4e Themes - need an update?

One theme that I think has a lot of unused potential is the Martial Scientist. I really like the flavor of it, but the mechanics seem to not really reflect a person who has spent years studying how to fight. Being a (non-martial) scientist myself, I see a tendency for us to hone in on the little area we know and try to use everything in the terms that we have been studying. If anything the Experimental Strike seems to go the opposite direction.

As an engineer, I'd disagree. Think of it more as a Bachelor's degree than a Master's or PhD. This is the point where you're a generic "Physicist" with maybe a minor specialty that you're better at, rather than an expert in quantum entanglement.

The Martial Scientist is merely someone with (effectively) a B.Sc in "Combat".

And as far as Experimental Strike goes, forming a hypothesis and testing it is a big part of life for many research scientists. The Martial Scientist just... accellerates the process, I guess? Maybe they're more of a Martial Mythbuster?

I really liked the suggestion of determining what a thesis project would have been for the character. This seems a good thing to build on, both as a way to make a character unique and also reflect that whatever they studied would be something that they're really an expert at. Unfortunately I'm a little stuck for a suggestion of how that would work beyond giving "fiddly numerical bonuses"

With that said, I think you may have hit on something. Perhaps the progression could be something like:


Level 5 - Master of Martial Sciences

  • Choose one weapon group (heavy blade, axe, firearm, bow, etc). One-handed melee weapons from that weapon group may be used to make ranged basic attacks as a throwing hammer (+2 proficiency, 1d6 damage, range of 5/10). Ranged weapons from that weapon group may be used to make melee basic attacks as a club (+2 proficiency, 1d6 damage). In either case, the weapons still count as belonging to their original weapon groups.

Level 10 - Doctor of Martial Sciences

  • When wielding a weapon of your chosen weapon group, you may choose an adjacent square. Determine flanking as though you were in that square, rather than the square you are in.




(I like that, with the level 10 one, you can assist with a flank while still being a square away, so if your chosen weapon is a ranged weapon, you still get a nice benefit.)
 

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I'm just about to hand the adventure off to layout, but I'm still struggling with ideas for the Martial Scientist and Spirit Medium.

Martial Scientist might just gain a bonus feat, which must be related to combat somehow. I really want to use the name 'Martial Mythbuster,' though.

Spirit Medium, I could just give them the shaman-esque power to get spirit guidance, in the form of a +5 bonus to one skill check. Maybe learn the ritual Object Reading? I'd rather they not get a spirit companion, though, because that's a bit too similar to technologist. Maybe they get skill training in an extra skill, which reflects them having a particular spirit who follows around and can offer advice.
 
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How about an improvement to the encounter power of a Martial Scientist, which enables them to repeat the attack they missed with after shifting, should they so choose?

For Spirit Mediums, the extra skill is a fine idea. Better than a bonus I think. And I agree that a companion is too close to the technologist's benefit?

Any chance of a sneak preview of the benefits for other themes?
 


How does this look?


Appendix Three: Character Theme Advancements
The design aesthetic of character themes has been refined since the Player’s Guide was released. We suggest you grant your players the following benefits, to keep their ZEITGEIST character themes on par with mainstream ones. Eschatologists gain their 5th level power after The Incident (page xx). Other advancements might come from revelations, tinkering, or the assistance of allies.

(xx This only applies to the 4e version. Xx)

Docker
Level 5. Sing Your Praises. A song about the exploits of your team, perhaps even penned by you, has grown wildly popular in Flint. Once per day as a minor action you can shout a line from the song to inspire your allies. You and each ally in close burst 5 can make a saving throw. The area increases to close burst 10 at 11th level, and close burst 15 at 21st level.

Level 10. The People in the Streets. Whenever you roll a 1 to 7 on a Bluff or Streetwise check, treat it as an 8.


Eschatologist
Level 5. It Will All Turn to Dust. When you use your Icy Ends of the Earth power, creatures can move as if they had phasing through man-made objects and structures within the zone that are less than a thousand years old.

Level 10. Details of Our Endings. Whenever you roll a 1 to 7 on a Heal or History check, treat it as an 8.


Gunsmith
Level 5. Tinker. You can declare a single weapon as your primary weapon. Each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.

Additionally, you have custom-built a firearm modification, which you can attach to a single musket or carbine, or to a pair of pistols. You only have one instance of this modification, and cannot mass-produce it. Choose one of the following attachments:

• Alchemical Launcher. You can load one alchemical item into this underslung launcher at a time, as a standard action. You can use the item as if it were in your hand. If the item normally requires an attack roll, it uses your gun’s attack bonus. If normally you’d make a ranged attack, it instead uses your gun’s range. If it normally makes an area attack, it uses your gun’s short range and its normal area.
• Ammunition Clip. Either a revolver cylinder or a traditional clip, this lets you fire six shots before you need to reload.
• Cover-Piercing Bullets. You’ve modified your barrel to fire heavier rounds. If you attack a target with cover and miss by 2 or less (5 or less if the target has superior cover), you deal half damage. You can also attack a creature with total cover; you take a -5 penalty to your attack roll, and if you hit you deal half damage. This usually only works through less than a foot of wood or dirt, a few inches of stone, or a half-inch of metal.
• Silencer. Your shots are very quiet. If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.
• Sniper Scope. You can spend a move action to aim down this sight. If you do, quadruple your range on the first attack you make this turn. Until the start of your next turn, you are considered blind except against creatures in a direct line from you to your target.

Level 10. Bling. You develop a second attachment for you’re a single musket or carbine (or pair of pistols). You also develop one attachment for a secondary musket or carbine (or pair of pistols).


Martial Scientist
Level 5. Martial Mythbuster. People (and monsters) sometimes have a flawed understanding of the nature of combat, but you can disabuse them of these notions. When a creature misses you with an attack, you can use your experimental strike power as an immediate reaction.

Level 10. Doctor of Modern Warfare. You gain proficiency in all weapons, armor, and implements. You gain Melee Training as a bonus feat; if you already have it, gain a different bonus feat.


Skyseer
Level 5. Follow Yonder Star. When you spend an action point, your enemies miss with their opportunity attacks until the end of your next turn.

Level 10. Heirophant’s Wisdom. Whenever you roll a 1 to 7 on a Nature or Religion check, treat it as an 8.


Spirit Medium
Level 5. Psychic History. Once per day you can sense the history of an object. By spending a minute holding the object, you see an image associated with the object’s past. You see two images at 11th level, or three at 21st. If you are trained in Arcana, you see an additional image. More recent and more prominent images appear first. You can only use this power once per object.

Level 10. Spirit Wall. You can resist possession and psychic influence. You may make a saving throw at the start of your turn to end any effect that is dominating you, even if it does not normally allow a save.


Technologist
Level 5. The Pet it Always Should Have Been. Your contraption follows the rules of an animal companion, with your defenses, speed 6, Strength 4, and hit points equal to half your bloodied value. Instead of having its own attacks, it uses your chosen at-will power. If you have the Fantastic Contraption feat, you gain a bonus feat.

Level 10. Second Self. You can use any at-will or encounter power you know through your contraption, and can use a different one each round.


Vekeshi Mystic
Level 5. Vengeful Gaze of the Goddess. Once per day as a minor action you can choose a target you can see. Guided by the divine sight of Srasama, you unerringly know the direction to the target until you take an extended rest.

Level 10. Relentless Terror. Whenever you roll a 1 to 7 on an Endurance or Intimidate check, treat it as an 8.


Yerasol Veteran
Level 5. Naval Honors. Your military experience helps keep everything in ship shape. At any time you can choose one vessel you’re serving aboard or commanding. The captain of that ship gains a +5 bonus to Command checks.

Level 10. Courage Under Fire. The first time each day one of your allies is reduced to 0 hit points or below, you gain an action point.
 

I like these. Thanks for posting them. It's good to be aware of them ahead of time, so as to work their development into play.

A bit more detail on the technologist's companion might be helpful (specifically, what happens when it reaches 0 hp; can it spend surges, etc.)

For Skyseers - do your enemies miss you with their OAs, or miss everyone?

Also, I think the 5th level Yerasol Veteran benefit is a bit weak compared to the others. An additional benefit of some sort might be nice.
 

I like the Spirit Medium one quite a bit. I think my Martial Scientist will like hers, too.

One thing about the Yerasol Veteran ones -- they're both situational. A lot of the other themes have bonuses that are either constant or readily usable in most encounters. Yerasol Veterans only get theirs when they're on a boat or when an ally goes down (something the party should want to avoid).

I'm not far enough along in The Dying Skyseer to have introduced boats, so maybe Naval Honours is less situational than it sounds like on first read.

Would Courage Under Fire be overpowered if it instead took effect when an ally was bloodied?
 

I m positively thrilled about the Martial Scientist. I read the abilities to my wife (who's playing our Martial Scientist) and she just got a huge grin on her face. I think she likes it, too.

Interesting point - the 10th level ability makes Martial Scientists proficient with Ki Focuses as well. This, for weapon users, allows them to get a magic ki focus, and then swap out a variety of weapons, using the Ki Focus to power them all.

I'm not sure if that was intentional, but it's very much in line with the flavour.

One thing about the Yerasol Veteran ones -- they're both situational. A lot of the other themes have bonuses that are either constant or readily usable in most encounters. Yerasol Veterans only get theirs when they're on a boat or when an ally goes down (something the party should want to avoid).

I'm not far enough along in The Dying Skyseer to have introduced boats, so maybe Naval Honours is less situational than it sounds like on first read.

Would Courage Under Fire be overpowered if it instead took effect when an ally was bloodied?

I happen to like Courage Under Fire, but yeah, it won't trigger a lot. Not sure if it should, or if that's the intention, however.

But I totally agree about the level 5 ability. Will ship-based stuff become a major part of the game? Or will this just be used in the occasional ship skill challenge? I don't know what's planned, but it definitely seems as though this will be rare to come up, while simultaneously falling into the "pure mechanical bonuses" category that people were concerned with.
 

Hm. Would this work, or is it too much?

Yerasol Veteran
Level 5. Courage Under Fire. The first time each day one of your allies becomes bloodied, you gain an action point.

Level 10. Call of Duty. Whenever you roll a 1 to 7 on an Initiative check, treat it as an 8.
 

Far too powerful. You'd have people with 6 action points every encounter. Players would plan strategies around becoming bloodied.
 

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