View Full Version : my mad scientist (work in progress)

2007-12-05, 06:22 AM
this is based on Bloddyredcommie's mad scientist base class.
i asked permission to snatch and modify the class, and he said it was ok. so here is what i have so far.

please tell me whats messed up and what you think i should add.

Mad Scientist

Skill Points: ( 8 + Int )

Class Skills: Appraise, Bluff, Concentration, Craft, Diplomacy, Gather Information,
Handle Animal, Knowledge (nature, arcane), Ride, Spell Craft, Use Magic Device, Use Rope.

{table]level | base attack bonus | fort | ref | will | special
1| 0 | 0 | 0 | 2 | +1 device proficiency, craft or knowledge skill focus, More Then One Way to Skin a Cat
2 | 1 | 0 | 0 | 3 |
3 | 2 | 1 | 1 | 3 | +1 device proficiency
4 | 3 | 1 | 1 | 4 |
5 | 3 | 1 | 1 | 4 | craft or knowledge skill focus, can create trivial creatures.
6 | 4 | 2 | 2 | 5 | +1 device proficiency
7 | 5 | 2 | 2 | 5 |
8 | 6/1 | 2 | 2 | 6 |
9 | 6/1 | 3 | 3 | 6 | +1 device proficiency
10| 7/2 | 3 | 3 | 7 | craft or knowledge skill focus, specialization
11| 8/3 | 3 | 3 | 7 |
12| 9/4 | 4 | 4 | 8 | +1 device proficiency
13| 9/4 | 4 | 4 | 8 |
14| 10/5 | 4 | 4 | 9 |
15| 11/6/1 | 5 | 5 | 9 | +1 device proficiency, craft or knowledge skill focus
16| 12/7/2 | 5 | 5 | 10 |
17| 12/7/2 | 5 | 5 | 10 |
18| 13/8/3 | 6 | 6 | 11 | +1 device proficiency
19| 14/9/4 | 6 | 6 | 11 |
20| 15/10/5 | 6 | 6 | 12 | +1 device proficiency, craft or knowledge skill focus, specialization tier 2[/table]

base abilities

More Then One Way to Skin a Cat:
Mad Scientists may use Craft (Alchemy) without being a spell caster.
They do not require Feat (Craft magic arms and armor) to simulate the effects of magical effects when
crafting devices. They May Craft devices that simulate the effects of certain wondrous items without
the feat Craft wondrous Item, and they may craft Wand-Rays (See Description in devices section)
without the feat Craft-Wands.

at level 10 a mad scientist may choose to specialize in either creatures or devices.

Device spec: a mad scientist who chooses this has grown so god at creating devices that he knows shortcuts to cut down on the cost of materials.
Benefit: when creating a device, a mad scientist only pays half the crafting cost in materials.

Creature spec: a mad scientist who chooses this has grown adept at learning how creatures will react with each other in a very short time.
Benefit: when studying a piece of a creature a mad scientist only takes 2 hours per piece, if studying an entire creature it takes 5 hours.

Specialization tier 2: a level 20 mad scientist gains the benefits of one of these.
device spec 2: a mad scientist now makes all devices at either +5 power level if a ray gun or automatically masterwork if not, all devices no longer need power cells, due to knowing how to collect energy from the environment around them.

Creature spec 2: a mad scientist can now have two sets of creatures with them at any time, meaning they can have two sets of cr 18 monsters

Device proficiency:
Any Device, with very few exceptions will be treated as Exotic for the purpose of proficiency.
Remember, each device counts as an exotic weapon, piece of armor or tool, so if a Mad Scientist builds
a two-handed chainsaw, thatís an exotic weapon, if he later builds another two-handed chainsaw,
but this time heís built it so the blade is electrified, he can still use the previous proficiency
to wield it. If a Mad Scientist already has a proficiency in one of his devices, he can spend an
additional device proficiency to gain Weapon Focus with that device.
Some devices (tools that do magical effects) need power cells.

to create a device you must succeed on a Craft(mechanical) check of a similar DC of a weapon, armor
or tool around the same ability(s). a mad scientist can create devices with elemental damage, provided
they supply an elemental gem or substance.

Example: Hand Saw, 1D8, one handed, 19-20 x2, DC 15 Mechanical 5gp (based on longsword)
ray guns

Ray Guns:
Ray guns are ranged weapons that can be made better as the mad scientist levels up.
ray guns make ranged touch attack at 50 feet.
a mad scientist can make a ray gun p to the same power level as his mad scientist level.
a mad scientist may add flaws or traits to his gun, adding to or lowering the total power
level of the gun.
ray guns use power cells, which are created by a mad scientist.
each power cell has a different number of charges for the ray gun.

cost of creating a ray gun is 250gp for the first power level + 500 each power level above 1. if adding a spell, add cost of the spell scroll. (takes one day to create regardless of power level) dc to craft is 10 + power level of ray gun.

{table]Traits| |

Accurate| +1 effective Power Level| The ray is well designed and accurate providing a +2 bonus on Ranged touch attacks made with it|

Element damage| +1 Effective power level|add 1d6 damage of fire, cold or electric damage, can be taken multiple times|

Extra range| +1 Effective power level|increase the max range of the ray gun by 25'. can be taken multiple times|

Quick-shot| +1 Effective power level| firing the ray does not provoke an attack of opportunity|

tazer shot| +1 Effective power level|add 1d6 non lethal damage, can be taken multiple times|

Double Shot| +2 effective power level|the ray can be fired twice in the same turn at a -3 penalty for the second shot|

Force| +2 Effective power level|add 1d8 force damage, can be taken multiple times|

Sonic blow| +2 Effective power level|convert all damage to sonic damage|

Cone-Fire| +7 effective power level| the ray fires in a 15 foot cone, all creatures within it can make a DC 15 reflex save for half|

Spell Effect| + Effective power level equal to spell level|add any ray spell up to half the level of the mad scientist rounded down. each casting consumes a number of charges = to the spells level, and the spell is cast at the level of the mad scientist -spell level(need the scroll to add spell)|
Flaws:| |

Bulky| -1 effective power level| The ray is large and bulky, requiring two hands to use|

Inaccurate| -1 effective power level|the ray provides a -2 penalty on Ranged Touch Attacks made with it|

High Energy Consumption| -2 effective power level| The Ray consumes 2 charges per shot. This can be applied twice to one ray|

Long Cool down| -2 effective power level| The ray can only be fired once every three rounds. This can be applied twice to one ray|

Unpredictable Cool down| -2 effective power level| the ray can only be fired every 1d4 rounds. This can be applied twice to one ray|

Unpredictable Energy Consumption| -2 effective power level| The Ray consumes 1d4 charges per shot. This can be applied twice to one ray|

Unstable| -3 effective power level| when fired, roll 1d20, if the result is one the ray explodes, dealing 1d6 damage for each remaining charge/2 to it's wielder and anything in an adjacent square, characters in adjacent squares can make a DC 17 ref save for half|

Highly Unstable| -5 effective power level| when fired, roll 1d10, if the result is one the ray explodes, dealing 1d6 damage for each remaining charge/2 to it's wielder and anything in all adjacent squares, characters in adjacent squares can make a DC 17 ref save for half|[/table]

Example of a ray gun.
a two handed (bulky) disintegration ray that double shots and does 5d6 damage would be the best a level 12 mad scientist could make,
(6 from disintegrate, 2 from double shot, 4 from damage = 12) and cost the same as a 12d6 damage ray gun along
with the cost of a scroll of disintegrate(5750 + 1650 gp).

Ray gun cost chart:

{table]Effective power level| Cost
1 | 250
2 | 750
3 | 1250
4 | 1750
5 | 2250
6 | 2750
7 | 3250
8 | 3750
9 | 4250
10 | 4750
11 | 5250
12 | 5750
13 | 6250
14 | 6750
15 | 7250
16 | 7750
17 | 8250
18 | 8750
19 | 9250
20 | 9750[/table]
power cells
Power cells:
a power cell is a special device a mad scientist uses to power ray guns and tool devices.
there are four grades of power cell, weak cell, strong cell, weak generator and strong generator.
they take 2 hours to create with craft (mechanical)

{table]name|charges|recharge rate|
weak cells|10|0|
strong cell|50 |0|
weak generators |10 |1/30 sec, 5 rounds|
strong generators|50|1/12 seconds, 2 rounds|[/table]

generator cost and DC table

{table]Name| cost| create DC
weak cell | 5gp | 15
Weak generator | 20gp | 20
Strong cell | 20gp | 20|
Strong generator |50gp | 30[/table]

a mad scientist has the ability to make creations out of the flesh of others.

at level 1 a mad scientist may slightly modify the body of others, using small bits of other creatures.
you may take pieces of another creature, and add it to the body of the subject, once added, they will last one day per mad scientist level.
these temporary enhancements can do as many things as you could imagine.
you can add a number of enhancements equal to half your mad scientist level rounded down (minimum one) to any one creature.

{table]list of example enhancements|
body part| bonus
shocker lizard horn| electricity sense
spiders fang| bite attack = to the spiders damage + poison
gills|water breathing[/table]

at level 5 a mad scientist can create new creatures instead of just modify old ones.
you can now create a creature out of full body parts.
you can create any number of creatures adding up to a total cr of your mad scientist level -2 (minimum 1/2 cr)
any creature you make must have a head and brain.
if you want any arms you must add a torso.
all pieces of the creation must me from a creature of the same size as the rest of the pieces used to create the creature.
every piece you add to your creature gives the creature + 1/4th the original monsters cr,+ 1/2 instead if it gives a fly speed, any special ability including natural attacks, ability modifier above half your mad scientist level rounded down, or if it gives spell like abilitys.
all creatures used must have a discernible anatomy.

takes 24 hours of strait work to create a monster.
no cost, unless buying body parts. (up to dm to put up prices)

the mad scientist must make a craft (creation) check for each piece added to the creature (see table below for dc for individual pieces

creation dc per piece
{table] + cr |craft dc
+1/4 |10
+1/2 |11
+1 | 12
+2 | 13
+3 | 14
+4| 15
+10| 21

all creations are considered abberations
creation has a number of hit dice and base attack bonus equal to cr (minimum 1)
(if creature has more than one type of move speed, add 1/4 cr)
(if movement speed bonuses are above 60' add another 1/4th cr.)
(if creature gains reach, add an additional 1/4 cr for each 5')
(creature gets the average dex and str of the two creatures used for the arms and legs, if one does not exist, count is as 10)

{table]body parts|description
Head| the head of the creature, a must have. can give bite attack if original owner of head had one, can also give breath weapon.
Brain| governs the intelligence charisma and wisdom of the creature
Torso| governs the constitution and fortitude save of the creature, as well as health and natural armor.
Propulsion limbs| governs reflex. legs, tentacles(also can be a arm), flipper, wing or anything that gives the creature a movement speed.
arms| arms, tentacles, claws or any other attachment one would consider the arm of a creature.
misc| feelers, scent glands, eyes or any other small piece of a creature that modifies it slightly[/table]

example: level 2 mad scientist creating cr 2 creature.
leopard torso: +cr 2/4 d8 hd +15 con
monstrous spider legs: + cr 1/4 30 foot land speed, 20 climb speed(extra 1/4 due to second move type)
constrictor snake head: + cr 1/2 bite 1d3
constrictor snake brain: + cr 2/4 int 1 wis 12 cha 2

{table]Size/Type| Medium Abberation
Hit Dice| 2d8+2 (11)
Initiative| +2
Speed| 30 ft (6 squares), climb 20 ft.
Armor Class| 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Base Attack/Grapple| +2/+3
Attack| Bite +3 melee (1d3+1)
Full Attack| Bite +3 melee (1d3+1)
Space/Reach| 5 ft./5 ft.
Special Attacks| +1 bite 1d3 + 1
Special Qualities|
Saves| Fort +5, Ref +5, Will +2
Abilities| Str 13, Dex 14, Con 15, Int 1, Wis 12, Cha 2
Skills| Balance +10, Climb +9, Hide +6, Jump +9,
Listen +6, Move Silently +6, Spot +6
Challenge Rating| 2[/table]

Trivial creatures:
at level 5 a mad scientist can create as many creatures as he wants that cant help in combat, can be pets, creatures to pull carts, creatures that preform small tasks, such as keeping your lair clean. but you can still only create them at a cr equal to or lower than your mad scientist level -2.

2007-12-07, 12:46 AM
does the mad scientist get no love?

2007-12-07, 12:49 AM
If he did, why would he be mad?:smallwink:

Anyway, wouldn't this be better modeled in D20 Modern?

2007-12-07, 05:08 PM
it would, but it is a class im going to be using in a game two of my friends are running, they are making some new classes and there is a lot of random technology stuff in this world.


thats a link to the stuff one is workin on.

so im trying to kinda fit into that xP