The Scientist class is an attempt to get some of the cleric spells into a weird science campaign. It is based on the cleric class with a couple of abilities thrown in to make up for the lower flexibility.
Scientists are humans who, through study and practice, have developed specialized knowledge and the ability to create strange and powerful devices. They gain their knowledge through careful study of ancient texts and bizarre experiments.
The prime requisite for the Scientist is Intelligence. A scientist with an Intelligence of 13 or greater will gain a bonus to earned experience.
RESTRICTIONS: Scientists use six-sided dice (d6) to determine their hit points. A character must have a Dexterity of 9 or greater to be a scientist.
SPECIAL ABILITIES: Beginning as level 2 scientist have the ability to create gizmos. These gizmos are weird science devices that are single use items. Scientists are allowed to create a limited number of types of gizmos for each of their levels (see below). The creation of a gizmo follows the same rules as Magical Research and Production (see page X51) except for the fact that scientists can begin producing gizmos at 2nd level.
Level..........Level of Gizmo (# known) (1/2/3/4/5)
1.................na
2.................1
3.................2
4.................2/1
5.................2/2
6.................2/2/1/1
7.................2/2/2/1/1
8.................3/3/2/2/1
9.................3/3/3/2/2
10...............4/4/3/3/2
11...............4/4/4/3/3
12...............5/5/4/4/3
13...............5/5/5/4/4
14...............6/5/5/5/4
For example, a 2nd level scientist could know how to build two 1st level gizmos - maybe hyposprays that cure light wounds and flashlights (light). The number of hyposprays and flashlights the scientist could produce would be limited by the cost and time requirements.
Scientists are also able to identify the purpose and function of found gizmos and possibly use them after the function is determined. When trying to determine the function of a gizmo roll a d6. If the result is higher than the level of the gizmo, the function of the gizmo is determined. Roll a second d6, if the result is again above the level of the gizmo, the scientist can then use the gizmo. If a 2nd level scientist found a Human-Animal Brainwave Modulator (Speak with Animals) he could possibly determine what it was used for and may even be able to use it but could not create one until a later level.
To use a gizmo the scientist created or found and successfully identified, the scientist must roll a d12. On any result other than a "1", the gizmo works correctly (assuming the DM's d% roll for success of production was successful). On a "1", the gizmo fails to work but still uses its single use and may have some adverse effect depending on how the DM feels.
Scientists also have specialized knowledge in a specific field and act as sages. Each scientist has a major field of interest in which they specialize. They also have a number of minor fields and special categories in their major field based on their level.
Level....Minor Fields / Special Categories in Major Field
1-3............1 / 1
4-5............1 / 2
6-7............1 / 3
8-9............2 / 3
10-11........2 / 4
12-14........3 / 4
Scientist fields of study and special knowledge categories are the same as for a Sage as given on page 32 of the 1E DMG.
The % chance of a scientist knowing the answer to a question:
Question is:................General.........Specific.........Exacting
Out of Fields..............30%+INT.......10%+INT.......NA
In Minor Field.............45%+INT.......30%+INT.......10%+INT
In Major Field.............60%+INT.......45%+INT.......25%+INT
In Special Category....80%+INT.......70%+INT........50%+INT
For example, Zephlen the scientist has an Intelligence score of 15. He is trying to find the answer to a specific question in one of his minor fields. He has a 30+15 = 45% chance of knowing the answer.
At 4th level, scientists have an 80% chance to read languages as a thief. If they fail, they may not try again until they reach a new level.
EXPERIENCE AND LEVELS:
Level........XP.......HD
1...............0.......1d6
2...........1,500.....2d6
3...........3,000.....3d6
4...........6,000.....4d6
5..........12,000.....5d6
6..........25,000.....6d6
7..........50,000.....7d6
8.........100,000.....8d6
9.........200,000.....9d6
10........300,000.....9d6+1*
11........400,000.....9d6+2*
12........500,000.....9d6+3*
13........600,000.....9d6+4*
14........700,000.....9d6+5*
* Constitution adjustments no longer apply.
SAVING THROWS: As cleric.
CHARACTER ATTACKS: As cleric.
SCIENTIST GIZMOS:
Gizmos function as cleric spells unless noted. Note that other types of gizmos may be created using the Magical Research and Production rules.
Level 1
1. Cure Light Wounds/Cause Light Wounds
2. Detect Gizmo - as cleric Detect Magic but detects gizmos
3. Detect Poison - as cleric Detect Magic but detects poison
4. Light/Dark
5. Protection
6. Purify Food & Water
7. Remove Fear/Cause Fear
8. Resist Cold
Level 2
1. Stimulate/Sedate - as cleric Bless
2. Find Machines - reveals mechanical traps as the cleric Find Traps
3. Know Alignment
4. Hold Person
5. Resist Fire
6. Silence 15' radius
7. Slow Poison - halts the effects of poison for 1d6+4 hours
8. Speak with Animals
Level 3
1. Continual Light/Continual Darkness
2. Cure Disease/Cause Disease
3. Growth of Animals
4. Locate Object
5. ESP - see M-U spell
6. Striking
Level 4
1. Create Water
2. Cure Serious Wounds/Cause Serious Wounds
3. Neutralize Poison
4. Protection 10' radius
5. Speak with Plants
6. Robotic Snake - see cleric Sticks to Snakes
Level 5
1. Animate Dead / Inanimate Dead - see cleric spell in A&D PHB
2. Create Food
3. Spy - see M-U Wizard Eye
4. Bot Swarm - see cleric Insect Plague
5. Quest/Remove Quest
6. Raise Dead/Death Ray
Market Making
12 hours ago
Nice!
ReplyDeleteAfter watching the new Star Trek movie I started working on something similar. I like your take on this. :)
ReplyDeleteThis is pretty cool. Consider it swiped.
ReplyDelete