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<blockquote data-quote="Jack Daniel" data-source="post: 43501" data-attributes="member: 694"><p><strong>And now, for your viewing pleasure...</strong></p><p></p><p><span style="font-size: 15px">The Technologist</span></p><p></p><p>Thanks to that wonderful RPG that followed in the footsteps of Baldur's Gate, Arcanum, technology in a fantasy world is no longer the oddball theme. This class is therefore based on the concepts and inventions layed down in that game for the purpose of adding a little clockwork regularity to D&D. </p><p></p><p>The technologist finally puts some high technology on the side of the heroes. The technologist uses skills based on science, Natural Law, and mechanical crafts to build technological devices powered by steam or clockwork. Most technologists are Gnomes and Dwarves, because those races are extremely given towards engineering, construction, and general tinkering. Naturally, Mankind also includes some excellent technologists, and these people have been known take to new scientific advancements as if they were a religion unto themselves.</p><p><strong>Abilities:</strong> Intelligence is the most important ability to the technologist, since it grants him bonuses to important scientific skills, as well as extra skill points. Dexterity is useful because great hand-eye coordination is needed for delicate repairs, and Constitution helps because frankly, you never know when something is going to unexpectedly explode.</p><p><strong>Alignment:</strong> Technologists have no alignment restrictions, though they lean towards Law because of the discipline required in mastering technological crafts.</p><p><strong>Hit Die:</strong> d6.</p><p></p><p><strong>Class Skills</strong></p><p>The technologist's class skills are Assemble Device (all skills, Int, exclusive skill) Craft (Int), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Diplomacy (Cha), Drive (Dex), Heal (Wis), Knowledge (all skills, Int), Open Lock (Dex), Pilot (Dex), Profession (Wis), and Repair Device (Int).</p><p><strong>Skill Points:</strong> 8 + Int bonus/level.</p><p></p><p><strong>The Technologist</strong>[code][color=white][b]</p><p> Base</p><p> Attack</p><p>Level Bonus Fort Ref Will Special Scientific Discoveries[/b]</p><p> A B C D E F G</p><p>1 0 0 0 +2 Inventions 1 - - - - - -</p><p>2 +1 0 0 +3 2 - - - - - -</p><p>3 +1 +1 +1 +3 2 1 - - - - -</p><p>4 +2 +1 +1 +4 2 2 - - - - -</p><p>5 +2 +1 +1 +4 Bonus Feat 3 2 - - - - -</p><p>6 +3 +2 +2 +5 3 2 1 - - - -</p><p>7 +3 +2 +2 +5 3 3 2 - - - -</p><p>8 +4 +2 +2 +6 4 3 2 - - - -</p><p>9 +4 +3 +3 +6 4 3 2 1 - - -</p><p>10 +5 +3 +3 +7 Bonus Feat 4 4 3 2 - - -</p><p>11 +5 +3 +3 +7 5 4 3 2 - - -</p><p>12 +6/+1 +4 +4 +8 5 4 3 2 1 - -</p><p>13 +6/+1 +4 +4 +8 5 5 4 3 2 - -</p><p>14 +7/+2 +4 +4 +9 5 5 4 3 3 - -</p><p>15 +7/+2 +5 +5 +9 Bonus Feat 5 5 4 3 3 1 -</p><p>16 +8/+3 +5 +5 +10 5 5 4 4 3 2 -</p><p>17 +8/+3 +5 +5 +10 5 5 4 4 3 3 -</p><p>18 +9/+4 +6 +6 +11 5 5 4 4 3 3 1</p><p>19 +9/+4 +6 +6 +11 5 5 4 4 3 3 2</p><p>20 +10/+5 +6 +6 +12 Bonus Feat 5 5 4 4 3 3 3[/color][/code]</p><p> </p><p></p><p><strong>Class Features</strong></p><p>All of the following are class features of the technologist.</p><p><strong>Armor and Weapon Proficiency:</strong> Technologists are proficient in firearms and simple weapons, as well as light armors. Technologists are automatically proficient in any technological weapons or armors they build themselves.</p><p><strong>Inventions:</strong> Using the Assemble Device skill, technologists can craft scientific devices more complex than that which the Craft skill could ever accomplish. The Assemble Device skill actually comprises eight subskills, one for each of the technological disciplines. The invention process and devices are described under the skill description. There are seven classes of technological inventions, lettered A to G. Technologists are considered to have knowledge of all simple machines (effectively, 0-level devices) just as a wizard knows how to cast all cantrips. More complex devices must be discovered with experience, or learned from another technologist's schematic.</p><p> Just as wizards may choose to remain generalist mages, or specialize in one school of magic at the expense of others, so do technologists have this option. A technologist who chooses not to specialize is called a scientist; specialist technologists are called chemists, demolitionists, electricians, gunsmiths, herbologists, mechanics, metallurgists, or physicians. Technologists who choose to specialize gain a +2 competence bonus to all Assemble Device, Disable Device, and Repair Device checks dealing with their field of specialty, and a bonus Scientific Discovery at every invention class from their field. However, two Assemble Device subskills other than the technologist's specialized skill become cross-class skills.</p><p><strong>Scientific Discoveries:</strong> At each new level, the technologist makes one or more scientific breakthroughs through research or happenstance. The technologist discovers how to create one of the devices of a given class, without needing to have its schematic copied in his blueprint portfolio.</p><p><strong>Bonus Feats:</strong> At every 5th level, the technologist gains a bonus feat. He must choose from Skill Focus in one of his technologist class skills, or one of the technological feats described below.</p><p></p><p><span style="font-size: 15px">Tech Skills</span></p><p></p><p>Drive, Pilot, Demolitions, and Repair Device are described in a number of supplements, such as Deadlands and Star Wars. The only new skill concerned here is Assemble Device.</p><p></p><p><strong>Assemble Device</strong></p><p>Int; Trained Only; Technologist Only.</p><p></p><p>The assemble device skill is used exclusively to create special technological inventions from the eight primary technological disciplines most useful to adventurers: Chemistry, Explosives, Electrics, Gunsmithy, Herbology, Mechanics, Metallurgy, and Theraputics. Each of these fields comprises a separate subskill, any of which a technologist character must have ranks in if he wishes to use the skill.</p><p></p><p>In order to build a device, the technologist must have either discovered the invention on his own, or found, purchased, captured, or otherwise obtained a schematic of the device. Because scientific blueprints are written to be universally understandable, technologists need no special skill to copy or comprehend them. Once a technologist has obtained a schematic, he can undertake a period of study and research of about a day. After this period of study, the technologist understands the scientific principles behind the device in question and can proceed to try and build a prototype. Building a device requires monetary resources and a decently funded laboratory (which costs just as much as a wizard's laboratory). The assembly itself costs 300 gp per invention class, but unlike magic, no XP cost is incurred. The assembly time is a day per 100 gp of the cost. At the end of the assembly time, the technologist makes his skill check (he may not take 10 the first time he creates a given device). If the check succeeds, the assembly process has succeeded as well and the technologist has a device with a durability of 50 (it can be used fifty times before wearing out or needing repaired). If the check fails, half the required gold is expended. The market price of a given device is twice the technologist's creation cost; the cost to repair a worn-out or broken down device is one-half the base price, but each time repairs are performed the device loses 1d4 points of its maximum durability.</p><p></p><p><em>Note that some items are one-use, similar to potions. These items have no durability because they are consumed by use. A technologist makes enough of a given item with one Assembly for five vials.</em></p><p></p><p>[code][color=silver]</p><p>Invention GP Assembly Check</p><p>Class Cost Time DC</p><p> A 300 3 days 12</p><p> B 600 6 days 16</p><p> C 900 9 days 20</p><p> D 1200 12 days 24</p><p> E 1500 15 days 28</p><p> F 1800 18 days 32</p><p> G 2100 21 days 36</p><p> ... +300 +3 days +4 DC</p><p>[/color][/code]</p><p></p><p><span style="font-size: 15px">New Feats</span></p><p></p><p><strong>Accidental Invention</strong> [Pseudoscience]</p><p>A laboratory accedient results in either a lucky break or a total disaster.</p><p>Benefit: If you choose to create an accidental invention, roll 1d100. This roll replaces the invention's durability.</p><p>Normal: Inventions have 50 durability.</p><p></p><p><strong>Durable Invention</strong> [Pseudoscience]</p><p>You know how to create inventions that do not wear out.</p><p>Benefit: A durable invention does not lose druability when it is repaired. The invention class rises by +1 step.</p><p>Normal: Inventions lose 1d4 points of maximum durability each time they are repaired.</p><p></p><p><strong>Extra Discovery</strong> [General, Technologist Only]</p><p>Benefit: You gain one extra scientific discovery. The discovery must come at an invention class from which you have already made a previous discovery. For example, a 9th level technologist taking this feat can only choose an invention up to class D.</p><p></p><p><strong>Field Focus</strong> [General, Tehcnologist Only]</p><p>You have studied one field of invention more than others.</p><p>Benefit: You gain a +2 competence bonus to all Assemble Device, Disable Device, and Repair Device checks made in your field.</p><p>Note: Specialist technologists effectively gain this feat as a virtual feat for their field of specialty.</p><p></p><p><strong>Improvised Invetion</strong> [Pseudoscience]</p><p>You can build things without understanding the sceince behind them.</p><p>Benefit: You can build inventions, even if you have not found the schematic or made the discovery. An improvised invention is +2 class steps higher than normal.</p><p>Normal: You cannot build a technological item if you do not know how it works.</p><p></p><p><strong>Mass-Produce Invention</strong> [Pseudoscience]</p><p>You make many copies of an invention that you no longer put your heart and soul into.</p><p>Prerequisite: A factory, and lots and lots of gold.</p><p>Benefit: You can mass-produce inventions based on your original prototype, but initiating the craft process costs you 1/25 the GP value in XP. The invention's class is raised +4 steps. For example, mass producing the Electric Light causes it to be treated as a class F invention, costing 1800 GP (and 72 XP) to begin. The DM can regulate exactly how fast a mass-produced invention takes to be assembled.</p><p>Normal: Inventions are unique items created by the individual technologist.</p><p></p><p><strong>Unbreakable Invention</strong> [Pseudoscience]</p><p>Your inventions never break.</p><p>Benefit: An unbreakable invention has no durability rating, because it doesn't need one. It simply runs as long as you use it. The invention class in rasied by +4 steps.</p><p>Normal: Inventions have an initial durability of 50 and wear out after that many uses.</p><p></p><p><span style="font-size: 15px">The Technological Inventions</span></p><p></p><p><span style="font-size: 12px">Invention Name</span></p><p>Discipline</p><p><strong>Class:</strong> The letter of the invention signifying its relative level.</p><p><strong>Prerequisites:</strong> Other items required by the device that need to be combined in order to craft it. Class A inventions are the basis for all others, so they lack this entry.</p><p><strong>Description:</strong> A description of the item and its effects.</p><p></p><p>All of the inventions described herein come from the game Arcanum. I'm currently in the middle of the conversion process, so right now only a sampling of the class A inventions have been included.</p><p></p><p><span style="font-size: 12px">Electric Light</span></p><p>Electrics</p><p><strong>Class:</strong> A</p><p><strong>Description:</strong> The Electric Light is formed by combining a tungsten fillament with a glass vacuum bulb in a normal lantern cover. It one and a half times as far as a normal lantern and can be made into a "bullseye" lantern with equal ease. Each hour of use takes one charge before the fillaments need to be replaced.</p><p></p><p><span style="font-size: 12px">Elixer of Persuasion</span></p><p>Theraputics</p><p><strong>Class:</strong> A</p><p><strong>Description:</strong> Inhailing the vapors of this unique drug renders a body open to persuasion, contingent on a Willpower save vs. DC 15. Effectively similar to a spell of the charm variety, one vial of this fantastic elixer affects a struck target, and any splashed targets one round later. The Elixer of Persuasion renders its targets open to any verbal suggestion they can understand, provided it is something they would not normally do, such as attack an ally or commit suicide. It can be used to plant mental suggestions, get past guards, or even to make a quick friend. Elixers are one-use items that ignore durability.</p><p></p><p><span style="font-size: 12px">Flintlock Firearm</span></p><p>Gunsmithy</p><p><strong>Class:</strong> A</p><p><strong>Description:</strong> The basic skill required to make masterwork versions of all of the one-shot and double-barreled flintlock firearms described in the firearms section above is covered by this invention. A gunsmith needs only the engineering knowledge contained in this scehmatic to start shooting things like there's no tomorrow! Masterwork flintlocks created with this skill can be fired fifty times (or their current durability) before wear and tear reduces them to normal guns.</p><p></p><p><span style="font-size: 12px">Heal Lite</span></p><p>Herbology</p><p><strong>Class:</strong> A</p><p><strong>Description:</strong> The Heal Lite is a distilled herbal extract of amazing healing capabilities. One swig of this draught will restore 1d4 mortal points and 1d12 hit points, no problem. Heal Lite is a one-use item, unaffected by durability.</p><p></p><p><span style="font-size: 12px">Molotov Cocktail</span></p><p>Explosives</p><p><strong>Class:</strong> A</p><p><strong>Description:</strong> The Molotov Cocktail is similar to Alchemist Fire, in that it is an oil-based incindiary that ignites upon contact. The Molotov Cocktail is stronger than the alchemical version, however, using ten-sided dice to determine damage rather than six-sided dice. A Molotov Cocktail is a one-use item, unaffected by durability.</p><p></p><p><span style="font-size: 12px">Pure Ore</span></p><p>Metallurgy</p><p><strong>Class:</strong> A</p><p><strong>Description:</strong> The fantastic properties of adamant and mythrill have been heretofore exclusive to those metals, but modern alloy techniques have finally allowed the metallurgist to combine the two and reap the best of both worlds. Pure Ore bestows on arms and armor crafted from it the hardness and enchancing properties of adamant combined with the light weight and freedom of mythrill. Each use of a weapon, or each time armor is struck, one durability point is used. Unmaintained weapons and armor lose their special bonuses and are considered normal until repaired. </p><p></p><p><span style="font-size: 12px">Spike Trap</span></p><p>Mechanics</p><p><strong>Class:</strong> A</p><p><strong>Description:</strong> This portable trap consists of a 3' x 3' flat metal pressure-plate with spring-loaded spikes set beneath a grating. Stepping on the trap springs the spikes causing 2d6 damage (Reflex negates). The device can be placed anywhere, even concealed with branches or debris, and still function properly... the spot DC to catch the trap is 20, even if the Search and Disable Device checks are only 15.</p><p></p><p><span style="font-size: 12px">Strong Poison</span></p><p>Chemistry</p><p><strong>Class:</strong> A</p><p><strong>Description:</strong> Looking for stuff that would kill an Ogre? The Strong Poison is among the deadliest of contact substances. One vial of this poison, when it contacts the skin, causes 3d6 points of primary and secondary constitution damage, Fortitude DC 20. One-use items like this have no durability rating.</p></blockquote><p></p>
[QUOTE="Jack Daniel, post: 43501, member: 694"] [b]And now, for your viewing pleasure...[/b] [size=4]The Technologist[/size] Thanks to that wonderful RPG that followed in the footsteps of Baldur's Gate, Arcanum, technology in a fantasy world is no longer the oddball theme. This class is therefore based on the concepts and inventions layed down in that game for the purpose of adding a little clockwork regularity to D&D. The technologist finally puts some high technology on the side of the heroes. The technologist uses skills based on science, Natural Law, and mechanical crafts to build technological devices powered by steam or clockwork. Most technologists are Gnomes and Dwarves, because those races are extremely given towards engineering, construction, and general tinkering. Naturally, Mankind also includes some excellent technologists, and these people have been known take to new scientific advancements as if they were a religion unto themselves. [b]Abilities:[/b] Intelligence is the most important ability to the technologist, since it grants him bonuses to important scientific skills, as well as extra skill points. Dexterity is useful because great hand-eye coordination is needed for delicate repairs, and Constitution helps because frankly, you never know when something is going to unexpectedly explode. [b]Alignment:[/b] Technologists have no alignment restrictions, though they lean towards Law because of the discipline required in mastering technological crafts. [b]Hit Die:[/b] d6. [b]Class Skills[/b] The technologist's class skills are Assemble Device (all skills, Int, exclusive skill) Craft (Int), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Diplomacy (Cha), Drive (Dex), Heal (Wis), Knowledge (all skills, Int), Open Lock (Dex), Pilot (Dex), Profession (Wis), and Repair Device (Int). [b]Skill Points:[/b] 8 + Int bonus/level. [b]The Technologist[/b][code][color=white][b] Base Attack Level Bonus Fort Ref Will Special Scientific Discoveries[/b] A B C D E F G 1 0 0 0 +2 Inventions 1 - - - - - - 2 +1 0 0 +3 2 - - - - - - 3 +1 +1 +1 +3 2 1 - - - - - 4 +2 +1 +1 +4 2 2 - - - - - 5 +2 +1 +1 +4 Bonus Feat 3 2 - - - - - 6 +3 +2 +2 +5 3 2 1 - - - - 7 +3 +2 +2 +5 3 3 2 - - - - 8 +4 +2 +2 +6 4 3 2 - - - - 9 +4 +3 +3 +6 4 3 2 1 - - - 10 +5 +3 +3 +7 Bonus Feat 4 4 3 2 - - - 11 +5 +3 +3 +7 5 4 3 2 - - - 12 +6/+1 +4 +4 +8 5 4 3 2 1 - - 13 +6/+1 +4 +4 +8 5 5 4 3 2 - - 14 +7/+2 +4 +4 +9 5 5 4 3 3 - - 15 +7/+2 +5 +5 +9 Bonus Feat 5 5 4 3 3 1 - 16 +8/+3 +5 +5 +10 5 5 4 4 3 2 - 17 +8/+3 +5 +5 +10 5 5 4 4 3 3 - 18 +9/+4 +6 +6 +11 5 5 4 4 3 3 1 19 +9/+4 +6 +6 +11 5 5 4 4 3 3 2 20 +10/+5 +6 +6 +12 Bonus Feat 5 5 4 4 3 3 3[/color][/code] [b]Class Features[/b] All of the following are class features of the technologist. [b]Armor and Weapon Proficiency:[/b] Technologists are proficient in firearms and simple weapons, as well as light armors. Technologists are automatically proficient in any technological weapons or armors they build themselves. [b]Inventions:[/b] Using the Assemble Device skill, technologists can craft scientific devices more complex than that which the Craft skill could ever accomplish. The Assemble Device skill actually comprises eight subskills, one for each of the technological disciplines. The invention process and devices are described under the skill description. There are seven classes of technological inventions, lettered A to G. Technologists are considered to have knowledge of all simple machines (effectively, 0-level devices) just as a wizard knows how to cast all cantrips. More complex devices must be discovered with experience, or learned from another technologist's schematic. Just as wizards may choose to remain generalist mages, or specialize in one school of magic at the expense of others, so do technologists have this option. A technologist who chooses not to specialize is called a scientist; specialist technologists are called chemists, demolitionists, electricians, gunsmiths, herbologists, mechanics, metallurgists, or physicians. Technologists who choose to specialize gain a +2 competence bonus to all Assemble Device, Disable Device, and Repair Device checks dealing with their field of specialty, and a bonus Scientific Discovery at every invention class from their field. However, two Assemble Device subskills other than the technologist's specialized skill become cross-class skills. [b]Scientific Discoveries:[/b] At each new level, the technologist makes one or more scientific breakthroughs through research or happenstance. The technologist discovers how to create one of the devices of a given class, without needing to have its schematic copied in his blueprint portfolio. [b]Bonus Feats:[/b] At every 5th level, the technologist gains a bonus feat. He must choose from Skill Focus in one of his technologist class skills, or one of the technological feats described below. [size=4]Tech Skills[/size] Drive, Pilot, Demolitions, and Repair Device are described in a number of supplements, such as Deadlands and Star Wars. The only new skill concerned here is Assemble Device. [b]Assemble Device[/b] Int; Trained Only; Technologist Only. The assemble device skill is used exclusively to create special technological inventions from the eight primary technological disciplines most useful to adventurers: Chemistry, Explosives, Electrics, Gunsmithy, Herbology, Mechanics, Metallurgy, and Theraputics. Each of these fields comprises a separate subskill, any of which a technologist character must have ranks in if he wishes to use the skill. In order to build a device, the technologist must have either discovered the invention on his own, or found, purchased, captured, or otherwise obtained a schematic of the device. Because scientific blueprints are written to be universally understandable, technologists need no special skill to copy or comprehend them. Once a technologist has obtained a schematic, he can undertake a period of study and research of about a day. After this period of study, the technologist understands the scientific principles behind the device in question and can proceed to try and build a prototype. Building a device requires monetary resources and a decently funded laboratory (which costs just as much as a wizard's laboratory). The assembly itself costs 300 gp per invention class, but unlike magic, no XP cost is incurred. The assembly time is a day per 100 gp of the cost. At the end of the assembly time, the technologist makes his skill check (he may not take 10 the first time he creates a given device). If the check succeeds, the assembly process has succeeded as well and the technologist has a device with a durability of 50 (it can be used fifty times before wearing out or needing repaired). If the check fails, half the required gold is expended. The market price of a given device is twice the technologist's creation cost; the cost to repair a worn-out or broken down device is one-half the base price, but each time repairs are performed the device loses 1d4 points of its maximum durability. [i]Note that some items are one-use, similar to potions. These items have no durability because they are consumed by use. A technologist makes enough of a given item with one Assembly for five vials.[/i] [code][color=silver] Invention GP Assembly Check Class Cost Time DC A 300 3 days 12 B 600 6 days 16 C 900 9 days 20 D 1200 12 days 24 E 1500 15 days 28 F 1800 18 days 32 G 2100 21 days 36 ... +300 +3 days +4 DC [/color][/code] [size=4]New Feats[/size] [b]Accidental Invention[/b] [Pseudoscience] A laboratory accedient results in either a lucky break or a total disaster. Benefit: If you choose to create an accidental invention, roll 1d100. This roll replaces the invention's durability. Normal: Inventions have 50 durability. [b]Durable Invention[/b] [Pseudoscience] You know how to create inventions that do not wear out. Benefit: A durable invention does not lose druability when it is repaired. The invention class rises by +1 step. Normal: Inventions lose 1d4 points of maximum durability each time they are repaired. [b]Extra Discovery[/b] [General, Technologist Only] Benefit: You gain one extra scientific discovery. The discovery must come at an invention class from which you have already made a previous discovery. For example, a 9th level technologist taking this feat can only choose an invention up to class D. [b]Field Focus[/b] [General, Tehcnologist Only] You have studied one field of invention more than others. Benefit: You gain a +2 competence bonus to all Assemble Device, Disable Device, and Repair Device checks made in your field. Note: Specialist technologists effectively gain this feat as a virtual feat for their field of specialty. [b]Improvised Invetion[/b] [Pseudoscience] You can build things without understanding the sceince behind them. Benefit: You can build inventions, even if you have not found the schematic or made the discovery. An improvised invention is +2 class steps higher than normal. Normal: You cannot build a technological item if you do not know how it works. [b]Mass-Produce Invention[/b] [Pseudoscience] You make many copies of an invention that you no longer put your heart and soul into. Prerequisite: A factory, and lots and lots of gold. Benefit: You can mass-produce inventions based on your original prototype, but initiating the craft process costs you 1/25 the GP value in XP. The invention's class is raised +4 steps. For example, mass producing the Electric Light causes it to be treated as a class F invention, costing 1800 GP (and 72 XP) to begin. The DM can regulate exactly how fast a mass-produced invention takes to be assembled. Normal: Inventions are unique items created by the individual technologist. [b]Unbreakable Invention[/b] [Pseudoscience] Your inventions never break. Benefit: An unbreakable invention has no durability rating, because it doesn't need one. It simply runs as long as you use it. The invention class in rasied by +4 steps. Normal: Inventions have an initial durability of 50 and wear out after that many uses. [size=4]The Technological Inventions[/size] [size=3]Invention Name[/size] Discipline [b]Class:[/b] The letter of the invention signifying its relative level. [b]Prerequisites:[/b] Other items required by the device that need to be combined in order to craft it. Class A inventions are the basis for all others, so they lack this entry. [b]Description:[/b] A description of the item and its effects. All of the inventions described herein come from the game Arcanum. I'm currently in the middle of the conversion process, so right now only a sampling of the class A inventions have been included. [size=3]Electric Light[/size] Electrics [b]Class:[/b] A [b]Description:[/b] The Electric Light is formed by combining a tungsten fillament with a glass vacuum bulb in a normal lantern cover. It one and a half times as far as a normal lantern and can be made into a "bullseye" lantern with equal ease. Each hour of use takes one charge before the fillaments need to be replaced. [size=3]Elixer of Persuasion[/size] Theraputics [b]Class:[/b] A [b]Description:[/b] Inhailing the vapors of this unique drug renders a body open to persuasion, contingent on a Willpower save vs. DC 15. Effectively similar to a spell of the charm variety, one vial of this fantastic elixer affects a struck target, and any splashed targets one round later. The Elixer of Persuasion renders its targets open to any verbal suggestion they can understand, provided it is something they would not normally do, such as attack an ally or commit suicide. It can be used to plant mental suggestions, get past guards, or even to make a quick friend. Elixers are one-use items that ignore durability. [size=3]Flintlock Firearm[/size] Gunsmithy [b]Class:[/b] A [b]Description:[/b] The basic skill required to make masterwork versions of all of the one-shot and double-barreled flintlock firearms described in the firearms section above is covered by this invention. A gunsmith needs only the engineering knowledge contained in this scehmatic to start shooting things like there's no tomorrow! Masterwork flintlocks created with this skill can be fired fifty times (or their current durability) before wear and tear reduces them to normal guns. [size=3]Heal Lite[/size] Herbology [b]Class:[/b] A [b]Description:[/b] The Heal Lite is a distilled herbal extract of amazing healing capabilities. One swig of this draught will restore 1d4 mortal points and 1d12 hit points, no problem. Heal Lite is a one-use item, unaffected by durability. [size=3]Molotov Cocktail[/size] Explosives [b]Class:[/b] A [b]Description:[/b] The Molotov Cocktail is similar to Alchemist Fire, in that it is an oil-based incindiary that ignites upon contact. The Molotov Cocktail is stronger than the alchemical version, however, using ten-sided dice to determine damage rather than six-sided dice. A Molotov Cocktail is a one-use item, unaffected by durability. [size=3]Pure Ore[/size] Metallurgy [b]Class:[/b] A [b]Description:[/b] The fantastic properties of adamant and mythrill have been heretofore exclusive to those metals, but modern alloy techniques have finally allowed the metallurgist to combine the two and reap the best of both worlds. Pure Ore bestows on arms and armor crafted from it the hardness and enchancing properties of adamant combined with the light weight and freedom of mythrill. Each use of a weapon, or each time armor is struck, one durability point is used. Unmaintained weapons and armor lose their special bonuses and are considered normal until repaired. [size=3]Spike Trap[/size] Mechanics [b]Class:[/b] A [b]Description:[/b] This portable trap consists of a 3' x 3' flat metal pressure-plate with spring-loaded spikes set beneath a grating. Stepping on the trap springs the spikes causing 2d6 damage (Reflex negates). The device can be placed anywhere, even concealed with branches or debris, and still function properly... the spot DC to catch the trap is 20, even if the Search and Disable Device checks are only 15. [size=3]Strong Poison[/size] Chemistry [b]Class:[/b] A [b]Description:[/b] Looking for stuff that would kill an Ogre? The Strong Poison is among the deadliest of contact substances. One vial of this poison, when it contacts the skin, causes 3d6 points of primary and secondary constitution damage, Fortitude DC 20. One-use items like this have no durability rating. [/QUOTE]
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