PDA

View Full Version : Pseudonatural Scientist [PrC]



Baron Corm
2007-02-25, 03:02 AM
A pseudonatural scientist is one who studies the far realms and abberations and adjusts himself accordingly, trading sanity for enhanced physical features. One who brings magic into the mix can create additional effects. Pseudonatural scientists create reactions similar to aberrations when people look at them, and have the strange demeanors of aberrations as well. Neutral pseudonatural scientists can still adventure with a good-aligned party, but any druid or paladin will likely try to strike them down on sight.

Pseudonatural scientists frequently exclaim, "muahahahaha!!"

Pseudonatural Scientist

Table:

Level 1: Pseudonatural Studies, Major Mad Experimentation, Side-Effects
Level 4: Mad Experimentation
Level 8: Mad Experimentation
Level 10: Mad Experimentation, Alternate Form

Hit Die: d8
Skill Points at Each Additional Level: 2 + Int modifier.
Base Attack Bonus: as cleric
Base Saves: Low Fortitude, Low Reflex, High Will
Class Skills: Concentration, Intimidate, Decipher Script, Knowledge (The planes), Heal, Knowledge (Dungeoneering)

Requirements

To qualify to become a pseudonatural scientist, a character must fulfill all the following criteria.

Alignment: Any nonlawful, nongood
Skills: Knowledge (The planes) 6 ranks, Heal 10 ranks, Knowledge (Dungeoneering) 6 ranks
Special: Must be in possession of special tools that can be made with the Craft Wonderous Item feat for 500 gp and 20 xp or bought from an exotic vendor for 1000 gp


Class Features

Weapon and Armor Proficiency

Pseudonatural scientists gain no proficiency with any weapon or armor.


Pseudonatural Studies

The pseudonatural scientist gains a +1 insight bonus to all saving throws, but he permanently loses 2 points of Wisdom.

Major Mad Experimentation

At each level, the pseudonatural scientist may subtract 1 from one of his ability scores and add 1 to another. This cannot cause an ability to be less than 3 (you can't subtract from that ability at all). Wisdom may not be added to or subtracted from.

At level 1, the pseudonatural scientist may choose a Major Mad Experimentation ability. Major Mad Experimentations are free. If an ability is marked with a *, it requires you to be able to cast Alter Self. This may be gotten from Use Magic Device or paying and otherwise persuading (perhaps with extra gold) a spellcaster to help you.

Mad Experimentation

At levels 4, 8, and 10, the pseudonatural scientist may choose any other Mad Experimentation ability. If an ability is marked with a *, it requires you to be able to cast Alter Self. Every Mad Experimentation costs 1000 gp in components (unless you can harvest them yourself) and 2 hours of surgery. You may chose to not do this, but you don't get the effects of a Mad Experimentation for that level until you do. If a body part gained is cut off, 2 hours of surgery and the body part or a new one can put it back on without taking another Mad Experimentation.

Mad Experimentations may be taken a second or third time, but don't have to be.

Don't feel tied down to the specific descriptions given. For example, the Fangs feature can grant fangs or large amounts of pointed teeth, and they can be created on a separate mouth somewhere else on your body. Perhaps when you thrust your knee forward a mouth on an organic rope springs forth and bites your enemy. It's all flavor.

Side Effects

The pseudonatural scientist gains a +1 to Intimidate checks and a -1 to Diplomacy, Disguise, Ride, Gather Information, Wild Empathy, and Handle Animal checks per level when dealing with creatures that aren't pseudonatural or abberations. At level 5 his race is considered to be Aberration and not his normal race for the purposes of spells and effects.

Alternate Form (Su)

At level 10 as a standard action, you may take on form more grotesque than you already are. Tendrils and membranes sprout everywhere, and other creatures recieve a -1 morale penalty to attack rolls against you. This also grants immunity to flanking and two tentacle attacks dealing 1d4 damage each with a 5 ft reach. You may revert to your "normal" form as a standard action.


Major Mad Experimentations:


Extreme muscle fiber - increase the BAB gained per level to a 1:1 ratio; grants +1 to Strength at levels 1, 5, and 10

Alien attunement* - grants spellcasting progression at each level from a chosen arcane spellcasting class (cannot be changed after chosen) and lowers hit dice to d4 and BAB progression to 1:2; lowers Wisdom by -2; counts as an outsider beginning at level 5 instead of an abberation

Hardened physique - grants damage reduction 1/- and increases CON by 1 at levels 1, 5, and 10

Shortened muscle fibers - increases move speed by 5 ft and grants 1d6 sneak attack damage and +1 Dexterity at levels 1, 5, and 10; take a -4 on Constitution checks as named by the Endurance feat

Gooey structure - increases hit die to d10; gives Will a bad saving throw progression; you no longer have to sleep (unless required for casting spells); grants immunity poison, sleep effects, paralysis, polymorph, and stunning at level 5; grants immunity to critical hits, flanking, and mind-affecting effects at level 10

Woody structure - changes Fortitude to a good saving throw and Will to a bad one; grants Low-light vision; you no longer have to sleep (unless required for casting spells); grants immunity to poison, sleep effects, paralysis, polymorph, and stunning at level 5; grants immunity to critical hits and mind-affecting effects at level 10


Mad Experimentations:


Skill proficiency - makes any strength or dexterity based skill a class skill and grants a +4 bonus to that skill; may be taken more than once, but applies to a different skill each time

Reflective skin* - grants spell resistance equal to 10 + character level or improves existing spell resistance by 5; taking this a second or third time when you have already gained increased spell resistance instead grants you a +2 bonus to saving throws against spells

Claws - grants two natural claw attacks dealing 1d4 damage for Medium creatures (going up or down a damage die depending on size) or causes your unarmed attack to deal slashing or piercing damage (your option); taking a second or third time increases the claw damage by one die size as the claws grow denser, sharper, and longer; taking a second time optionally adds 1d4 damage to your unarmed attack while taking a third time changes this to 1d6

Burrowing Hands - grants mole-like hands which give a burrowing speed of 20 ft or increase an existing burrowing speed by 10 ft; taking a second time increases this speed by 10 ft; taking a third time increases this speed by 20 ft

Independent Tentacle - grants a slam attack that can be used as a swift action, dealing 1d4 damage with a 5 ft reach (size scalable); taking a second or third time grants an additional 1d4 damage as more tentacles are added

Prehensile Tentacle or Tail - allows you to deliver a touch attack with a swift action; taking a second or third time grants a +2 bonus on the attack roll and a +4 on balance checks

Gore - grants antlers, horns, or any similar feature on top of your head, allowing for a gore attack dealing 1d8 damage (size scalable); when charging, you may deal twice this damage at your highest attack bonus; taking a second or third time increases the damage by one die size

Fangs - grants a bite attack which deals 1d4 damage (size scalable); taking a second time increases the damage by one die size and adds poison (Fortitude save DC 20); the initial and secondary damage is 1d4 points of Dexterity damage; taking a third time increases the damage die size and increases DC to 25

Upon taking this a third time, the pseudonatural scientist may take 2 hours and 500 gp to give himself poison sacs that mimic any poison in his possession. This replaces his current poison and consumes the used poison.

Stinger - grants a sting attack which deals 1d4 damage (size scalable); taking a second or third time adds a 5 ft reach (it comes up over your head instead of being on your backside or wherever it was) and 1d4 acid damage

Eyestalk or Eye - grants Low-Light Vision and a +4 on Spot and Search checks; taking this a second time grants Darkvision out to 60 ft; taking a third time gives you immunity to flanking by adding two additional eyestalks or eyes

Wings - grants a fly speed equal to your base speed or adds 10 ft to an existing fly speed; taking a second time adds 10 ft to your fly speed; taking a third time adds 20 ft

Fur - acts as if Endure Elements was constantly cast on you; taking a second or third time grants damage reduction 1/- as your body overfills with fur (or body-spanning hair like cousin it)

Dragon scales - adds dragon scales to increase resistance to a certain energy type by 5 and increase natural AC by 1; taking a second time increases that energy resistance by an additional 10 and adds an additional 1 to natural AC; taking it a third time increases that energy resistance by a furthur 15 and adds an additional 2 to natural AC; taking it a second or third time but choosing a different energy type adds the lowest amount

Alien sense* - once per day, allows you to gain a +20 competence bonus to one attack roll as a supernatural ability; taking a second time grants a +1 to all saving throws but a -1 to Wisdom; taking a third time grants the same and also allows you to use your Charisma bonus instead of Wisdom bonus for Will saving throws

Imitation - select a new Graft Flesh feat, even if you wouldn't otherwise qualify for it due to your race; taking this additional times lets you take another Graft Flesh feat

Lengthen - add 5 ft to the reach of any attack; taking a second and third time adds another 5 ft

Streamline - you become aquatic in appearance and gain a +8 on swim checks; taking a second time grants you a swim speed equal to your move speed; taking a third time grants you gills, allowing you to breathe underwater indefinitely, and increases your swim speed by 20 ft

Suction Cups - you may act as if always under the effects of a spider climb spell; taking a second or third time grants a +2 to grapple checks to remain in a grapple and adds 10 ft to your climb speed

Limbs - adds one arm or leg that may be used as a normal limb; taking a second or third time adds an additional arm or leg

Sensitive nostrils - grants the Scent extraordinary ability; taking a second time grants the Track feat and a +2 bonus to track or otherwise detect a scent; taking a third time adds another +2 bonus and Blindsight

Sensitive ears - grants a +4 bonus to Listen; taking a second time grants another +4 bonus to Listen; taking a third time grants Blindsight

Abberation organs - grants immunity to poison; taking a second time grants immunity to disease; taking a third time grants immunity to critical hits



just try to imagine someone who takes 3 different Mad Experimentations, especially the kookier ones. i'm considering allowing more just because you'd look like a total freak but I don't know how to balance that.

Iituem
2007-02-25, 05:11 AM
Would suggest that second time for Streamline grants swim speed equal to move speed and third time grants gills. Not sure how balanced the adding multiple damage dies for attacks is - may be you should only move them up die scales rather than increasing the die amounts.

Assasinater
2007-02-25, 05:46 AM
Actually, this may be really interesting with the Sanity variant and an appropriate setting.

onasuma
2007-02-25, 07:14 AM
Madness! now to find a dm who will allow it...