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Dragon Star
2011-12-20, 07:06 PM
The Specialist

“No, I’m not a wizard. I just have a lot of practice. Honestly.” –Gregory Fleetfoot, a Specialist. Said to bystanders after they saw him making use of Defy Physics.

The specialist has forgone all combat training for abilities unmatched by any but mages. They focus on their skills to such an extent that they can perform nearly impossible feats. Some specialists are complete masters of a few fields, rivaling demigods in their prowess. Others are simply amazing at everything, though not astonishing in any one area. Specialists are a varied lot. A sage who has memorized the entire history of the cosmos, a thief who can hide herself, four others, and seven tons of gold, and still sneak past guards, a diplomat who can negotiate a treaty between demons and angels, an animal trainer who can make his pets more intelligent then humans, all these are Specialists.
Role: The role of a specialist varies from one to the next. However, obviously, they make perfect skill monkeys. Most Specialists who adventure focus on trap finding and disabling, as well as social skills and stealth.
Alignment: Any.
Hit Dice: d6

Requirements:
Skills: 5 ranks in at least six different skills
Feats: Skill Focus (Any)
Special: A 20 in any ability score (without magic items or other non-permanent bonus). Also, a minimum of 13 Intelligance.
Finally, you must get at least 40 on one skill check. How this is achieved (with the aid of magic, circumstance bonuses, or any other legitimate skill bonus) does not matter, nor does the skill used. You may not take 20 for this check.

Class Skills: All.
Skill Ranks at Each Level: 12 +Int modifier.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+1|
+1|Specializations, Skill Mastery|

2nd|
+1|
+1|
+1|
+1| Specializations, Expanded Mind|

3rd|
+1|
+1|
+2|
+2| Specializations, Skill Mastery|

4th|
+2|
+1|
+2|
+2| Specializations, Expanded Mind|

5th|
+2|
+2|
+3|
+3| Specializations, Skill Mastery|

6th|
+3|
+2|
+3|
+3| Specializations, Expanded Mind|

7th|
+3|
+2|
+4|
+4| Specializations, Skill Mastery|

8th|
+4|
+3|
+4|
+4| Specializations, Expanded Mind|

9th|
+4|
+3|
+5|
+5| Specializations, Skill Mastery|

10th|
+5|
+3|
+5|
+5| Specializations, Expanded Mind|[/table]

Class Features:

Skill Mastery: At first level the specialist gains Skill Focus as a bonus feat. Alternatively, the specialist can add a permanent +2 bonus to any skill he already has Skill Focus applied to. The specialist gains another Skill Focus or another +2 bonus every odd level after first.

Specilizations: A specialist may choose two specialization at first level and one more at every new level beyond that. In addition, at first level the specialist gains one bonus specialization for every point of intelligence modifier. This is not affected by temporary bonuses from magic items and the like, but if a specialists Intelligence modifier ever permanently increases she gains more specializations as appropriate to the new bonus. A specialization is an expansion on a skill, which allows the Specialist to preform ridiculous feats with that skill. Any specialization can be taken whenever the Specialist can gain a new specialization unless the description says otherwise.

Expanded Mind: Starting at second level and at every even level thereafter, the specialist gains +2 to the maximum number of skill points she can spend on skills.

Dragon Star
2011-12-20, 07:07 PM
NOTE: These are not balanced. At all. Considering the sheer number of specializations I plan on having and the limited amount of time I have to work on this due to RL, I am not going to fix the balance until I have almost all of the specializations. However, if anyone sees a specialization that is obviously over or underpowered, please go ahead and give a (even just the beginnings of a) fix for it, I will likely change the specialization as soon as I see your post. Thank you.

Specializations:
Acrobatics:
Super Improved Greater Dodge: As an immediate action the specialist can make an acrobatics check against a DC of 30. If she succeeds, she may use the result of her check +10 in place of AC. This uses up the Specialist’s next move action.
Defy Physics: With a DC 40 check, the specialist may walk on air as if it were a solid surface. She can move upwards at three quarters his speed, and downwards at double her speed. This check must be made every round that the Specialist is air born, and every round the DC increases by 5. Once the Specialist fails a check, he falls immediately.
Bouncy: All acrobatic checks have their DCs halved.

Appraise:

Bluff:
Fool the Senses: A specialist can become so good at lying that others will believe him over the evidence of their own eyes and ears. If a specialist beats an opposed sense motive check by 15 or more, she can get someone to see things that aren’t there, or to not see things that are. This acts as a non-magical major image spell, or non-magical invisibility, but it only works on one person (although another check can be made to achieve the same effect on a second target). The bluff lasts until someone points out the invisible people (takes two rounds and a DC 15 diplomacy check) or convinces the target that the illusion is not real (takes four rounds and a DC 20 diplomacy check). This is a standard action and is language dependent. It does not work on anything mindless or of animal intelligence.
Awesome Feint: If the Specialist succeeds on a DC 30 Bluff check, and her opponent’s sense motive roll does not beat her result, she can feint as a free action.
Mind Control: A DC 35 check that also beats an opposed sense motive allows the specialist to implant a non-magical suggestion. It lasts for a number of hours equal to the Bluff check result divided by four or until the suggestion is completed, whichever comes first. This is a full round action and is language dependent. It does not work on anything mindless or of animal intelligence.
Fake Personality: A specialist can project a false alignment or false thoughts with a DC 30 Bluff check. He may choose the alignment and thoughts shown. This check can be made as an immediate action, but it also may be kept up for an extended period of time. The Specialist can declare that he is masking his thoughts or alignment to everyone. During this time, if someone tries to detect the Specialist’s thoughts or alignment then the DM secretly makes a skill check for the Specialist. If it is successful then the intruder gains the false knowledge that the Specialist specified. If the check fails then the true knowledge is gained. For every three hours that the false personality is kept up the Specialist must make a DC 5 Intelligence check. The DC increases by 2 for each three-hour period. Once the specialist fails a check, she is stunned for one round and cannot use this specialization for 30 minutes –Bluff modifier.

Climb:
Gecko Feet: With a DC 30 Climb check the specialist can walk on a wall as if it were the floor. Movement on a wall uses up movement normally, but transitioning from floor to wall uses up 5 feet of movement. The specialist must end their turn on a floor or they fall at he beginning of their next turn. For every 5 by which the specialists check exceeds 30 they may stay on the wall for another round. The specialist may also run on the ceiling, but doing so uses 15 feet of movement for every five feet moved.

Craft:
Emulate Crafting: With a DC 30 craft check the specialist may craft an item as if they had one magic item creation feat. The feat emulated depends on what type of craft skill is used, as listed below.

Alchemy: Brew Potion,
Armor: Craft Magic Arms and Armor, Forge Ring
Baskets: All
Books: Scribe Scroll, Craft Wondrous Item
Bows: Craft Magic Arms and Armor, Craft Staff
Calligraphy: Scribe Scroll
Carpentry: Craft Wondrous Item, Craft Staff, Craft Rod
Clothing: Craft Magic Arms and Armor, Craft Wondrous Item
Jewelry: Forge Ring, Craft Wondrous Item, Craft Rod
Leather: Craft Magic Arms and Armor,
Pottery: Craft Wondrous Item
Sculptures: Craft Construct
Shoes: Craft Magic Arms and Armor, Craft Wondrous Item
Stonemasonry: Craft Construct
Weapons: Craft Magic Arms and Armor, Craft Wand
Emulate Spell: A DC 30 Craft check allows the specialist to act as if she had the ability to cast one first level spell for the crafting of one item. The DC increases by 5 for every level the spell emulated is above first. The craft skill used is determined by the item creation feat used by the specialist, as shown on the list above. For example, a specialist with Scribe Scroll could make a DC 40 Craft (Calligraphy) or Craft (Books) check to craft a scroll of fireball.
Fast Crafting: With a DC 30 Craft check the specialist can use an items cost in gold pieces (minimum one) instead of silver to determine how long it takes to craft an item. With a DC 40 check he may use the cost in platinum pieces.
Improvised Crafting: With a DC 35 Craft check, a Specialist can craft an item even without the required materials. This means that he does not have to pay any gold for materials, and that he may craft an item even while in a situation where he normally would not be able to, for example while imprisoned. Items created in this manner have no value, and thus cannot be sold. Also, all items have their hardness and hit points halved (minimum one).

Diplomacy:

Disable Device:

Disguise:

Escape Artist:
Slippery Mind: The Specialist can use her Escape Artist modifier in place of her Will modifier, but takes a -10 penalty.
It’s All Empty Space: With a DC 45 Escape Artist check the specialist may walk through 5 feet of solid matter. This takes a full round, and must end with the specialist in an open square. For every five by which the result of the check exceeds 40 the specialist may move through another 5 feet.

Heal:
CPR: With a DC 60 Heal check, the Specialist can bring a dead creature back to life. This only works on creatures that have been dead for less then (the result of the check -60) minutes (minimum 5). They have one hit point and take 6 points of ability damage to all ability scores (if this would reduce their Constitution below 1, it is instead reduced to 1). This takes one full minute.
Close Wounds: If a Specialist passes a DC 20 Heal check, she can heal one creature of 1d6 points of damage. For every 5 by which the result exceeds 20, the Specialist heals another 1d6. The creature this is used on must be lying down and stationary. This takes 2 full rounds.

Intimidate:
Beat Into Submission: The specialist may make an Intimidate check targeted at one creature. The DC is equal to 15 + target’s HD + target’s Cha mod + target’s Wis mod. If the specialist is successful then the target cowers for one round and is frightened for five rounds after that. For every 5 by which the specialists result exceeds the DC the target cowers for an additional round and is frightened for an additional 5 rounds.

Knowledge: Arcana:

Knowledge: Dungeoneering:

Knowledge: Engineering:

Knowledge: Geography:

Knowledge: History:

Knowledge: Local:

Knowledge: Nature:

Knowledge: Nobility:

Knowledge: Planes:

Knowledge: Religion:

Linguistics:
Fake Communication: With a DC 30 Linguistics check, the specialist may communicate in a language he does not know. He does not actually speak the language, but can make himself understood. He takes a -2 penalty on any Diplomacy or Bluff checks made while speaking to others in an unknown language.

Perception:
Detect Magic: With a DC 30 Perception check the specialist may act as if they had cast detect magic.
Darkvision: With a DC 30 perception check a Specialist may act as if they had low light vision for ten minutes, with the effect lasting an additional ten minutes for every 5 by which the result exceeds 30. If the result is 45 of more, the Specialist instead gains darkvision for the duration.
Pierce the Illusion: The specialist uses their perception modifier in place of their will saving throw when disbelieving an illusion, and can attempt to disbelieve as soon as she sees, hears or smells the illusion without having to interact with it. In addition, the specialist gains a +10 bonus on perception checks made to see through a disguise.
Pinpoint: With a DC 30 Perception check, a specialist can negate the effects of concealment on one creature. This is a full round action, and works only for the specialist. The target still has concealment against all others. With a DC 45 check, the specialist can negate total concealment.

Perform:

Profession:

Ride:

Sense Motive:
Read Thoughts: A DC 30 Sense Motive check allows a Specialist to detect a single target’s surface thoughts for one round.

Slight Of Hand:
Weapon Grab: With a DC 30 Slight of Hand check, the Specialist can take a wielded weapon from a target. This can only be done if the Specialist is undetected by the target. The check is opposed by a Perception check, although this is only to determine if the Specialist is detected. The target will realize that her weapon is gone immediately, but if the Specialist is successful the target will not know who took it or where it went.

Spellcraft:

Stealth:
Hide in Plain Sight: You can use the stealth skill even while being observed, but you take a -2 penalty to the check.
Hide Other: You may hide another creature as well as yourself, but take a -10 penalty on the check. For every additional creature the penalty increases by 10.
Shadow Stab: With a DC 30 Stealth check, you may add sneak attack dice all attacks in one round. You gain one sneak attack die for beating the DC and another for every 5 that you exceed it. Any sneak attack dice that the Specialist may already have stacks with this. All the conditions for a normal sneak attack must be fulfilled, although if the check result is 40 or higher then only the range of the weapon that the Specialist is using limits the range of the sneak attack. This check must be made before the attack roll.


Survival:

Swim:
Like a Fish: With a DC 30 Swim check a specialist gains a swim speed equal to one half their base land speed, can hold their breath for three times as long as they normally could before coming up for air, and can take standard or full round actions without losing extra breath. This lasts for 2 x Swim check result minutes.
Emulate Gills: With a DC 30 swim check, the specialist can breath underwater for 12 hours, plus one hour for every 5 by which the result exceeds the DC.

Use Magic Device:
Blood Magic: With a DC 25 Use Magic Device check, the Specialist may add one charges to a wand or staff in exchange for taking one three points of damage per level of the spell the charge powers. If used on a staff, base the level off the lowest level spell that uses one charge.
Fake Metamagic: The specialist can modify a spell cast from a staff or wand as if it had a metamagic feat applied to it. The DC is 20 + (10xHow many levels the feat adds to the spell). The specialist does not actually need to have a metamagic feat to emulate it. A spell from a staff or wand modified in this manner uses up twice as many charges as it normally would.

Dragon Star
2011-12-20, 08:05 PM
Ok, that's it for now. Obviously, I need to add more specializations, but I think the rest is pretty good. Also, I have no idea what a good capstone would be, so if anyone has any ideas go ahead and tell me. And is two specializations per level too many?

I'm not sure if this is balanced. At all. Are the specializations too hard to use, too easy, too powerful? I can't be sure. This is my first time homebrewing, and I have much less Pathfinder experience then 3.5, so it's even harder.

So yeah, anyone willing to critique, please do so. I posted this ten days when it was completely unfinished and got nothing in reply, but I understand why after spending three or four hours editing the format and descriptions. Anyway, I hope this is a better second attempt.

Dragon Star
2011-12-20, 10:52 PM
Shameless bump.

Really? No one? Is it that boring?

Benly
2011-12-21, 03:29 AM
Shameless bump.

Really? No one? Is it that boring?

There's not enough there to be boring yet. I mean, it's an interesting idea, but do you want people to try to critique the class based on the six powers you've written up? Also, no BAB or saves yet.

Acrobatics, general: None of these DCs are likely to be reachable at the level where you first qualify for the PrC. There should probably be some powers that either don't require target DCs or have target DCs low enough that the character can take them at level 6 and reliably use them.

Can't Touch This: The basic concept seems okay. However, as it stands two problems jump out: first, that it's taking up two actions on your next turn (your swift and move, since an immediate action uses your next swift) and second, that losing your move action means that this power amounts to "stand absolutely still and be unhittable" which doesn't seem like a particularly acrobatic sort of evasion to me.

Shut Up, Physics: seems okay. The DC won't be feasible until mid-late levels. As long as you stop on land at least once every three rounds, are you okay to keep going as long as you want?

I Swear It Isn't Magic: Upgrading a DC 30 check's result from 7/30 feet to 10/40 feet isn't actually all that amazing. It doesn't scale, so if you're planning to keep improving your Acrobatics check to be able to use Shut Up, Physics this will become pointless after a little while.

Hide In Plain Sight: Fine. Numbers are worse than typical HIPS but it doesn't have use restrictions so that evens out.

Invisibility Tent: Could've sworn there were already rules for doing this.

Shadow Stab: Do these stack with sneak attack dice you already have? This one isn't usable before high levels and then abruptly becomes very strong - it might make more sense to grant sneak attack dice scaled to how high a Stealth check you can make.


General thought: Most of these powers don't scale, so they are prone to a weird effect of being either unusable at low levels due to DC or kind of weak at high levels.

Dragon Star
2012-01-03, 03:18 PM
Bump.


Edited, and also I added 10 new specializations.

WyvernLord
2012-01-18, 07:00 PM
Slippery mind looks insanely strong if you even just put skill points into it it is still on par with cleric will saves with even a decent dex. With optimization it just gets worse.
Also mind control looks like it would be good on diplomacy too.
The rest look good though.
Ideas for climb, running on walls, moving on ceilings fighting with both hands while climbing. All with lower DCs then defy gravity.
Swim breath underwater, fight without penalties, fire projectiles underwater.
Craft quicker crafting, improvised materials.
Perception see invisibility, see in darkness.
Heal remove effects and heal abillity damage.
More in a second.

EdroGrimshell
2012-01-18, 07:46 PM
I like what you have so far, i'm esspecially interested in what you will have for the craft skill specializations. I love crafter-type characters, and i'd love to see what you think up. Magic weapons from pure skill, being able to craft a sword of high quality in minutes, being able to MacGuyver anything, etc. Seems like an interesting concept

WyvernLord
2012-01-18, 08:02 PM
More ideas
Linguistics quick reading, instant memorization of read materials (temporary probably).
Spellcraft read active buffs, bypass magical defenses.
Survival resist environmental effects.
Appraise identifying as the spell.
Disguise really high DC take on some abilities of the person being copied, disguise as non humanoid, disguise as smaller or bigger creature.
Knowledges are hard. Knowledge devotion type effect maybe?
Ideas for profession do appropriate tasks quicker, make money for jobs.
Perform grant bonuses to saves to allies. Progress bard abilities if entering as a bard.
Blood magic I don't think that is enough damage maybe 2 damage a spell level?
More later maybe.:smallfrown:
I really love this idea.:smallsmile:

Dragon Star
2012-01-18, 08:55 PM
Wow...
I had mostly given up on this because of lack of input, but I guess it is a good idea after all. Ok then, back to work. I'll start on a new update, probably post it tomorrow afternoon. I want to focus more on getting the specializations (there are going to be a lot of them) down, and then rebalancing them, but I will change some of them. Thanks so much for the ideas WyvernLord, those all look awesome. Probably going to use most of them.

WyvernLord
2012-01-18, 09:12 PM
Thank you Dragon Star, I hope this turns out well.
Also knowledge skills could let precision damage apply to appropriate types based on the subtype.

Dragon Star
2012-01-23, 05:17 PM
Bump. Added 15 new specialization, changed specialization so you get two at first level and only one per level after that. Anyone else want to PEACH?

Cranica
2012-02-06, 10:38 PM
Some suggestions for some of the skills you don't have special effects for:

Knowledge (Any): When attempting a Bluff check related to a certain knowledge field (e.g., convincing a noble that you were sent by Fat Ettin the Ugly is related to Knowledge: Nobility), you may add one-third of your Knowledge score to your Bluff check.

Appraise: Any time you would see, even in passing, a Masterwork or better item, you may make an Appraise check against the item's usual Appraise DC + 5 to notice the craftsmanship as a free action. If your roll is successful by 10 or more, you also determine the item's approximate quality.

Knowledge (the Planes): While in combat with an Outsider not under some form of magical compulsion and not opposed to your alignment, you may attempt to bargain their services (as Lesser Planar Ally). Make a Knowledge (the Planes) check with DC equal to double the creature's HD. If successful, you communicate with the outsider and have a general idea of what it would want for its services; you may then bargain with it to convince it to join your side in the conflict mid-battle.

Knowledge (Religion): Each day, when you rest to regain spells (or could do so, if you do not have a class that prepares spells), make a Knowledge (Religion) check. For each five points that your check exceeds 20, you may prepare and cast cleric spells that day as a cleric of that level (e.g., if your check was a 35, you can prepare and cast spells as a third-level cleric). If you are already capable of casting such spells, add the spells per day that you would get from Knowledge (Religion) to your usual pool. These spells are acquired by your knowledge of ritual rather than prayer, but must still conform to your alignment (and if you are a Cleric, any restrictions your deity places).

Knowledge (Arcana): As Knowledge (Religion), except you draw the bonus spells from the Wizard class list. If you are a Wizard, add the bonus spells to your usual spells per day from your Wizard class list; if you are a Sorcerer, add half the total bonus to your spells per day (rounded down), but you may cast them spontaneously as you would normally.

EdroGrimshell
2012-02-07, 01:58 AM
Some suggestions for some of the skills you don't have special effects for:

Knowledge (Any): When attempting a Bluff check related to a certain knowledge field (e.g., convincing a noble that you were sent by Fat Ettin the Ugly is related to Knowledge: Nobility), you may add one-third of your Knowledge score to your Bluff check.

Appraise: Any time you would see, even in passing, a Masterwork or better item, you may make an Appraise check against the item's usual Appraise DC + 5 to notice the craftsmanship as a free action. If your roll is successful by 10 or more, you also determine the item's approximate quality.

Knowledge (the Planes): While in combat with an Outsider not under some form of magical compulsion and not opposed to your alignment, you may attempt to bargain their services (as Lesser Planar Ally). Make a Knowledge (the Planes) check with DC equal to double the creature's HD. If successful, you communicate with the outsider and have a general idea of what it would want for its services; you may then bargain with it to convince it to join your side in the conflict mid-battle.

Knowledge (Religion): Each day, when you rest to regain spells (or could do so, if you do not have a class that prepares spells), make a Knowledge (Religion) check. For each five points that your check exceeds 20, you may prepare and cast cleric spells that day as a cleric of that level (e.g., if your check was a 35, you can prepare and cast spells as a third-level cleric). If you are already capable of casting such spells, add the spells per day that you would get from Knowledge (Religion) to your usual pool. These spells are acquired by your knowledge of ritual rather than prayer, but must still conform to your alignment (and if you are a Cleric, any restrictions your deity places).

Knowledge (Arcana): As Knowledge (Religion), except you draw the bonus spells from the Wizard class list. If you are a Wizard, add the bonus spells to your usual spells per day from your Wizard class list; if you are a Sorcerer, add half the total bonus to your spells per day (rounded down), but you may cast them spontaneously as you would normally.

O.O

Awesome ideas, very nice indeed. I'd love to see these on the class, esspecially if it was converted to 3.5 (more familiar with it than pathfinder)

Dragon Star
2012-02-07, 03:14 PM
Well, looks like I should get working on another update. I'll add a 3.5 conversion too, not that hard as they are practically the same system.