![]() Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Illusion Resistance +2 racial bonus to saves against illusions. Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses. Gnome Magic +1 to the save DC of all illusions spells you cast. Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day. traps set off while trying to disarm.Ĭollector: Craft: Clockwork & Steam Devices If have collection within 5 ft gain +2 trait bon to selected skill.ĭancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.Įvasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.įast Picks (Ex) A rogue with this talent can use the Disable Device skill to attempt to open a lock as a standard action instead of a full-round action.įast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.įrugal Trapsmith (Ex) Mechanical traps cost 75% of normal price SQ Fast Stealth (Ex), Frugal Trapsmith (Ex), Gnome Magic, Hero Points (1), Illusion Resistance, Master Tinker, Quick Disable (Ex), Slippery Mind (Ex), Trapfinding +10Ĭareful Disarm (Ex) Failed disarms only set off traps if they fail by -10 or more. Languages Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Orc, Sylvan Skills Appraise +29, Bluff +24, Craft: Alchemy +29, Craft: Armor +35, Craft: Clockwork & Steam Devices +41, Craft: Traps +35, Craft: Weapons +35, Disable Device +36, Escape Artist +29, Fly +24, Knowledge: Engineering +27, Perception +25, Profession: Engineer +23, Stealth +33, Use Magic Device +24 Modifiers Careful Disarm, Fast Picks, Quick Trapsmith (max CR 10), Trap Master Traits Collector: Craft: Clockwork & Steam Devices, Improvisational Equipment Str 10, Dex 14, Con 14, Int 22, Wis 10, Cha 12įeats Craft Construct, Craft Magic Arms & Armor, Craft Wondrous Item, Master Craftsman: Armor, Master Craftsman: Craft: Clockwork & Steam Devices, Master Craftsman: Weapons, Rogue Weapon Proficiencies, Skill Focus: Craft: Armor, Skill Focus: Craft: Clockwork & Steam Devices, Skill Focus: Craft: Traps, Skill Focus: Craft: Weapons, Stealthy Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Major Magic (Feather Fall) (2/day), Minor Magic (Mending) (3/day), Prestidigitation (1/day), Speak with Animals (1/day) Special Attacks Master Strike (DC 26), Sneak Attack +10d6 Init +2 Senses Low-Light Vision Perception +25ĪC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)ĭefensive Abilities Evasion, Improved Evasion, Trap Sense +6 So aside from a few possibly interesting mad scientist type spells (animate objects and earlier access to animate dead for the cleric, awaken for the druid), I wouldn't go for these. However, most of the golems are made with arcane spells prereqs, and they're dependent on Wisdom, not Intelligence. If you're wanting to go with poisons, potions, bombs, or Jeklyll and Hyde, this prolly will be your main route here.Ī argument may be made for the druid or cleric, since they get access to all spells on their spell list. Also uses Int for main stat, gets bonuses on making alchemical items, and has a fairly good skill list. The spellbook mechanic also allows for collecting all the different spell prerequisites for various magical items and constructs.Ī good, and perhaps more flavorful, secondary route might be the Alchemist. They also get lots of feats (there's a minimum of three you need to make constructs- Craft Wondrous Item, Craft Magic Arms and Armor, and Craft Construct. ![]() First of all, the Intelligence wizards depend on coincides with the mad scientist archetype and all of the Craft/Spellcraft/Knowledge skills used in making stuff. If it's anything but potions/alchemical goods or possibly undead, I'd suggest going with the wizard, for several reasons. Which class or combination of classes would be the most effective/interesting/entertaining.Īlchemist is obvious, but most of its abilities are selfish in nature creating flesh golems or mutant nazi super-soldiers isn't in the capabilities.ĭepends, what do you want your mad scientist to focus on? The problem is I have no idea about how to go about creating one. I've always wanted to play such a character, and now I finally have the opportunity. ![]() ![]() MAD!! Mwahahahahahahahahaa!!!Įrm, anyway. Okay, the character doesn't necessarily have to be evil, but he does have to be Mad. ![]()
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