooses 4 skills to become class skills
- Full BAB
- Choose one good save
- Special Features: The specialist has 10 points to spend on special features
o All armor proficiencies = 5 points
o Some armor proficiencies = 4 points (do not receive tower shields)
o Only one armor proficiency = Choose proficiency with one or two armor types
§ Light = 1 point
§ Medium = 2 points
§ Heavy = 3 points
o All weapon proficiencies = 3 points
o Some weapon proficiencies = 1 point
§ Select either ranged or melee weapons; can be both martial and simple
o Exotic proficiencies cost +1 points per item
§ Ie. +2 if proficient with exotic armor and exotic weapon or two exotic weapons/two exotic armors
o Proficiency with one selected weapon from any list = 1 point
o 1d8/HD = 2 point
o 1d10/HD = 4 points
o 1d12/HD = 6 points
o Additional hp equal to half what specialist already has (does not apply with further HD) = 5 points
o Double attribute modifier when applied to one skill = 2 points
§ Double again = 4 points
o +1 to attack with one weapon they are proficient in (treat as +1 BAB) = 1 point
§ +1 with weapon they are proficient in (stacks and can be taken continuously) = 1 point
o +2 damage with one weapon they are proficient in = 1 point
§ +2 to damage with one weapon they are proficient in (stacks) = 1 point
o Double range with one weapon they are proficient in (if ranged) = 2 points
o Double critical threat range with one weapon they are proficient in = 1 point
§ Triple threat range = 2 points
§ Quadruple threat range = 3 points
o Bypass DR with weapon they are proficient in to 20% of damage the weapon deals (ie. A weapon that does 10 damage bypasses 2 DR) = 2 points
§ Bypass DR that is specific to the weapon’s damage type (otherwise it cannot bypass DR) = 2 points
§ Bypass DR at 50% of weapon damage = 1 point
§ Bypass DR at 100% of weapon damage (ie. 10 damage automatically bypasses DR) = 2 points
o Bonus number of attacks equal to hit die/6; does not stack with class base attack bonus, but any additional attacks granted by hit die are added to base attack bonus (ie. 15HD for a stone giant first level specialist would mean one attack but with this feature, they receive three attacks, and while 20HD gives them five attacks, 26HD only gives them six attacks because the attack progression granted by Hit Die cancels out when the stone giant begins receiving additional attacks due to BAB granted from class levels. Finally, each attack after the first has a -5 penalty.) = 5 points
§ Bonus attack for every 4HD and at a -3 penalty for every attack after the first = 10 points
§ May make an infinite number of attacks, however each one has an additional -6 penalty = 10 points
§ May attack as an immediate action = 20 points
§ Has Whirlwind as the feat = 20 points
§ Has Improved Whirlwind as the feat = 40 points
§ Has Spring Attack and its prerequisites, Improved Whirlwind and Thousand Cuts(Ex) as the feats; where Thousand Cuts(Ex) is always a full attack action that allows minor mobility= 80 points
o Speed Increased by 10' = 5 points
§ Speed Doubled = 20 points
§ Has mobility as the feat, and may substitute one tumble/jump for a 5 foot step. May make two 5 foot steps/round or one 10 foot step as an immediate action. = 20 points
§ Has mobility and run as the feats, spider climb as a permanent (Ex) ability, may substitute any number of tumbles/jumps for the listed steps to their liking and may make a number of 5 foot steps equal to their Move Speed/10 + DEX bonus, half as many 10' steps and again half as many 20' steps. Tumble and Jump modifiers are doubled for these purposes. Finally they are subject to one defensive roll/encounter. = 40 points
§ All of the listed features above + improved evasion = 50 points
o One innate immunity to damage type = 4 points
o Magic resistance equal to ECL = 5 points
o Magic resistance equal to HD + chosen attribute modifier = 8 points
o Damage reduction equal to 1 + CON = 5 points
§ Equal to ECL = 8 points
§ Equal to HD = 10 points
o Extraordinary ability equal to equivalent ECL = 5 points
§ Extraordinary ability equal to ECL + 1 = 10 points
§ Extraordinary ability equal to +2 ECL = 15 points
§ Extraordinary ability equal to +5 ECL = 25 points
§ Extraordinary ability equal to +10 ECL = 50 points
§ Extraordinary ability equal to + 20 ECL = 100 points
o Supernatural ability equal to equivalent ECL = 6 points
§ Supernatural ability equal to equivalent ECL + 1 = 12 points
§ Supernatural ability equal to +2 ECL = 18 points
§ Supernatural ability equal to +5 ECL = 36 points
§ Supernatural ability equal to +10 ECL = 72 points
§ Supernatural ability equal to +20 ECL = 144 points
o Functions as if +1 ECL greater for all effects related to the creature (racial, class, etc.) except for bonus Hit Die = 8 points
§ Functions as if +2 ECL greater for all effects related to the creature (racial, class, etc.) except for bonus Hit Die = 16 points
§ Functions as if +5 ECL greater for all effects related to the creature (racial, class, etc.) except for bonus Hit Die = 40 points
§ Functions as if +10 ECL greater for all effects related to the creature (racial, class, etc.) except for bonus Hit Die = 80 points
§ Functions as if +20 ECL greater for all effects (racial, class, etc.) except for bonus Hit Die = 160 points
o Bonus Hit Dice = 5 points/Additional HD
§ Double Hit Dice = 10 points

o One additional Good Save = 2 points
§ Second additional Good Save = 2 points
o Good Save Boost = 1 point for every +2 additional modifier to the specialist’s good save
o Action points/day equal to chosen attribute modifier = 1 point
§ Action points/day equal to double chosen attribute modifier = 1 point
o Choose one attribute (STR, DEX, INT, etc.) that represents the specialist and receive a +1 circumstantial bonus to conditions that include using that attribute for every 5 levels of specialist
o May only choose allowable feats after spending points. Feats may only contain prerequisites that include the specialist’s chosen attribute, or relate to use of that attribute (power attack has an STR requirement and die hard relates to CON, ie.) or relate to a proficiency. For feats involving skills, the specialist must have ranks in the skills that are boosted. This applies to all feats that the specialist acquires
o For every 5 levels of specialist, gain 10 points to further specialize, however the following limits to buying are imposed: No more proficiencies, no higher HD, no additional good saves, and may only choose features that stack with what the specialist already has or apply to feats the specialist already has.

- Special features that are indented ('§' on GiTP forums) are features that can be taken after the prerequisite (the feature above it) has been met and may only stack when mentioned



Template: Accelerated

- A creature of an accelerated template always has at least +1 LA
- 20% bonus to all features and abilities that the creature already has (except hp, size, attributes, spells and powers)
- 20% bonus for every additional +1 LA applied as per the template

Canadian
2009-02-15, 09:57 PM
Special needs makes the character sound mentally handicapped.

DrakebloodIV
2009-02-16, 04:48 AM
Special needs makes the character sound mentally handicapped.

Thats what I thought. You really should rename that.

imp_fireball
2009-02-16, 06:04 PM
'Special Needs' is merely the thread title and not the class name.

I would have thought people were able to discern this for themselves. :smallsigh:

Arachu
2009-02-19, 07:28 PM
Though I agree with their interpretation, it is an eye-catching title... :xykon:

'Course, that could be the exclamation mark... BEHOLD, the mighty Exclamatory!!!