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noob
2015-11-06, 06:51 PM
Solver of enigmas
Why do nobody and nothing wants me to get where I want

A class for solving enigmas and having more time to think

Adventures: Solvers of enigmas often are thrown into adventures against their will(for example they are captured and want to escape) or they have something dear they want to get back and so on.
Often you do not start as a solver of enigmas but become one by being confronted to too many enigmas.

Characteristics:
This class does gives you the ability to think at incredible rates(but not do mental actions fast) and even to help your allies to do so it is also adept in multiple skills(But only this is mostly useless in many campaigns where the gm lets you think 10 hours and does not says after "you lost ten hours thinking and the world have been blown up while you were thinking")(I might add some spell-casting for making this class not useless)

Alignment:
Any really any.

Religion:
Any

Background: You become an enigma solver because you like thinking or because you are in a crucial need of time or simply only had to solve enigmas

Races: In video-games humans are fairly often represented but mostly anyone can be an enigma solver(In adventure games you see tons of different species also)

Other Classes: They help whenever thinking is needed and are appreciated when subtle things are encountered but they are mostly not needed if you always have time.

Role: Enigma solvers are mostly here each time were thinking is needed for example in the event a fortress is going to be attacked tomorrow an enigma solver can fid very fast a good organization for the troops and then manage intelligently the orders to the soldiers in the heat of the battle or he could help a wizard to devise a plan for saving the prisoners the fastest possible or if there is a puzzle in a temple and that you do not want to loose days in trying to solve it with the powers of an enigma solver it is done very fast.

Adaptation: Adapting this class to a campaign setting is rather hard(personally I have no idea how to do it)

GAME RULE INFORMATION
Solver of enigmas have the following game statistics.
Abilities: Intelligence is useful since learning other skills helps
Alignment: Any
Hit Die: d4
Starting Age: Any(You remember those adventure games with children)
Starting Gold: 5d20

Class Skills
The Solver of enigmas's class skills (and the key ability for each skill) Are all the skills you can think off with as key ability the one given in the skill description
Skill Points at First Level: (8 + Int modifier) x 4
Skill Points at Each Additional Level: 8+ Int modifier

Solver of enigmas


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+2

+2
Intense training,Accelerated thinking


2nd

+1

+0

+3

+3



3rd

+1

+1

+3

+3
Sudden inspiration


4th

+2

+1

+4

+4



5th

+2

+1

+4

+4
Intense hurry(1/day)


6th

+3

+2

+5

+5
Inspiration trick


7th

+3

+2

+5

+5



8th

+4

+2

+6

+6
Idea matters


9th

+4

+3

+6

+6
Fast re-specialization, Inspiration trick


10th

+5

+3

+7

+7
Intense hurry(2/day)


11th

+5

+3

+7

+7
Mental reactivity


12th

+6

+4

+8

+8
Inspiration trick


13th

+6

+4

+8

+8
Mechanisms manipulator


14th

+7

+4

+9

+9
Efficient researcher


15th

+7

+5

+9

+9
Intense hurry(3/day), Inspiration trick


16th

+8

+5

+10

+10



17th

+8

+5

+10

+10
Hard to surprise


18th

+9

+6

+11

+11
Inspiration trick


19th

+9

+6

+11

+11



20th

+10

+6

+12

+12
Intense hurry(4/day)



Class Features
All of the following are class features of the enigma solver.

Weapon and Armor Proficiencies: Clothes and any simple weapon and also noodle bowls on your head(I have no idea of what to put here)

Intense training (Ex): from level 1 and further you get an cunning(never stacks with another cunning bonus and also you can never get things other than class features of this class to gain a cunning bonus) bonus of +1 per level in this class into a skill of your choice you can change this skill with one week of training

Accelerated thinking (Ex):You think (level in this class+2)1.5 times faster than someone without this class.(approximately 5 times faster at level 1 and 100 times faster at level 20)
This never allows you to do more actions even if you use items who allows you do do things with purely mental actions and such kind of things.

Enigma (concept): An enigma is generally a situation involving environment or objects(magic or not) or creatures with 2 or less intelligence(can be _) which generally have been prepared for making people think about it for finding something or getting at a place on the other side of the enigma or fulfilling a particular objective.
If you already have the solution from somewhere else or have already met a similar enigma or is in front of an enigma the GM finds extremely easy you might not be counted as having solved an good enigma.
Also going to a shop and buying a Rubik cube simply does not works you need to be in a situation where not solving the enigma will have a negative impact.

Intense hurry(ext): At level 5 and higher one time per day(you get also one free extra use per day every five levels) you can suddenly have a burst of mental speed and as a full round action think like if you had an eternity.(still does not allows you to take actions)
You can one time per good enigma you solved do this an extra time(but then it stops counting for this purpose).

Efficient researcher(ext):
You might find things you know you need or want far easier for example you need to find a key for a door with this ability you do not need to actively search for getting a chance of finding the key if you go at a place where this key is(The GM roll a search check each time you change location and the GM never tells you anything about this roll for preventing metagaming except if the solver find the thing(is at less than 30 meters and have succeeded at the search check)) also the huger the thing is the higher is the range(multiply by 4 for each size category above tiny) so if you try to search a particular planet you find it from a much higher range than if you research the secret door which have been named and described by someone who followed a cultist but then forgot everything else than the door.
also you can not automatically research for something generic(like unusual stonework) nor have more than your class levels in things you research.

Sudden inspiration(ext): at level 3(and higher) you can one time per day add your Intense training bonus to one skill check but you can not do this with your intensely trained skill and this can never stack with any other cunning bonus given by this class also you can use only one charge of sudden inspiration per turn.
In addition you can add this bonus only for skill checks needing less than one turn.

Idea matters(ext):At level 8 and higher you can add your int bonus to any skill throw gaining an cunning bonus thanks to curious innovations.

Fast re-specialization(ext): at level 9(and higher) you can by training yourself one hour change your intensely trained skill.

Mechanisms manipulator(ext): At level 13(and higher) mechanisms who takes minutes to manipulate now takes 1d4+1 rounds and one who needs rounds(explicitly written rounds) only needs one complex action and one who needs one complex action can be used with one simple action so for example it helps when sabotaging a complex mechanism.

Mental reactivity(ext): At level 11(and higher) You can add your intelligence modifier to your reflex saves and initiative instead of your dexterity modifier if your intelligence is higher than your dexterity.

Hard to surprise(ext): At level 17(and higher) You are never flatfooted and situations which would allow someone to ignore your dex bonus to CA does not allows them to get precision damage from them.

Inspiration tricks(ext): Every three levels above three(excluding three) you get one inspiration trick.(those with (M) are modifiers and you can apply only one at the same time on one sudden inspiration)
List of inspiration tricks:
Extra inspiration: You gain two bonus uses of sudden inspiration every day(can be taken multiple times and apply the effect each time)
(M)Inspiration surge: You can apply bonus of sudden inspiration to (your level in Solver of enigmas) checks the turn where you use this power.
(M)Inspire ally: You can with your sudden inspiration help an ally skill check but it can not give him a modifier in this skill superior to yours(excluding the bonus of this skill).
(M)Curious idea: You can with your sudden inspiration find out one clue or idea helping you by using extremely complex deduction through process you could not explain(similar to communion but for only one question) but you can do this only a total number of times equal to the number of solved good enigmas.
(M)Already did this: You can with your sudden inspiration solve in the shortest time possible(without huge resources expense) an enigma which is very similar to one you already solved once.
(M)Inspired anger: You can with your sudden inspiration gain the ability to use any complex skill you want for one round while raging(please do not do a raging barbarian hiding and using diplomacy at the same time even if it is now possible with that).
(M)Inspired arcana: You can with your sudden inspiration add your class level/4 to the dc of one spell(roofed to the limit of level of the spell+bonus from this class inferior to 9) or add half your class level to your caster level(does not allows you to go over your HD - 2) for piercing magic resistance or for the duration of the spell but not for the effect(only for messing your mind with more mechanics).
(M)Inspired Diamond mind: When you use your sudden inspiration You add your class level to your initiator level when using diamond mind maneuvers instead of adding half your class level.
(M)Inspire team(needs inspire ally): You can use your sudden inspiration to help all the allies you want(with the same limitations as inspire ally)
(M)Continuous inspiration: Your sudden inspiration gives the bonus to one precise skill for five rounds(can be taken multiple times each time increasing the duration of five rounds)
(M)Inspired re-specialization(needs level 15 or more and lasting inspiration): You can use an sudden inspiration for changing instantly your intensely trained skill
Quick inspiration(needs level 21 or more) You can use one more sudden inspiration per turn(can be taken multiple times and apply the effect each time but I hardly see it used more than one time for one surge and one inspire team)
(M)Share hurry: By using one use of sudden inspiration and one use of intense hurry per target you can make the targets benefit from the intense hurry and if they have telepathy they can communicate while under the effect of this power
(M)Lasting inspiration: When you use a sudden inspiration for a skill check who takes more than one round it works(you can repair a table and other kind of things who take time to do but for which you do not want to re-specialize your main skill(for example you still want to be good at swimming because you are under water or other things of this king but in fact it is rather underwhelming))
(M)Powerful inspiration(needs level 21 or more): You can use a sudden inspiration to add half your class level to any save or attack throw but only if you are conscious and that you are not surprised and are not in a situation where a feat less item less acf less commoner who had the same initiative roll as you would not benefit from his dexterity to its CA
(M)Cancel surprise(needs level 21 or more): You can use a sudden inspiration and an intense hurry to avoid being surprised this makes that if there is a surprise round you can play in it and you roll initiative for seeing who plays first in the surprise round.
(M)Share cancel surprise(needs level 21 or more and cancel surprise and inspire team): You can use a sudden inspiration and one intense hurry to make all your team play in the surprise round if there is opponents surprising your team(again we roll initiative for choosing who plays first in the surprise round)
Multiple training(needs level 21 or more): you choose one new skill and it becomes an Intensely trained skill also from now on when you retrain your intensely trained skills you choose one + one per time you took this Inspiration trick. This trick can be taken multiple times.

Epic progression:In any space between acquisition of class features where you do not get new ones you get an extra epic feat at the end of the space
Epic feats: Epic intellect and other things of this kind but I have an hard time choosing the list in which are taken those feats you can also choose to take any non epic feat with them but you need to fill the requirements for the feat you take.

Epic Solver of enigmas


Level
Special


21
Inspiration trick


22



23
Extra feat


24
Inspiration trick


25
Intense hurry(5/day)


26
Extra feat


27
Inspiration trick


28



29
Extra feat


30
Intense hurry(6/day), Inspiration trick



Well I know this was a very badly done class(With a flawed concept in addition) but someone someday said he wanted to see this class changed so that it was not GM and Setting and Player and Rudisplorker dependent
I do not know at all how to fix the infinite number of errors made in the process who created this class.
But I might try(One thing I through at the time where I made this class was that it would be great as a justification on why a particular npc always planned for the right thing and for evil scientists but for the latter option you are always better off using a disguised wizard with a new set of descriptors or one of the well made home-brews made around(or an re-fluffed artificier))