View Full Version : The Prodigy (3.5/Pathfinder Base Class)

2012-06-12, 03:52 PM
The Prodigy

"With my army of steam-powered minions, I will RULE THE WORLD! Mwahahaha!"

Prodigies are gifted individuals who can create devices that defy all conventional laws of nature and venture into the realm of magic. Generally labeled mad scientists or crazed inventors, most prodigies are feared and shunned by society. However, the effectiveness of their craft makes them effective adventurers and as such they are often found traveling with a group, tinkering with strange mechanical devices.

Role: A Prodigy fills much of the same role in a group as a Wizard or Alchemist, able to inflict punishment with their Gadgets, as well as a variety of other effects. What they lack in power they make up for in endurance, as a Prodigy's gadgets never "run out" of juice, instead they are limited only to their limited number of prepared inventions.

Hit Dice: d6
Skill Points: 2 + Int modifier
Class Skills: Appraise, Bluff, Craft, Disable Device, Intimidate, Knowledge (all, trained seperately), Profession, Use Magic Device

{table=head]Level|BAB|Fort|Ref|Will|Special|Devices Prepared|Max Device Level|Mania
1|+0|+0|+0|+2|Gadgets, Power Source, Gadget Style|2|1|1
2|+1|+0|+0|+3|Source Ability|3|1|1
3|+1|+1|+1|+3| |3|1|2
4|+2|+1|+1|+4|Style Ability |4|2|3
5|+2|+1|+1|+4| |4|2|3
6|+3|+2|+2|+5|Source Ability|5|2|4
7|+3|+2|+2|+5| |5|3|5
8|+4|+2|+2|+6|Style Ability|6|3|6
9|+4|+3|+3|+6| |6|3|6
10|+5|+3|+3|+7|Source Ability|7|4|7
11|+5|+3|+3|+7| |7|4|8
12|+6/+1|+4|+4|+8|Style Ability|8|4|9
13|+6/+1|+4|+4|+8| |8|5|9
14|+7/+2|+4|+4|+9|Source Ability|9|5|10
15|+7/+2|+5|+5|+9| |9|5|11
16|+8/+3|+5|+5|+10|Style Ability|10|6|12
17|+8/+3|+5|+5|+10| |10|6|12
18|+9/+4|+6|+6|+11|Source Ability|11|6|13
19|+9/+4|+6|+6|+11| |11|7|14
20|+10/+5|+6|+6|+12|Style Ability|12|7|15[/table]

Gadgets: A Prodigy can create pseudo-technological gadgets that replicate the effects of arcane spells. Creating a gadget requires 10 minutes per spell level it replicates, with the maximum spell level of gadgets listed on the Prodigy class table. No materials are needed, it is assumed that the Prodigy can construct a device with makeshift, hidden, or even entirely fabricated equipment. The maximum number of gadgets created is also listed on the table; if a Prodigy attempts to create more devices than her maximum, she must first "disassemble" the invention, permanently removing its magical investment. Gadgets can be taken away from a Prodigy but cannot be used by any other characters, and a Prodigy may "disassemble" inventions that have been taken away from her.

A Prodigy can activate a gadget as if casting a spell (which may require a concentration check) by spending a number of points of Mania equal to the effective spell level of the Gadget. A Prodigy treats his Prodigy class level as his effective caster level for his Gadgets. The save DC of all gadgets is 10 + 1/2 Prodigy class level + the Prodigy's Charisma modifier.

A Prodigy begins play knowing 2 plus their Charisma modifier spells from the Sorcerer/Wizard class spell list. At each level past 1st, they learn an additional 2 spells. A Prodigy must know a spell in order to create a Device that emulates the spell. If they find a Wizard's spellbook or scroll, they may add that spell to their spells known, even if they cannot create a device with a high enough level to use the spell.

A Prodigy may recover all his points of Mania by spending a full-round action posing, cackling, and otherwise presenting themselves in an outrageous manner. They must do so even if no other individuals are present. This display causes the Prodigy to automatically fail any Hide/Move Silently/Stealth check they may have been attempting at that time, but otherwise imposes no social penalties.

Power Source: At 1st level a Prodigy selects the elemental power source that they believe fuels their inventions (despite the source really being their own inherent arcane abilities). They choose Fire, Electricity, Cold, Acid, Sonic, or Force. They gain energy resistance to that element equal to twice their class level.

At 2nd level they can substitute the energy of any elemental inventions for their power source type as a Free action. This shift lasts until the beninning of their next turn.

At 6th level every 5 points of damage from their power source that is ignored by their class feature, they gain 1 point of Mania. This cannot raise their Mania over their maximum capacity.

At 10th level a Prodigy reduces the elemental resistance of enemies towards their power source element by their class level.

At 14th level when being targeted by inventions using your power source element, enemies lose Immunity to your source element (if they have any), instead having 20 points of Resistance.

At 18th level a Prodigy becomes immune to all damage that would be caused by their power source.

Gadget Style: At 1st level, a Prodgy selects a single invention style from the following list: Relic, Talisman, Steam Powered, Clockwork, Modern, or Advanced. They gain benefits based on their style selection. Most games will restrict access to Modern or Advanced gadget styles, and Clockwork is hte most popular. Below is the Clockwork Gadget Style.

All clockwork creature can be found here: http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork

Clockwork: Your gadgets have the appearance of bronze or steel, and are filled with tiny gears and cylinders. At 1st level, you gain a number of Clockwork Spies in your service equal to your class level. Any clockwork creatures you have gained from class features can be repaired or remade with 10 minutes of effort per hit die of the destroyed or broken construct.

At 4th level you can create a number of Clockwork Servants equal to 1/2 your class level.

At 8th level you can gain the Leadership feat, but all Cohort and Followers must be Constructs.

At 12th level you gain one Clockwork Soldier per 3 class levels.

At 16th level you gain one Clockwork Leviathan.

At 20th level you gain one Clockwork Behemoth.


Extra Gadgets
Prerequisite: Gadget class feature
Benefit: You can prepare one additional Gadget each day.
Special: You can take this feat multiple times. Each time, you gain an additional gadget you can prepare.

Surging Mania
Prerequisite: Gadget class feature
Benefit: Your crazed disposition elevates you to physical heights. Whenever you activate a gadget, you may choose to gain a morale bonus to attack and damage rolls with melee weapons until the end of your next turn. The bonus is equal to the spell level of the gadget. If you do so, you are considered Confused until the end of your next turn, but instead of rolling randomly you strike out at the nearest direct threat to your own well-being.

Psychotic State
Prerequisite: Gadget class feature, Surging Mania
Benefit: You are immune to effects outside of your feats and class features that would confuse you or drive you insane. When confused due to your class features, you may choose to activate inventions that require melee touch attacks rather than make basic attacks.

What do you think so far? I think it's a cool way of introducing mad scientist and steampunk elements into a game without upsetting the technological level of the world. After all, a gadget is useless in the hands of anyone but its creator.

2012-06-12, 10:41 PM
How 'realistic' do you want them to be? As of now this still feels like magic to me. If you want this to feel more techy you might need to change some things.

Instead of simply limiting themselves to spell list, why not limit players to spells they can explain as modern technology. For example these would be valid:
Fireball (Rocket Launcher), Lightning Bolt (Lightning Cannon, yes these exist), Invisibility (Invisibility Cloak), or Revivify (Defibrillator)
But something like raise dead and most healing magic wouldn't be. You might need to come up with more specific rules of course, but I think it would give more of a tech feel.

Otherwise I see no problems. It's basically a sorcerer without the abuse of 7th and 9th level spells and a couple of cool tricks.

2012-06-12, 11:23 PM
Limiting the spell list could work, but as is the Prodigy's Gadgets don't run on real science. They run on Insane Troll Logic, fueled by the Prodigy's Charisma attribute, their force of will and personality. The Source and Style are merely crutches that the Prodigy uses to attempt to explain how the Gadgets work. Or, at the very least, how she rationalizes making a gauntlet that can channel electricity, ala Shocking Grasp, or how she has a half-dozen clockwork spy drones and a mechanical butler.

The class does not gain access to Divine spellcasting, only Arcane, from the Sorcerer/Wizard list. So there's no resurrection magic, no divine weapon summoning, and no infinite healing. I think that solves a lot of issues. Divine magic is always bestowed upon the character from an outside source. Arcane magic can be linked to Sorcerers who simply have the inherent ability (or better yet Bards), or Wizards who just take the power for themselves, so I see no problem letting a crazy inventor have access to the same sorts of abilities.

The class gets 7th level spells at 19th level. I don't think it's a huge issue as 7th level spells aren't incredibly broken, and the class' Low BAB and saves relegates them to casting support more than 6th level casters, who all have Medium BAB.

Thanks for the comments.