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The Ultimate d20 Gamma World Thread
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<blockquote data-quote="Knightfall" data-source="post: 4532953" data-attributes="member: 2012"><p><strong><span style="font-size: 22px">Examiner</span></strong></p><p><strong></strong></p><p><strong>GAME RULE INFORMATION</strong></p><p>Examiners have the following game statistics.</p><p></p><p><strong>Abilities</strong></p><p>Intelligence is the prime requisite for an Examiner. All of the other abilities can be useful, but it is the Examiner's intellect that drives him.</p><p></p><p><strong>Hit Die:</strong> 1d6.</p><p></p><p><strong>Action Points</strong></p><p>Examiners gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st-level and every time they attain a new level in this class.</p><p></p><p><strong>Class Skills</strong></p><p>The Examiner's class skills, and the key ability for each skill are as follows (see Chapter Two of the d20 Modern RPG for skill descriptions).</p><p></p><p>Computer Use (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Demolitions (Int), Diplomacy (Cha), Disable Device (Int), Drive (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Investigate (Int), Knowledge (all skills, taken individually) (Int), Navigate (Int), Perform (Cha), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int), Search (Int), Speak Language (none), Treat Injury (Wis).</p><p></p><p>Also, the starting occupation you select can provide you with additional class skills to choose from.</p><p style="margin-left: 20px"><span style="color: White"><strong>Skill Points at 1st-level:</strong> (8 + Int modifier) x 4.</span></p> <p style="margin-left: 20px"><span style="color: White"><strong>Skill Points at Each Additional Level:</strong> 8 + Int modifier.</span></p><p><strong>Starting Feats</strong></p><p>In addition to the two feats all characters get at 1st-level (see Table 1–2 in the d20 Modern RPG), an Examiner begins play with the Simple Weapon Proficiency, Armor Proficiency (light), and Armor Proficiency (medium) feats.</p><p></p><p>[ATTACH=full]37342[/ATTACH]</p><p></p><p><strong>CLASS FEATURES</strong></p><p>All the following are class features of the Examiner class.</p><p></p><p><strong>Gadget:</strong> The Examiner begins play with an extra piece of equipment chosen by the GM. The Examiner initially has no idea what the device does and must discover its properties through analysis.</p><p></p><p><strong>Savant (Ex):</strong> The Examiner's understanding of science improves over time. The Examiner gains a +1 insight bonus on skill checks with any one of the following skills: Computer Use, Craft, Disable Device, Knowledge, Repair, or Research. Every four levels, the Examiner may select another skill to receive a bonus, and the bonus of all other savant skills increase by one.</p><p></p><p><strong>Bonus Feats:</strong> At 2nd-level and every four levels thereafter (6th and 10th), the Examiner gains a bonus feat. These bonus feats must be chosen from the following list: Builder, Expert Scrounger <em>, Gearhead, Nanotech Attunement *</em>, Personal Firearms Proficiency, Shrewd Bargainer <em>, Studious, Surface Vehicle Operation, Surgery, Tech Familiarity: Advanced *</em>, Tech Familiarity: Pre-War **, Thrifty Mechanic *.</p><p></p><p>*This feat is detailed in d20 Apocalypse. **This feat is detailed in the Gamma World Player's Handbook.</p><p></p><p><strong>Disaster Avoidance (Ex):</strong> Through diligent practice, the Examiner has learned not to pull pins and press red buttons when they can avoid it. Starting at 3rd-level, the Examiner may accept a -6 penalty on a Knowledge or Craft check to ensure that the device he is working with will not explode or do anything else unexpected should he/she fail the check.</p><p></p><p><strong>Talents:</strong> The Examiner may select one talent at 4th-level, and another at 8th-level. The Examiner select talents from the Smart Hero Talent Trees (pg. 26–27) from the d20 Modern RPG. The Examiner may also select talents from Tech Savant Talent Tree from the Gamma World Player's Handbook.</p><p></p><p><strong>Exploit Weakness (Ex):</strong> Starting at 5th-level, the Examiner is skilled at finding weakness and flaws in his/her opponent's fighting style. The Examiner may make an Intelligence check (DC 15). If the Examiner succeeds, he/she may use his/her Intelligence bonus instead of his/her Strength or Dexterity modifier on attack rolls for the duration of the fight.</p><p></p><p><strong>Adaptation (Ex):</strong> Starting at 7th-level, the Examiner suffers only a -2 penalty when using weapon types he/she is not proficient with.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 4532953, member: 2012"] [B][SIZE=6]Examiner[/SIZE] GAME RULE INFORMATION[/B] Examiners have the following game statistics. [B]Abilities[/B] Intelligence is the prime requisite for an Examiner. All of the other abilities can be useful, but it is the Examiner's intellect that drives him. [B]Hit Die:[/B] 1d6. [B]Action Points[/B] Examiners gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st-level and every time they attain a new level in this class. [B]Class Skills[/B] The Examiner's class skills, and the key ability for each skill are as follows (see Chapter Two of the d20 Modern RPG for skill descriptions). Computer Use (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Demolitions (Int), Diplomacy (Cha), Disable Device (Int), Drive (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Investigate (Int), Knowledge (all skills, taken individually) (Int), Navigate (Int), Perform (Cha), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int), Search (Int), Speak Language (none), Treat Injury (Wis). Also, the starting occupation you select can provide you with additional class skills to choose from. [INDENT][COLOR=White][B]Skill Points at 1st-level:[/B] (8 + Int modifier) x 4.[/COLOR][/INDENT] [INDENT][COLOR=White][B]Skill Points at Each Additional Level:[/B] 8 + Int modifier.[/COLOR][/INDENT] [B]Starting Feats[/B] In addition to the two feats all characters get at 1st-level (see Table 1–2 in the d20 Modern RPG), an Examiner begins play with the Simple Weapon Proficiency, Armor Proficiency (light), and Armor Proficiency (medium) feats. [ATTACH type="full"]37342[/ATTACH] [B]CLASS FEATURES[/B] All the following are class features of the Examiner class. [B]Gadget:[/B] The Examiner begins play with an extra piece of equipment chosen by the GM. The Examiner initially has no idea what the device does and must discover its properties through analysis. [B]Savant (Ex):[/B] The Examiner's understanding of science improves over time. The Examiner gains a +1 insight bonus on skill checks with any one of the following skills: Computer Use, Craft, Disable Device, Knowledge, Repair, or Research. Every four levels, the Examiner may select another skill to receive a bonus, and the bonus of all other savant skills increase by one. [B]Bonus Feats:[/B] At 2nd-level and every four levels thereafter (6th and 10th), the Examiner gains a bonus feat. These bonus feats must be chosen from the following list: Builder, Expert Scrounger [I], Gearhead, Nanotech Attunement *[/I], Personal Firearms Proficiency, Shrewd Bargainer [I], Studious, Surface Vehicle Operation, Surgery, Tech Familiarity: Advanced *[/I], Tech Familiarity: Pre-War **, Thrifty Mechanic *. *This feat is detailed in d20 Apocalypse. **This feat is detailed in the Gamma World Player's Handbook. [B]Disaster Avoidance (Ex):[/B] Through diligent practice, the Examiner has learned not to pull pins and press red buttons when they can avoid it. Starting at 3rd-level, the Examiner may accept a -6 penalty on a Knowledge or Craft check to ensure that the device he is working with will not explode or do anything else unexpected should he/she fail the check. [B]Talents:[/B] The Examiner may select one talent at 4th-level, and another at 8th-level. The Examiner select talents from the Smart Hero Talent Trees (pg. 26–27) from the d20 Modern RPG. The Examiner may also select talents from Tech Savant Talent Tree from the Gamma World Player's Handbook. [B]Exploit Weakness (Ex):[/B] Starting at 5th-level, the Examiner is skilled at finding weakness and flaws in his/her opponent's fighting style. The Examiner may make an Intelligence check (DC 15). If the Examiner succeeds, he/she may use his/her Intelligence bonus instead of his/her Strength or Dexterity modifier on attack rolls for the duration of the fight. [B]Adaptation (Ex):[/B] Starting at 7th-level, the Examiner suffers only a -2 penalty when using weapon types he/she is not proficient with. [/QUOTE]
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