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Base Class: Archeologist

sukael

First Post
Table: The Archeologist HD: d6

Code:
       Base    Fort  Ref   Will
Level  Attack  Save  Save  Save  Special
1        +0     +0    +2    +2   Bardic knowledge, trapfinding, trap sense +1
2        +1     +0    +3    +3   Fast movement +10'
3        +2     +1    +3    +3   Sudden strike +1d6, trap sense +2
4        +3     +1    +4    +4   Trap Sensitivity
5        +3     +1    +4    +4   Trap sense +3, uncanny dodge
6        +4     +2    +5    +5   Evasion
7        +5     +2    +5    +5   Sudden strike +2d6, trap sense +4
8        +6     +2    +6    +6   Mettle
9        +6     +3    +6    +6   Improved uncanny dodge, trap sense +5
10       +7     +3    +7    +7   Skill mastery
11       +8     +3    +7    +7   Sudden strike +3d6, trap sense +6
12       +9     +4    +8    +8   Improved evasion
13       +9     +4    +8    +8   Trap sense +7
14      +10     +4    +9    +9   Camouflage
15      +11     +5    +9    +9   Sudden strike +4d6, trap sense +8
16      +12     +5   +10   +10   Skill mastery
17      +12     +5   +10   +10   Trap sense +9
18      +13     +6   +11   +11   Hide in plain sight
19      +14     +6   +11   +11   Sudden strike +5d6, trap sense +10
20      +15     +6   +12   +12   Automatic discernment

Skill points: 8 + Int. Class skills: Concentration, Craft, Decipher Script, Disable Device, Hide, Jump, Knowledge (all skills, taken individually), Listen, Move Silently, Open Lock, Profession, Search, Spellcraft, Spot, Tumble, Use Magic Device.

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Weapon and Armor Proficiency: Archeologists are proficient with all simple weapons and with the whip, boomerang, and all picks.

Archeologists are proficient with light armor.

Bardic Knowledge: As the bard class feature.

Trapfinding: As the rogue class feature.

Trap Sense: As the rogue class feature.

Fast Movement: As the barbarian class feature.

Sudden Strike: As the ninja class feature.

Trap Sensitivity: The feat from Dungeonscape, gained as a bonus feat.

Evasion: As the rogue class feature.

Mettle: Think Evasion, but for Fortitude saves.

Skill Mastery: As the rogue special ability.

Camouflage: As the ranger class ability, except only in non-natural terrain.

Hide in Plain Sight: As the ranger class ability.

Automatic Discernment: Make a free Search, Spot, Listen, or Sense Motive check every round, in addition to any given by the Trap Sensitivity feat.

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A custom class meant to have a bit of a Nethack bent, along with a custom "Loyal Pet" feat I'm still putting together. It's probably a bit overpowered, but what do you think?
 

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I take it you are modelling this class on the likes of IndianaJones and Lara Croft right?

So its a roguish type with trap finding and evasive abilities

so whats the rationale for Fast Movement? or Sudden Strike?

Mettle is a nice touch but what about a Will bonus?
 

Although I can understand evasion, trap detection, and the like. Like Tonguez, I do not really understand Sudden Strike, Fast Movement, Camouflage, or Hide in Plain Sight.

As alternatives or suggestions, maybe because of their familiarity, they can 'set traps'. I can also see Climb as a necessary function for an Archaeologist (climbing down into tombs). I could see Bardic Knowledge/Lore getting boosts over the levels.

For another take on smart adventurer types, check out the Archivist class (Heroes of Horror, and freely on WotC website) to possibly mine for ideas.

Overall, I feel that Archaeologist is a career choice conducive to several base classes such as rogues/archivists/clerics/wizards/bards/ or other studious types. As such, it would probably work easier as a Prestige Class instead of a Base Class... maybe just a 5 level endeavor in my mind, 10 at most.
 

If you're going for a Nethack feel, you need some kind of spellcasting -- what was the favored spell of the Archaeologist? -- something like the Factotum's limited spells per day, perhaps. (And you must include remove curse and create food and water on his list of castable spells, for obvious reasons... ;) )

Limited spellcasting could replace Sudden Strike.

There's a nice WotC feat called Wild Cohort which gives you a (weaker) animal companion. You could use this to make pets optional. :)

Cheers, -- N
 

Tonguez said:
I take it you are modelling this class on the likes of IndianaJones and Lara Croft right?

Yeah, that's the idea.

Tonguez said:
so whats the rationale for Fast Movement?
smootrk said:
I do not really understand ... Fast Movement

Archeologists in Nethack get a speed bonus.

smootrk said:
I do not really understand ... Camouflage, or Hide in Plain Sight.

Archeologists in Nethack also get the "Stealth" intrinsic, though I could see dropping those abilities and just representing it with Hide and Move Silently ranks.

Tonguez said:
or Sudden Strike?

My initial thought came from the "I just shoot him" moment from one of the Indiana Jones movies (the thing with the sword-wielding guy). It's a bit of a wobbly rationalization, though.

Nifft said:
Limited spellcasting could replace Sudden Strike.

In Nethack, the best spells for archeologists are divinations, though it's a broader category than the same D&D one.

I'll think about doing that w/the spellcasting, though. Thanks for the idea :D

smootrk said:
As alternatives or suggestions, maybe because of their familiarity, they can 'set traps'.

Or maybe a mix of spellcasting and Combat Trapsmith-like ability, or such.

Nifft said:
There's a nice WotC feat called Wild Cohort which gives you a (weaker) animal companion. You could use this to make pets optional. :)

That's along the lines of what I was thinking of, though it seems a bit weak if you apply it to just a standard dog or cat (compared to, say, a cohort from Leadership).
 

Nifft said:
(And you must include remove curse and create food and water on his list of castable spells, for obvious reasons... ;) )

Is it a bad thing I'm thinking of making a feat that gives 1/day either create food and water, remove curse, or cure light wounds? ;)
 

smootrk said:
I can also see Climb as a necessary function for an Archaeologist (climbing down into tombs).

That and Use Rope, definitely, now that I'm thinking of it.

smootrk said:
I could see Bardic Knowledge/Lore getting boosts over the levels.

It already is level + Int, do you mean a boost on top of that?
 

mettle with poor fort saves stands out as odd
good will saves without spellcasting stands out as odd (or monks disciplined mind)

why not use UAs rogue variant(drop SA get bonus feats as fighter), but for non-combat feats (with bardicknowlegde as a feat), then make Archeologist as a PrC (but call it Grave Robber :) ) to fill in any abilities from Nethack

also, there's a dungeoneering variant of the scout in PHB2, i think
 

Oooo.. make me wince.

I'm an Anthropology/Archaeology Major, and... well... yeah. ;)

I'd make a few changes - the trap sense and evasion works fine for Indy lovers, but you need something to let these guys mimic the cultures around them. REmember, the goal of the Archaeologist (as opposed to the treasure seekers that came before them) is to study CULTURES. So, the character should have some excellent linguistic abilities, maybe a bonus on Diplomacy checks or something.

I'd drop Fast Movement and Sudden Strike (definately Sudden Strike.. it just doesn't work) and maybe put in some AC boost of something. Archaeologists, real world and not, thrive on luck, so maybe some re-rolls instead of Sudden Strike?
 

Wik said:
Oooo.. make me wince.

I'm an Anthropology/Archaeology Major, and... well... yeah. ;)

Just think of it as an "archeologist", not an Archeologist. ;)

Wik said:
I'd make a few changes - the trap sense and evasion works fine for Indy lovers, but you need something to let these guys mimic the cultures around them. REmember, the goal of the Archaeologist (as opposed to the treasure seekers that came before them) is to study CULTURES. So, the character should have some excellent linguistic abilities, maybe a bonus on Diplomacy checks or something.

Hmm, there's a good idea.

Wik said:
I'd drop Fast Movement and Sudden Strike (definately Sudden Strike.. it just doesn't work) and maybe put in some AC boost of something. Archaeologists, real world and not, thrive on luck, so maybe some re-rolls instead of Sudden Strike?

Let me think about it... I've already written up a revised version that replaced Sudden Strike with a somewhat Nethack-y spell list.
 

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