A sci-fantasy wizard conversion--comments would be great.

DreamChaser

Explorer
METAPHYSICIST
To the metaphysicist, the idea that science is a series of techniques where by intelligent creatures can gain control over the universe around them is more than just an aphorism. Through rigorous training and mental discipline, the metaphysicist can learn to affect his environment by way of Hyper-concepts. A hyper-concept is an idea that is to reality what words in a novel are to fantasy: they shape and structure it. While it is impossible for any mortal creature to ever fully understand a hyper-concept, they can understand portions of it, and with that knowledge, alter it on a limited scale. The means by which a metaphysicist manipulates a hyper-concept are known as "hypertext" or, more colloquially, as simply "programs."

Adventurers: There are any number of reasons that a metaphysicist would choose to adventure. Firstly, unlike most sciences, metaphysics cannot be truly mastered in a laboratory environment: the manipulations are so keyed to the particular instance of interaction that the only thing a metaphysicist would learn from working in a lab would be how to work in a lab. Secondly, there are aspects of every hyper-concept that have been understood by various cultures for years. Much of this knowledge is folklore or has been lost for centuries, so only by traveling to the origin of the concept can a metaphysicist hope to add the knowledge to his own, thus expanding his understanding of the hyper-concepts.

Characteristics: A metaphysicist is a scientist. He is not well geared for all out combat, although some do take up such pursuits. He functions best when able to work from behind the lines, drafting and running programs. Every metaphysicist has a hypertext programming device (or HPD). These are highly personalized, with different coding, macros, and access panels, making it very difficult for one metaphysicist to use another's HPD.

Alignment: There are no hard and fast rules for metaphysicist alignments. Some seem highly logical and rigid, while others seem insanely unpredictable.

Religion: Most metaphysicists are not strongly affiliated with a religious order. Those that are can usually be found in the Holy Church of the Universal. There are, however, other religious circles based upon the ramifications of the hyper-concepts.

Background: There are only three background requirements for becoming a metaphysicist: literacy, familiarity with technology, and access to scientific education. As these three things are relatively common within most societies, nearly anyone could become a metaphysicist.

Species: The raptine are said to have been the first to uncover the secrets of metaphysics. Whether this is true or not, they do seem to have a great understanding of its techniques. Most species can excel at metaphysics, although the delucian tend not to take up the mantle.

Other Classes: For the more spiritually minded classes, such as mystics, the somewhat sterile teachings of metaphysics can be hard to take. Most view them as relatively harmless eccentrics.

GAME RULE INFORMATION
Metaphysicists have the following game statistics:
Abilities: The most important ability for a metaphysicist is Intelligence. It affects their understanding of space-time and the mechanisms by which it can be manipulated. A metaphysicists ability to program is directly affected by his intelligence score: he can only program functions of a level equal to 10 + his intelligence score.

Alignment: Any.

Hit Die: d4.


CLASS SKILLS
The metaphysicist's class skills (and the key ability for each skill) are Concentration (Int), Craft (Int), Decipher Script (Int), Devices (Int), Knowledge (any) (Int), Profession (Wis), Science (any) (Int), Scry (Int), and Spellcraft (Int).
Skill points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.

CLASS FEATURES
Weapons and Armor: Metaphysicists are proficient in all simple weapons. They are not proficient with any type of armor, nor with shields.

Hypertext: The core of the metaphysicist's power are his hypertext programs. He learns various functions of the hyper-concepts that he comes to understand and uses them in his programs. Because of the transient nature of hyper-reality and the effects of the metaphysicist's evolving understanding, each individual program is really only effective for a single use.
In order to write and execute hypertext, a Hypertext Programming Device (HPD) is needed to store the information and to process the several million tasks per second required for execution. Each HPD is highly individual and attempting to use an unfamiliar HPD makes programming much more difficult.
The first step of using hypertext is generating the program itself. As a rule, writing a hypertext program requires the function's level plus 10 minutes. A metaphysicist can save a number of levels of programs equal to his Intelligence modifier x his Threshold rating. In addition, he can save a number of 0-level programs equal to the his Intelligence modifier + his Threshold rating.
Executing a hypertext requires completing the final parameters of the program so that the function is tuned to the exact situation in which it is used. Executing a program requires a Science (Metaphysics) check with a base DC of 15 + (2 x the function level). This DC is modified by a number of factors.

DC Mod..........Condition
+1..................per point of damage taken during execution.
+5..................per function level above Threshold
+5..................unfamiliar HPD
+varies.......... armor check penalty
-1...................per round of preparation (max –10)

Executing programs is strenuous. If he executes a number of spell levels equal to his Threshold rating, he suffers a –1 to all Science (Metaphysics) checks. If he casts up to his Threshold again, this penalty increases to –3. Each time the Threshold is reached, the penalty increases by the number of times it has been reached in succession (-1, -3, -6, -10, etc.). The Threshold penalty decreases by 1 for every 10 minutes that the metaphysicist spends not executing programs.

Impromptu Programming: Once he reaches second level, the metaphysicist can attempt to modify a saved program for a new use. In order to accomplish this, he must make a Science: metaphysics check with a base DC of 20 + (2 x the function level). This check is modified by a number of conditions. If the check fails, the hypertext is not successfully written. If the check is successful, the metaphysicist may attempt to execute the program the next round. A metaphysicist can only attempt impromptu programming with his own HPD.

Bonus Feats: Every 4 levels, a metaphysicist gains a bonus feat which must be spent on an item creation feat.
 

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