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Thread: Nerd Base Class (PEACH)

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    Bugbear in the Playground
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    Default Nerd Base Class (PEACH)

    Nerd



    I attack the darkness!

    A Nerd is someone who holds a variety of interests that are unpopular and foreign to most people. Most of a Nerd’s abilities are based on knowing things.

    Adventures: Most nerds adventure to live out childhood fantasies.

    Characteristics: Nerds are skillmonkeys and mundane utility characters who can excel at combat, serve as a party face (oddly enough), and even lock down casters. Their builds are highly variable and can take very different focuses.

    Alignment: A Nerd can be of any alignment, but for reasons unknown they are mostly Lawful Good or Chaotic Evil.

    Religion: Most Nerds believe in science over religion. Gods of knowledge make the most sense if they worship at all.

    Background: Most nerds are physically unimposing and intellectually ahead of their peers. Their myriad interests lead them to focus on learning things, anything that others might find boring or esoteric. Some Nerds have Nerdy parents, others embrace Nerdiness as rebellion against “cool” parents.

    Races: Humans produce by far the most Nerds, followed closely by gnomes. Elves do not seem to actually produce many Nerds, but many Nerds of other races want to emulate elves.

    Other Classes: Nerds are physically somewhat frail, and appreciate having friends who can protect them, but they have the most in common with wizards and other scholarly classes like Factotums.

    Role: Nerds can fill a variety of roles, especially with their high amount of skill points and having all skills as class skills. They can also, with the right build, be melee damage dealers (rarer is the Nerd who can actually withstand much damage), and party faces. They have some magic-like abilities, but do not cast spells. They can have the ability to counter spells, however, so they can be very dangerous to enemy spell-casters.

    Adaptation: Nerds are best explained as not being native to the world of their campaign, and are transported there, possibly through some sort of rift.

    GAME RULE INFORMATION
    NERDs have the following game statistics.
    Abilities: Intelligence is normally a Nerd’s highest stat, however they can benefit from most abilities to some degree. Constitution helps them as they are a bit frail otherwise. Their highest ability should be partly based on which skills they will be using the most, but their abilities mostly key off of intelligence.
    Alignment: Any
    Hit Die: d6
    Starting Age: As Sorcerer
    Starting Gold: As Barbarian

    Class Skills
    The NERD has all skills as class skills.

    Skill Points at First Level: (10 + Int modifier) x 4
    Skill Points at Each Additional Level: 10 + Int modifier

    NERD
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +0
    +0
    +0
    Learn Japanese, Bonus Feat
    2nd
    +1
    +0
    +0
    +0
    Bonus Feat
    3rd
    +1
    +1
    +1
    +1
    Bonus Feat
    4th
    +2
    +1
    +1
    +1
    Bonus Feat
    5th
    +2
    +1
    +1
    +1
    Bonus Feat
    6th
    +3
    +2
    +2
    +2
    Bonus Feat
    7th
    +3
    +2
    +2
    +2
    Bonus Feat
    8th
    +4
    +2
    +2
    +2
    Bonus Feat
    9th
    +4
    +3
    +3
    +3
    Bonus Feat
    10th
    +5
    +3
    +3
    +3
    Bonus Feat
    11th
    +5
    +3
    +3
    +3
    Bonus Feat
    12th
    +6
    +4
    +4
    +4
    Bonus Feat
    13th
    +6
    +4
    +4
    +4
    Bonus Feat
    14th
    +7
    +4
    +4
    +4
    Bonus Feat
    15th
    +7
    +5
    +5
    +5
    Bonus Feat
    16th
    +8
    +5
    +5
    +5
    Bonus Feat
    17th
    +8
    +5
    +5
    +5
    Bonus Feat
    18th
    +9
    +6
    +6
    +6
    Bonus Feat
    19th
    +9
    +6
    +6
    +6
    Bonus Feat
    20th
    +10
    +6
    +6
    +6
    Bonus Feat

    Class Features
    All of the following are class features of the NERD.

    Weapon and Armor Proficiencies: Nerds are proficient with lightsabers and phasers (see below) and no armor or shields.

    Bonus Feats: Whenever it says “Bonus Feat” on the progression table, the Nerd may choose any feat he qualifies for. There are special Nerdy feats that require 1 or more levels of Nerd to qualify for, and most Nerdy feats also having scaling benefits based on a character’s Nerd levels. Some even give benefits based on the number of Nerdy feats a character has.

    Learn Japanese: A Nerd learns Japanese as a bonus language. Learning a superior language like Japanese allows
    the Nerd to learn other, inferior languages at half price. By spending a single skill point, the Nerd can learn two languages, or if they have the Science Nerd feat, they can learn 1 language and raise a Knowledge skill 1 rank with a single skill point.

    NERDY FEATS

    LARPing [Nerdy]

    Prerequisite: Nerd Level 1
    Benefit: You do not take non-proficiency penalties for any weapon, however you always deal non-lethal damage. You may not choose to deal lethal damage, even by taking the usual -4 penalty. If you are otherwise proficient in a weapon, you may choose to deal lethal or non-lethal damage with no penalty either way.


    Fanboi Rage [Nerdy]

    Prerequisite: Nerd Level 1
    Benefits: You may fly into a hateful butthurt rage for reasons that only make sense to you. Fanboi Rage is identical to a Barbarian’s rage, except that for the duration of the rage, your base attack bonus is equal to your Nerd level plus any base attack bonus from levels in other classes. You gain additional uses of Fanboi Rage as you advance in Nerd levels at the same levels that a barbarian gains additional uses of rage. Fanboi Rage does not stack with Barbarian rage.


    Cosplay [Nerdy]

    Prerequisite: Nerd Level 2, Craft (Armor) 5 ranks, Disguise 5 ranks
    Benefit: You build your own armor and disguises out of random crap you find. As part of an eight hour process, you make a Disguise check and a Craft (Armor) check. You create a suit of Cosplay Armor. Cosplay Armor can be worn over regular armor and has no armor check penalty. Your Armor Class is equal to the lower of your two skill check results until an opponent successfully strikes you, at which point the Cosplay Armor is destroyed. Your Cosplay Armor is always sized to you; it can be refitted for someone else at the same price and difficulty as full-plate.


    Stat Memorization [Nerdy]

    Prerequisite: Nerd Level 1
    Benefit: You use your encyclopedic knowledge of monsters to gain attack bonuses against your enemies and reveal their weaknesses; the table below tells which Knowledge skill corresponds which creature type. You make a check as a swift action against a DC of 15 + the opponent’s HD, and if you succeed, you gains a +2 to attack and damage rolls against that opponent (and that opponent only). Additionally, you find a way to attack this opponent with precision damage even if its creature type is normally immune to it, and can therefore affect it with critical hits and attacks that are only effective against creatures which are subject to critical hits, including nonlethal damage. Additionally, you discover if that opponent has damage reduction and what overcomes it as well as any subtypes it has. Note: the player should announce what kind of Knowledge check he is attempting and the DM should roll it. If he picked a Knowledge check that is irrelevant to the creature's type (such as a Knowledge (Nature) check against a construct), the check automatically fails, but he doesn’t know why. There is no Knowledge skill for giants, humanoids or monstrous humanoids.
    Creature type Knowledge Skill
    Abberation Dungeoneering
    Animal Nature
    Constructs Architecture and Engineering
    Dragons Arcana
    Elementals Geography
    Fey Nature
    Magical Beasts Arcana
    Ooze Dungeoneering
    Outsiders The Planes
    Plants Nature
    Shapeshifter History
    Undead Religion
    Vermin Dungeoneering


    Anime Nerd [Nerdy]

    Prerequisite: Nerd Level 1
    Benefit: Your unarmed attack damage increases as if you were a monk of equal level to your Nerd levels and you do not provoke attacks of opportunity for attacking someone who is armed. It still deals non-lethal damage, however.


    Science Nerd [Nerdy]

    Prerequisite: Nerd Level 1
    Benefit: You buy knowledge skills at half cost. When you spend a skill point, you can raise your ranks in two knowledge skills by one. You can also spend a single skill point to raise a Knowledge skill by one rank and learn one language. Although unlikely, you can also raise a single knowledge skill by two ranks at the cost of a single skill point.


    Science Ruins Everything [Nerdy]

    Prerequisite: Nerd Level 1
    Benefit: Once per day per nerd level, you may use an immediate action to counter a spell by arguing that the rules of physics do not allow that sort of thing to happen. Your caster-level is equal to your nerd levels. You must still use the Spellcraft skill to identify the spell before you can counter it. This feat also allows you to temporarily hamper creatures who break the laws of physics. Creatures with the Giant type have their Strength scores halved for one round, creatures larger than Medium who use wings to fly fall to the ground, and vermin larger than size Tiny take 1 point of Constitution damage and are helpless for 1 round. These effects have a Will save DC equal to 10 + half your Nerd levels + your Intelligence modifier.


    Adorkable [Nerdy]

    Prerequisite: Nerd Level 1, Int 13+
    Benefit: You may use your Intelligence modifier instead of your charisma modifier for all Charisma-based skills and checks.


    Math Nerd [Nerdy]

    Prerequisite: Nerd Level 1
    Benefit: Before any one dice roll, total the bonuses you get to that roll and multiply it by 1.5, rounded down. You may do this a number of times per day equal to your Nerd levels.


    Going Super Saiyan [Nerdy]

    Prerequisite: Nerd level 10, Fanboi Rage, Anime Nerd
    Benefit: Once per day, when you use Fanboi Rage, you may designate it a Super Saiyan rage. Your hair turns bright glowing yellow giving you a -10 penalty to Hide checks, and you make horrible grunting sounds throughout the rage as if you were suffering from gut-shredding constipation, giving you a -10 penalty to Move Silently checks. Your bonuses to Strength and Constitution are +6 instead of +4, and when attacking unarmed, you may make one extra unarmed attack per round at your highest base attack bonus during a full-attack. Despite the incessant grunting, you are still capable of speech, but whatever you say is shouted at the top of your lungs.


    Super Nerd [Nerdy]

    Prerequisite: Nerd Level 15, any five Nerdy feats
    Benefit: Once per day per Nerd level, you may add a bonus to any d20 roll equal to the number of Nerdy feats you have, including this one.


    True Nerd [Nerdy]

    Prerequisite: Nerd level 10, any three Nerdy feats
    Benefit: Once per day per Nerd level, you may increase your effective Nerd level for one round by a number equal to the number of Nerdy feats you have, including this one. This affects all Nerdy feats that scale with your Nerd levels, but does not grant you additional uses per day of any ability.


    Repulsive Aura [Nerdy]

    Prerequisite: Nerd Level 1
    Benefit: You gain the ability to repulse creatures of a specific creature type, and not just the females. Repulsive Aura works just like Turn Undead except you choose a creature type to turn when you select this feat, and they cannot be destroyed. You may use this ability a number of times per day equal to 3 + your Charisma modifier (but no less than one). If you have the Adorkable feat, then you use your Intelligence modifier to determine your turning check, turning damage, and uses per day. Repulsive Aura is based on your Nerd level, and does not stack with or otherwise interact with Turn Undead gained from levels of Cleric or Paladin or any other class.
    Special: You may take this feat more than once; each time you do, you gain additional uses per day equal to 3 + your charisma modifier and can affect a new creature type.


    Used to Punishment
    [Nerdy]

    Prerequisite: Nerd level 6
    Benefit: While Nerds are mostly quite squishy, sometimes intense bullying can lead to them being able to endure physical harm on an extraordinary level. You gain DR 2/-, which increases by 1 for every three Nerd levels you gain above 6. This stacks with other sources of DR /-, such as from levels in Barbarian.
    Special: You can take this feat more than once. Each time you do, you gain one additional point of DR for every 3 Nerd levels above 6 (so you gain nothing unless you’re Nerd level 9 or higher).


    Translucent Complexion [Nerdy]

    Prerequisites: Nerd level 1
    Benefit: Due to a lifetime indoors, your skin has turned so pale that it you actually glow in the dark. You shed light as a torch out to 30ft, and can suppress or resume this ability as a free action. Once per day per nerd level, you may increase the level of illumination to a blinding glare, forcing all creatures within 30 feet to make a saving throw vs 10 + 1/2 your Nerd levels + your Charisma modifier or go blind for 1d4 + Cha modifier rounds.


    Disgusting Neckbeard [Nerdy]

    Prerequisites: Nerd Level 5, Repulsive Aura, Charisma below 10
    Benefit: After growing the most loathsome facial hair possible, your repulsive aura grows stronger. When conducting the turning check and turning damage, add double your Charisma penalty to both as a bonus.


    Full Frontal Nerdity [Nerdy]

    Prerequisites: Nerd Level 5, Repulsive Aura, Translucent Complexion
    Benefit: Whenever you use your repulsive aura, you may also expend a use of your translucent complexion’s blinding ability to destroy any turned creatures that have half as many hit dice as you have Nerd levels.


    Attack the Darkness [Nerdy]

    Prerequisites: Nerd level 1
    Benefits: You can cast Magic Missile as a spell-like ability. You may use this ability once per day per Nerdy feat you have, and your caster level is equal to your Nerd levels.


    Star Wars Nerd
    [Nerdy]

    Prerequisites: Nerd Level 1, Craft (Weapons) 5 ranks
    Benefits: You gain the ability to craft a lightsaber with your Craft (Weapons) skill, and you gain a single power point. This does not grant you the ability to manifest powers unless you gain that ability through another source, such as levels in a psionic class.


    Lightsaber Parry [Nerdy]

    Prerequisites: Star Wars Nerd, Weapon Focus (Lightsaber)
    Benefits: When armed with a lightsaber, you may use your attack(s) of opportunity to parry incoming melee or ranged attacks. In the case of melee attacks, you get a free Sunder attempt (which does not provoke an attack of opportunity, even if you do not have the Improved Sunder feat) against the weapon being used against you, ignoring hardness. In the case of ranged attacks, you must beat the attacker’s roll with an attack roll of your own. Projectiles which cannot be deflected with the Deflect Arrow feat cannot be parried with a lightsaber, with the exception of phaser blasts.


    Trekkie [Nerdy]

    Prerequisites: Nerd Level 1, Craft (Weapons) 5 ranks
    Benefits: You gain the ability to craft a phaser with your Craft (Weapons) skill.


    Padawan
    [Nerdy]

    Prerequisites: Nerd level 1, Star Wars Nerd
    Benefits: You gain power points per day equal to the number of Nerdy feats you have (including this one), plus bonus power points for your highest mental ability. You learn one 1st level power from the Jedi power list. Your Manifester level is equal to the number of Nerdy feats you have. Your powers save DC is based off of your highest mental stat. You now qualify for psionic and metapsionic feats. Gaining more Nerdy feats increase your power point pool.

    Jedi [Nerdy]

    Prerequisites: Nerd level 4, Padawan, Star Wars Nerd
    Benefit: You gain power points equal to the number of Nerdy feats you have, which are added to any power points you already have (your power point pool should now be twice the number of Nerdy feats you have, plus bonus points for a high ability score, plus any points from other classes). You learn one 1st level power and one 2nd level power from the Jedi power list.

    Jedi Knight [Nerdy]

    Prerequisites: Nerd level 9, Padawan, Jedi, Star Wars Nerd
    Benefit: You gain power points equal to the number of Nerdy feats you have, which are added to any power points you already have (your power point pool should now be three times the number of Nerdy feats you have, plus bonus points for a high ability score, plus any points from other classes). You learn one 1st level power, one 2nd level power, and one 3rd level power from the Jedi power list.


    Jedi Master
    [Nerdy]

    Prerequisites: Nerd level 15, Padawan, Jedi, Jedi Knight, Star Wars Nerd
    Benefit: You gain power points equal to the number of Nerdy feats you have, which are added to any power points you already have (your power point pool should now be four times the number of Nerdy feats you have, plus bonus points for a high ability score, plus any points from other classes) You learn one 1st level power, one 2nd level power, one 3rd level power, and one 4th level power from the Jedi power list.


    Sith Lord [Nerdy]

    Prerequisite: Nerd level 19, Star Wars Nerd, Padawan, Jedi, Jedi Knight, Jedi Master
    Benefits: You gain power points equal to the number of Nerdy feats you have, which are added to any power points you already have (your power point pool should now be five times the number of Nerdy feats you have, plus bonus points for a high ability score, plus any points from other classes) You learn one 1st level power, one 2nd level power, one 3rd level power, and one 4th level power from the Jedi power list, and you also learn the Energy Wave power, though you can only use the electricity option.


    EU Fan [Nerdy]

    Prerequisite: Star Wars Nerd, Fanboi Rage
    Benefit: Monsters suffer a %50 chance to simply fail to swallow you whole, and you gain an extra +2 to your strength when using Fanboi Rage (including if it is a Super Saiyan rage).


    Dice Master [Nerdy]

    Prerequisite: Nerd Level 1
    Benefit: Once per day per Nerdy feat, you may roll extra dice when making any roll. You may choose which dice to keep and which to disregard, but the roll takes a -1 penalty for each extra dice rolled (i.e., if you choose a d20 roll, you may roll two dice, and your result is the higher of the two, -1. If you were rolling 2d6, you may roll 4 dice, and the result is the highest two dice added together, -2, unless you want a lower dice for whatever reason).


    Gaming Marathon [Nerdy]

    Prerequisite: Nerd level 6
    Benefits: Once per day, you may use Gaming Marathon to regain all uses per day of abilities from Nerdy feats, but your Nerd level and number of Nerdy feats is treated as 5 lower for all purposes until you rest for 8 hours.


    Band Geek [Nerdy]

    Prerequisites: Perform 5 ranks with a musical instrument, Nerd level 1
    Benefits: You gain the Inspire Courage ability of a 1st level Bard.
    Special: You may take this feat more than once, adding an additional +1 to the bonus, but the required ranks in the Perform skill go up by 5 each time.


    EPIC NERDS


    Nerds continue to gain skill points and bonus feats as they move to epic levels. They may take epic feats with their Nerd bonus feats only if they have 20 levels of Nerd. Even before they reach 20th level, some Nerd abilities can raise their effective Nerd levels into the epic domain; the cap for effective Nerd level is 40 in these cases.

    NERD levels higher than 20

    Effective Nerd Level Unarmed Damage Rages/Day Damage Reduction
    21
    2d10
    6
    7
    22
    2d10
    6
    7
    23
    2d10
    6
    7
    24
    4d6
    7
    8
    25
    4d6
    7
    8
    26
    4d6
    7
    8
    27
    4d6
    7
    9
    28
    4d8
    8
    9
    29
    4d8
    8
    9
    30
    4d8
    8
    10
    31
    4d8
    8
    10
    32
    4d10
    9
    10
    33
    4d10
    9
    11
    34
    4d10
    9
    11
    35
    4d10
    9
    11
    36
    8d6
    10
    12
    37
    8d6
    10
    12
    38
    8d6
    10
    12
    39
    8d6
    10
    13
    40
    8d8
    11
    13

    Jedi Powers

    1st

    Biofeedback
    Burst
    Catfall
    Conceal Thoughts
    Distract
    Detect Psionics
    Empathy
    Far Hand
    Missive
    Precognition, Defensive
    Precognition, Offensive
    Prescience, Offensive
    Vigor


    2nd

    Animal Affinity
    Body Adjustment
    Body Equilibrium
    Body Purification
    Cloud Mind
    Detect Hostile Intent
    Hustle
    Levitate, Psionic
    Mental Disruption
    Psionic Lion’s Charge
    Thought Shield


    3rd

    Danger Sense
    Dispel Psionics
    Escape Detection
    Evade Burst
    Telekinetic Force
    Telekinetic Thrust


    4th

    Divination, Psionic
    Freedom of Movement, Psionic
    Mindwipe
    Telekinetic Maneuver


    Lightsaber (Exotic one-handed weapon)
    8 lbs 1d6 + x (S) 1d8 + x (M) 18-20/x3 10’

    Crafting a lightsaber requires the Star Wars Nerd feat, takes 24 hours, 100gp, and a successful Craft (Weapon) check of DC 20. In addition to the listed stats, a lightsaber resolves all attacks as touch attacks, does not add the wielder’s strength bonus to damage, cannot benefit from the Power Attack feat, deals force damage, and receives a bonus to damage equal to +1 per 5 points by which the Craft DC was exceeded. You cannot take 10 or 20 when constructing a lightsaber, nor can you receive any bonus from special tools or assistants. A lightsaber normally only functions for the one who constructed it. To construct a lightsaber for someone else, it costs 500 gp, and the DC increases to 35. A failed check results in all the money and materials being wasted. A lightsaber requires the wielder to be psionic, and it costs the wielder a power point each round it is used. A lightsaber's blade cannot be sundered; the handle must be specifically targeted. Treat the lightsaber handle as a adamantine dagger for purposes of damaging it.


    Phaser (Exotic light ranged weapon)
    3lbs 1d4 (S) 1d6 (M) 18-20/x3 50’

    Crafting a phaser requires the Trekkie feat, takes 24 hours, 100gp, and a successful Craft (Weapon) check of DC 20. In addition to the listed stats, a phaser resolves all attacks as ranged touch attacks, deals force damage, and receives a bonus to damage equal to +1 per 5 points by which the Craft DC was exceeded. You cannot take 10 or 20 when constructing a phaser. A phaser normally only functions for the one who constructed it. To construct a phaser for someone else, it costs 500 gp, and the DC increases to 35. A failed check results in all the money and materials being wasted. A phaser can deal non-lethal damage at no penalty. A phaser blast cannot be deflected with the Deflect Arrows feat. A phaser has a power pack which recharges itself every 24 hours. It has enough power for 1 blast per Nerd level of its creator each day.
    Last edited by sengmeng; 2016-01-12 at 10:10 PM.