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D20M - tweaking the advanced classes

jonrog1

First Post
Well, this thread serves two purposes:

First, a suggestion, for anyone else who has a problem with the TECHIE advanced class.

Robots?

Frikkin' robots?

Err. No. Montgomery Scott does not build robots.

So a suggestion to get a more genre-wide Tech: For the "Robots" (arrr) talent, substitute "That Magic Touch."

That Magic Touch: Somehow, some way, this tech pulls off the impossible when it absolutely has to get done.

By spending 1 action point, the Tech can take 20 on any one Repair, Jury Rig, Computer Use, or other technical skill check. This ability takes 1d4 rounds to use.

"Scotty, I need warp engines in one minute or we're all dead..."

Suggestions, hatred, adulation?

Second, I was wondering what other tweaks to either improve or broaden the base advanced classes people are making. I also would like to post some new advanced classes, but is this the place?
 

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    I see where you're coming from, and I like your fix. Given that, I really like the robots that the Techie can create. Maybe they just don't belong in that class...
    What other advanced classes do you have to show off? I'd like to see them...

Thanks,
    Jason
 



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