Author Topic: Mad Scientist [Prestige]  (Read 896 times)

Offline Stratovarius

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Mad Scientist [Prestige]
« on: August 07, 2020, 09:59:23 AM »
Mad Scientist

"In me, the dark elements of strength, solitude, grotesqueness and knowledge combine to form perfection."
- Ctrfa Vole, Casglwyr Mad Scientist


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Making a Mad Scientist
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Table 1: The Mad Scientist
Hit Die: d6


Level  BAB   Ref  Fort  Will  Abilities                                   Necromant           
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1      +0    +0   +2    +2    Test Subjects, Experimental Incorporation   ---
2      +1    +0   +3    +3    Foul Nature                                 +1 Necromant Level   
3      +2    +1   +3    +3    Controlling Mind                            +1 Necromant Level   
4      +3    +1   +4    +4    Foul Nature                                 +1 Necromant Level   
5      +3    +1   +4    +4    Experimental Incorporation                  ---
6      +4    +2   +5    +5    Foul Nature, Controlling Mind               +1 Necromant Level   
7      +5    +2   +5    +5    Expanded Testing                            +1 Necromant Level   
8      +6    +2   +6    +6    Foul Nature                                 +1 Necromant Level   
9      +6    +3   +6    +6    Controlling Mind                            +1 Necromant Level   
10     +7    +3   +7    +7    Foul Nature, Experimental Incorporation     ---


Class skills (4 + Int modifier per level): Acrobatics (Dex), Athletics (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (Arcana, History, Local, Nature, Religion) (Int), Mentalism (Int), Perception (Wis), Stealth (Dex), Warcraft (Int)

Requirements:
Feats: Experimentation, Unhealthy Knowledge
Skills: Knowledge (Religion) 8, Heal 8
Grafts: Must be affected by at least 3 grafts
Special: Must have the Hordes of the Undying class feature

Class Features
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  • Test Subjects (Ex): Much as undead creatures can be interesting to experiment upon, true knowledge comes with the adjustment of the living. All undead creatures granted by Horde of the Undying die, and are replaced by animals following the same rules. Add Vivisector, Overlord, and Mad Scientist levels together to determine the total number and strength granted.
  • Experimental Incorporation (Su): The first and best use of test subjects is, indeed, as test subjects. Each animal under the Mad Scientist's control gains a graft. The graft's level cannot be higher than one half the animal's hit dice. At 5th level and 10th level, the animals gain a second and a third graft. If an animal dies, its replacement gains grafts. No two animals are required to have the same grafts as another.
  • Foul Nature (Su): Sometimes, the experiments that the Mad Scientist conducts are more wide-reaching in their applications. At every even level, all animals under the mad scientists control gain an ability, chosen from the list below.
    • Awesome Metabolism: Animals gain fast healing 2.
    • Fearful Presence: So bizarre are these creatures, that those who see them flee in fright. Enemies who approach within 30 ft. of an affected animal must make a Will save against 10 + 1/2 hit dice level + Con mod or be shaken for a number of rounds equal to Con mod. An opponent that succeeds on the saving throw is immune to that same animal’s fearful presence for 24 hours.
    • Rancid Nature: The melding of living and unliving flesh is an unhappy one, and the reek that emanates from the unholy union is foul indeed. Living creatures within 10 feet must succeed on a DC 10 + 1/2 hit dice level + Con mod Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same animal’s stench for 24 hours. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
    • Enhanced Combat: Oversized claws and teeth dot the ranks of the animals, making their forms mishappen and horrifying. All animals gain the Improved Natural Attack feat for their primary natural weapon.
    • Energetic Grafting: A crude intelligence is melded into the animals so that they might better use their grafts. All animals gain two corpuscles that they can invest into a graft at the beginning of the day. This ability can be chosen more than once, each time granting two additional corpuscles to all animals.
    • Maddened Minds: Animals undergoing such depravity are no more sane than any other creature would be. Any time an animal is the target of a spell or effect that requires a Will save, that spell or effect's creator must make a Will save against 10 + 1/2 hit dice + Constitution mod or become afflicted with insanity, as per the spell.
    • Morass of One: The animals become less a horde of disparate pieces and more a unified combatant of flesh and death. All animals in the horde gain an additional +2 bonus on attack rolls and damage rolls against opponents flanked by another horde creature.
    • Insane Certainty: By imbuing part of himself into the creatures, the Mad Scientist can enhance their reactions. The animals use the Mad Scientist's unenhanced saving throws (that is, base + unmodified ability modifier) if better than their own.
    • Amorphous Forms: Flesh seems to writhe and twist under a blow, avoiding it where possible. All animals gain Medium Fortification.
    • Blood Frenzy: An animal that deals damage in combat against a living creature scents blood, which causes it to fly into a frenzy the following round. While in a blood frenzy, an animal gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. Sensing its victim’s death, the animal claws and bites until its opponent is brought to negative hit points, at which time the creature immediately gains an additional primary natural attack against its fallen foe. This attack automatically hits, dealing normal damage. A animal cannot end its rage voluntarily
  • Controlling Mind (Su): There is an awful influence the Mad Scientist possesses over those he experiments upon. The Mad Scientist creates an aura 10 feet in radius per class level as an emanation. Any horde creature under his command within that area receives the bonuses of his aura. The Mad Scientist can activate or deactivate his aura as a swift action. The bonus applied by the aura is equal to the Mad Scientist's Intelligence modifier.  His aura is dismissed if he becomes unconscious or is slain, but otherwise it remains in effect even if he is incapable of acting. A 3rd level Mad Scientist knows how to project one aura chosen from the list below. At 6th and 9th levels, he learns one additional aura.
    • Animals Alliance: If an animals creature makes an attack of opportunity against an enemy, all other allied animals creatures in melee range of the enemy may make a free attack against that creature with a -4 penalty.
    • Dogpile: If an animals creature successfully critical hits an enemy, all other allied animals creatures in melee range of the enemy may make a free attack against that creature with a -4 penalty.
    • Hardened Flesh: All animals the Mad Scientist controls gain a natural armour bonus equal to his Intelligence modifier.
    • Horde's Charge: Whenever an animals under his control charges an enemy, that enemy must make a will save against DC 10 + 1/2 hit dice + Intelligence modifier or be shaken. This is a fear based, mind-affecting effect.
    • Lifethirst: animals creatures in the aura heal an amount of hit points equal to the damage dealt or the Mad Scientist's Intelligence modifier, whichever is lower, on each natural attack.
    • Overwhelming Swarm: Animals the Mad Scientist controls gain a further +1 to attack and +2 to damage for every other creature flanking their target.
    • Strength of Personality: Affected animals gain a +1 bonus to one ability score for every 2 points of Intelligence modifier. The Mad Scientist chooses which ability score when he creates the aura.
  • For the Benefit of Science (Su): For all that there is a certain fondness between the Mad Scientist and his test subjects, their purpose is to enhance his own. As an immediate action, the Mad Scientist can slay a horde member to either gain its Hit Dice as a bonus on a single save, or to heal twice the slain creature's Hit Dice. He must use this before knowing the result of any attack, spell, or ability he is reacting to.
  • Expanded Testing (Ex): The current pool of subjects is simply too limiting for the Mad Scientist. He demands more. The horde now has a total number of hit dice of animals equal to his Vivisector, Overlord, and Mad Scientist levels combined times three, and the maximum CR is 1/2 the combined class levels.
  • Scientific Method (Su): The rigorousness with which the Mad Scientist shall pursue his goals knows no bounds. As an immediate action, the Mad Scientist can slay a horde member to either gain grave tokens equal to that creature's Hit Dice or temporary corpuscles equal to 1/2 its Hit Dice. Corpuscles gained in this way can be invested immediately. All invested corpuscles expire 24 hrs later.
« Last Edit: August 07, 2020, 10:48:12 AM by Stratovarius »