Good Scientist class


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Thurbane said:
Factotums get spells as spell like abilities...
Yup, and there's nothing scientific about them. According to the description they emulate spell-casting by mimicking the words & gestures they've observed by watching 'real' spellcasters. That's not exactly a scientific approach, it's trial and error (let's call it an empiric approach :)).
 

irdeggman said:
You might look at the artificer from eberron as a base.

I second this. Artificers in Eberron seem to have been designed as magical scientists. They do not work magic themselves, but they study it and learn how to manipulate it. They're best at creating and modifying items, including various constructs.
 


Start with Rogue. Take max ranks in Disable Device, Open Lock, and a bunch of Craft skills.

(Unless you think Sneak Attack better suits your character concept) use the variant from UA (pg.58) that replaces Sneak Attack with Fighter Bonus Feats, and concentrate on tool-like weapons or defense. (Just because you're not a combat monster doesn't mean you should be completely inept.)

As soon as you qualify, start taking Prestige Class levels.

Combat Trapsmith (CS, pg. 34.) would be a great choice, as would Exemplar (CAdv, pg. 44.)

Gnome Artificer (the character needn't actually be a gnome, the entry mentions specifically that there are human "Artificers", too) is the best PrC of which I'm aware for a "gadgeteer." (It's in Magic of Faerun.) The only catch is that the character needs the ability to cast a 1st level Illusion spell. If that's not a deal-breaker for you, then take a level of Beguiler to meet the requirement without taking much of a hit to skill points.
 

Here's another idea, and an obscure one at that...

Find a copy of Polyhedron with PULP HEROS (January 2002) and use the Scientist class.
It uses a "spells known" system. Instead of spells you have "discoveries made". These discoveries are then crafted into inventions; actual physical machines that duplicate effects of any spell the player chooses. Inventions have a number of uses based on battery charges, malfunctions and the like. This class also has unique class features and invention feats. The Scientist has been updated for d20Modern in the d20PAST book, but the PH version is 20 levels. The PAST version has some new features, and allows 7+ skill points/level where the PH gives 4+. I think At least 6 for a d&d game. There is even a chart to help you name your discoveries in PH. For instance the Zortillium Nanovector Spectrolyzer Probe.

I think it may satisfy your request. It has low BAB and no actual magic. And it is intended for the same era Tesla lived, so it has the right flavor.
 
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Cam Banks said:
Our War of the Lance sourcebook for Dragonlance features a new standard class, the master, which would be ideal. Masters choose a focus at 1st level, whether it's sage, performer, professional, or craftsman (Knowledge, Perform, Profession, or Craft) and get d20 Modern-style knacks based on that focus. They also get a wide selection of skills and are more or less supposed to be the PC-strength Expert.

Arrrrrrgh, you beat me to it Cam! :D
 

Strife said:
Does anyone know of what would be a good class for a scientist type character.
This is supposed to be a medieval setting that is slowly advancing to steampunk type. The Goal is for the character to be relatively low level around 2-3 and have no combat prowess or magic. I am thinking about making my own class but I didnt know if one already existed,

the character concept is a young Nicola Tesla
Thanks for any help

Avalanche Press did a pirates sourcebook that had a priest character in it. No spells, but had good skill points if I remember this correctly. Given that many modern RC priests have advanced degrees in science fields this could work.

Thanks,
Rich
 


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