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<blockquote data-quote="Rappy" data-source="post: 4071668" data-attributes="member: 58456"><p><strong><span style="font-size: 12px"><span style="color: Gray">New Prestige Class: Deviser</span></span></strong> </p><p>Devisers are, in essence, the ultimate techies. While a techie makes fabulous gadgets, a Deviser makes fabulous gadgets that defy all known lays of physics. They can create such defiant creations by working under a usage of technology principle not fully understood that is commonly called "The Schimmlehorn Effect". Devisers in school systems such as Whateley are often moreso taught ethics than invention: they tend to have a bit of the "Mad Scientist gene" and their creations can sometimes be a bit too hard to handle. Devisers fresh out of the Academy are often picked up by various militaries and governments due to how much oddities of nature they can manage. Their unique creations, known as Devises, are prized for both their power and their uniqueness: it is basically impossible to reverse-engineer a Devise unless you are another Deviser. The fastest path into this prestige class is through the Smart Hero class and the Techie advanced class, but that isn't the only path.</p><p><img src="http://img150.imageshack.us/img150/1620/deviserprcmc7.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong><span style="color: Red">Requirements</span></strong></p><p>To become a Deviser, a character must fulfill the following criteria.</p><p><strong>Abilities:</strong> Intelligence 16+.</p><p><strong>Skills:</strong> Craft (Electronic, mechanical) 8 ranks.</p><p><strong>Feats:</strong> Gearhead, Meticulous.</p><p></p><p><strong><span style="color: Red">Class Information</span></strong></p><p>The following information pertains to the Deviser prestige class.</p><p></p><p><strong>Hite Die</strong></p><p>The Deviser gains 1d6 hit points per level. The character's Constitution modifier applies.</p><p></p><p><strong>Action Points</strong></p><p>The Deviser gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.</p><p></p><p><strong>Class Skills</strong></p><p>The Deviser's class skills are as follows.</p><p>Bluff (Cha), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Profession (Wis), Spot (Wis), Survival (Wis), Swim (Str).</p><p></p><p><strong><span style="color: Red">Class Features</span></strong></p><p>The following features pertain to the Deviser prestige class.</p><p></p><p><strong>Lesser Devise</strong> </p><p>At 1st level, a Deviser can craft oddities known as Devises: objects that by means even the Deviser does not understand have more powers than what they would imply, and oddly just the ones she wants. When using Craft (Electronic or mechanical), she may increase the Craft DC by 5 to automatically install a gadget up to DC +2 without needing to produce the extra cost for materials. The Deviser chooses her gadget within the limits of the campaign's rules.</p><p></p><p><strong>Jury-rig +X</strong></p><p>At 2nd level, the Deviser gains a +2 bonus to Repair checks made to attempt temporary or jury-rigged repairs. If she already has jury-rig +2, the bonus is +4. Is she already has jury-rig +4, the bonus is increased to +6.</p><p></p><p><strong>Bonus Feat</strong> </p><p>At 3rd level, the Deviser gains a bonus feat. The feat must be chosen from the following list, and the Deviser must meet all the prerequisites.</p><p>Armor Proficiency (Light, medium, powered), Advanced Firearms Proficiency, Alien Technology Proficiency.</p><p></p><p><strong>Greater Devise</strong></p><p>At 4th level, the Deviser's gadget DC limit for her Devise creation is increased to +4, and a Devise can be created with up to 2 gadgets.</p><p></p><p><strong>The Schimmlehorn Effect</strong></p><p>At 5th level, the Deviser can create gadgets that do whatever she wants on a whim. Her gadget DC limit increases to DC +6, and a Devise can be created with up to 3 gadgets.</p></blockquote><p></p>
[QUOTE="Rappy, post: 4071668, member: 58456"] [B][SIZE=3][COLOR="Gray"]New Prestige Class: Deviser[/COLOR][/SIZE][/B] Devisers are, in essence, the ultimate techies. While a techie makes fabulous gadgets, a Deviser makes fabulous gadgets that defy all known lays of physics. They can create such defiant creations by working under a usage of technology principle not fully understood that is commonly called "The Schimmlehorn Effect". Devisers in school systems such as Whateley are often moreso taught ethics than invention: they tend to have a bit of the "Mad Scientist gene" and their creations can sometimes be a bit too hard to handle. Devisers fresh out of the Academy are often picked up by various militaries and governments due to how much oddities of nature they can manage. Their unique creations, known as Devises, are prized for both their power and their uniqueness: it is basically impossible to reverse-engineer a Devise unless you are another Deviser. The fastest path into this prestige class is through the Smart Hero class and the Techie advanced class, but that isn't the only path. [img]http://img150.imageshack.us/img150/1620/deviserprcmc7.png[/img] [B][COLOR=Red]Requirements[/COLOR][/B] To become a Deviser, a character must fulfill the following criteria. [B]Abilities:[/B] Intelligence 16+. [B]Skills:[/B] Craft (Electronic, mechanical) 8 ranks. [B]Feats:[/B] Gearhead, Meticulous. [B][COLOR=Red]Class Information[/COLOR][/B] The following information pertains to the Deviser prestige class. [B]Hite Die[/B] The Deviser gains 1d6 hit points per level. The character's Constitution modifier applies. [B]Action Points[/B] The Deviser gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class. [B]Class Skills[/B] The Deviser's class skills are as follows. Bluff (Cha), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Profession (Wis), Spot (Wis), Survival (Wis), Swim (Str). [B][COLOR=Red]Class Features[/COLOR][/B] The following features pertain to the Deviser prestige class. [B]Lesser Devise[/B] At 1st level, a Deviser can craft oddities known as Devises: objects that by means even the Deviser does not understand have more powers than what they would imply, and oddly just the ones she wants. When using Craft (Electronic or mechanical), she may increase the Craft DC by 5 to automatically install a gadget up to DC +2 without needing to produce the extra cost for materials. The Deviser chooses her gadget within the limits of the campaign's rules. [B]Jury-rig +X[/B] At 2nd level, the Deviser gains a +2 bonus to Repair checks made to attempt temporary or jury-rigged repairs. If she already has jury-rig +2, the bonus is +4. Is she already has jury-rig +4, the bonus is increased to +6. [B]Bonus Feat[/B] At 3rd level, the Deviser gains a bonus feat. The feat must be chosen from the following list, and the Deviser must meet all the prerequisites. Armor Proficiency (Light, medium, powered), Advanced Firearms Proficiency, Alien Technology Proficiency. [B]Greater Devise[/B] At 4th level, the Deviser's gadget DC limit for her Devise creation is increased to +4, and a Devise can be created with up to 2 gadgets. [B]The Schimmlehorn Effect[/B] At 5th level, the Deviser can create gadgets that do whatever she wants on a whim. Her gadget DC limit increases to DC +6, and a Devise can be created with up to 3 gadgets. [/QUOTE]
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