How would you make a feat out of this special ability?

molonel

First Post
I have a player in one of my campaigns who wants this ability to be available as a feat. I have my own ideas, but I'm curious how other people would solve the issue:

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Scientific Improvisation

At 2nd level, a Field Scientist gains the ability to improvise solutions using common objects and scientific know-how. This ability lets the Field Scientist create objects in a dramatic situation quickly and cheaply, but that have a limited duration.

By spending 1 action point and combining common objects with a Craft check that corresponds to the function desired, the Field Scientist can build a tool or device to deal with any situation. The DC for the Craft check is equal to 5 + the purchase DC of the object that most closely matches the desired function.

Only objects that can normally be used more than once can be improvised.
Electronic devices, special tools, weapons, mechanical devices, and more can be built with scientific improvisation. It takes a full-round action to make an object with scientific improvisation. The object, when put into use, lasts for a number of rounds equal to the Field Scientist’s class level, or until the end of the current encounter, before it breaks down. It can’t be repaired.
 

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Sword and Sorceries 'Excalibur' has a feat that allows you to, once per session, equalize an otherwise untenable situation. It's all based on DM fiat (no set stats or DC).

They have another that allows you to, once per session (I think), declare that you foresaw an event and claim to have prepared for it. The specifics are that you can suddenly 'find' a piece of equipment, adjust your characters position 5', or claim some other minor advantage provided the DM agrees.

They're very highly based on GM fiat, but hey might be a worthwhile start. Hope it helps.
 

Scientific Improvisation [General]

You can create objects in a dramatic situation quickly and cheaply, but that have a limited duration.

Prerequisites

Craft (chemical) 6 ranks or Craft (electronic) 6 ranks, Knowledge (earth and life sciences) 6 ranks or Knowledge (physical sciences) 6 ranks or Knowledge (technology) 6 ranks, Research 6 ranks.

Benefit

By spending 1 action point and combining common objects with a Craft check that corresponds to the function desired, you can build a tool or device to deal with any situation. The DC for the Craft check is equal to 5 + the purchase DC of the object that most closely matches the desired function.

Only objects that can normally be used more than once can be improvised.

Electronic devices, special tools, weapons, mechanical devices, and more can be built with scientific improvisation. It takes a full-round action to make an object with scientific improvisation. The object, when put into use, lasts for a number of rounds equal to (your ranks in the Craft skill used) - 6, or until the end of the current encounter, before it breaks down. It can't be repaired.


...

That's how I would do it, anyway. Good luck to your MacGyver player.



Cheers,
Roger
 

Roger said:
Scientific Improvisation [General]

You can create objects in a dramatic situation quickly and cheaply, but that have a limited duration.

Prerequisites

Craft (chemical) 6 ranks or Craft (electronic) 6 ranks, Knowledge (earth and life sciences) 6 ranks or Knowledge (physical sciences) 6 ranks or Knowledge (technology) 6 ranks, Research 6 ranks.

Benefit

By spending 1 action point and combining common objects with a Craft check that corresponds to the function desired, you can build a tool or device to deal with any situation. The DC for the Craft check is equal to 5 + the purchase DC of the object that most closely matches the desired function.

Only objects that can normally be used more than once can be improvised.

Electronic devices, special tools, weapons, mechanical devices, and more can be built with scientific improvisation. It takes a full-round action to make an object with scientific improvisation. The object, when put into use, lasts for a number of rounds equal to (your ranks in the Craft skill used) - 6, or until the end of the current encounter, before it breaks down. It can't be repaired.


...

That's how I would do it, anyway. Good luck to your MacGyver player.



Cheers,
Roger

I would add : When improvising weapons the weapon in question does 1 dice class lower than
the base weapon class. ( E.G. An improvised Long Sword ( say, something
along the lines of a piece of rebar you somehow sharpen) does 1d6 instead
of 1d8.)

But that's just me.
 

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