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star wars the old republic d20 role play, what is your character's story?
 
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 MAD SCIENTIST

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Pax Holocron
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Pax Holocron

Posts : 904
Experience : 1128
Join date : 2016-12-07

Character Sheet
Health Points:
MAD SCIENTIST Left_bar_bleue100/100MAD SCIENTIST Empty_bar_bleue  (100/100)
Shield Points:
MAD SCIENTIST Left_bar_bleue75/100MAD SCIENTIST Empty_bar_bleue  (75/100)
Armor Percentage:
MAD SCIENTIST Left_bar_bleue50/100MAD SCIENTIST Empty_bar_bleue  (50/100)

MAD SCIENTIST Empty
PostSubject: MAD SCIENTIST   MAD SCIENTIST EmptyFri 12 Jan - 18:29

MAD SCIENTIST

MAD SCIENTIST V5HyO1H

Mad scientist (also mad doctor or mad professor) is a caricature of a scientist who is described as "mad" or "insane" owing to a combination of unusual or unsettling personality traits and the unabashedly ambitious, taboo and/or hubristic nature of their experiments. As a motif in fiction, the mad scientist may be villainous (evil genius) or antagonistic, benign or neutral; may be insane, eccentric, or clumsy; and often works with fictional technology or fails to recognize or value common human objections to attempting to play God. Some may have benevolent or good-spirited intentions, even if their actions are dangerous or questionable, which can make them accidental villains.

Mad scientists are astute observers of the world who have become deranged and certifiably insane. They are somewhat scatterbrained, their practice is downright questionable, and they are frequently building implausible gadgetry in their Mad Scientist Laboratory, or slightly ridiculous superweapons. Their prim, professional, and sanitary-white clothing is matched by clean-shaven baldness or contrasted by their unkempt and wild hair. They will often be accompanied by a hunchbacked sidekick of some description. People will often call them mad.

Mad Scientists remain true to the cause of Science! Nothing excites them more than the discovery of new knowledge, although their methods can be quite deadly. They find all humanoids to be but a hilarious experiments waiting to happen. They may be mad, but be wary, behind the madness lurks a cunning intelligence that can outwit a Devil! Genius and madness are two sides of the same coin.


REQUIREMENT

Alignment: Any
Attribute: Intelligence Base Rank 16
Feat: Clever Mind Rank 1
Tech: Scan Rank 3
Skill base rank: Computers 5, Medicine 5, Xenology 5

CLASS FEATURES

Hit Points Per Level: 10
Base Attack Bonus: Low
High Saves: Will
Weapon Proficiency: Pistol, Shotgun
Armor Proficiency: Light Armor
Force Points Progression: None
Feat Points Progression: Medium
Tech Points Progression: High
Skill Points: 10 per level
Class Skills: All


CLASS ABILITIES

Level 1: Tech+1, Will+1, Genius Rank 1
Level 2: Tech+1, Feat+1, Will+1
Level 3: Tech +1, Will+1, Genius Rank 2
Level 4: Tech+1, Feat+1, Will+1, BAB+1
Level 5: Tech+1, Feat+1, BAB+1, Fortitude+1, Reflex+1, Will+1, Genius Rank 3
Level 6: Tech+1, Will+1
Level 7: Tech+1, Will+1, Genius Rank 4
Level 8: Tech+1, Reflex +1, Will+1
Level 9: Tech+1, Feat+1, Reflex +1, Will+1 BAB+1, Genius Rank 5
Level 10: Mad Scientist Evolution, Tech+1, Feat+1, BAB+1, Fortitude+1, Reflex+1, Will+1,

GENIUS - At level 1, 3, 5, 7, 9, Mad Scientist gains Genius. This is Mad Scientist's specific talent and can be learned and improved only by Mad Scientist levels.

Rank 1: Deep Scan
Mad Scientist can spend Tech Points on improving every evolution perk of Scan Tech Ability, does not require a CTI to use it, is not restricted to one target, and can use it as a Move Action if chooses.

Rank 2: Maniacal Laughter
Any organic creature within 10 squares of the Mad Scientist that hears this laughter must make a Will save versus Mad Scientist class level +d20 + Intelligence Modifer or become panicked for 1d4 rounds, success makes them shaken for as long as they are within 10 squares of the Mad Scientist the effect ends after they are more than 10 squares away from the Mad Scientist. A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. A shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks.
Shaken is a less severe state of fear than frightened or panicked.
Use: Standard Action

Rank 3: Bizarre Weaponry
Mad Scientist may construct upgrade on one gun weapon he/she is using, or one gun weapon of a chosen ally. The upgraded weapon becomes bizarre in design, and the following effects are next: The weapon adds +1 square radius from the point of impact, +100% toxin damage that ignores shields, and 20% tick of that damage every turn (not round) upon successful hit. The number of ticks equals the Genius rank, and cannot be refreshed. Bizarre Weaponry takes is a full round action. If done on ally, ally must remain within 1 square range of the Mad Scientist during the upgrade process, or will automatically fail. Bizarre Weaponry lasts entire fight, and when combat ends, the upgrades fall apart into a useless trash.
Use: Full Round Action

Rank 4: Bio Insanity
Mad Scientist shares tech points between the known diseases of Pharmaceutical Cocktail. Learning this tech ability is no longer divided between the six different diseases. Mad Scientist can spend Tech Points on improving every evolution perk of Pharmaceutical Cocktail.
Evolution A: Targets affected by Pharmaceutical Cocktail perform 50% less healing.
Evolution B: Targets affected by Pharmaceutical Cocktail receive 50% less healing.

Rank 5: Chaos Mind
Mad Scientist's brain is overwhelmed with information data constantly updating and feeding each other in search for logical route to find answer to every question in the universe. Mad Scientist gains Insomnia, granting him immunity to sleep effects as well as immunity to all mind-affecting debuffs.
Evolution A: Tech Damage done by Mad Scientist and his/her crew gain +50% damage
Evolution B: Tech Damage done by Mad Scientist's enemies gain -50% damage
Evolution C: Tech attacks for the Mad Scientist gain +1 Critical Multiplier and +1 Critical Chance

Mad Scientist Evolution - At level 10 Mad Scientist is strong enough to evolve into a new stage. At that levels Mad Scientist can select one of the 3 evolution perks. Mad Scientist can select only one evolution perk.

(PERK A) LAB ASSISTANT: As a full round action, Mad Scientist may deploy custom built drone to follow him/her around. The drone has 5 Hit Points per Mad Scientist character level, 5 Shield Points per Mad Scientist class level, 20AC + Mad Scientist class level, and can perform all tech abilities that Mad Scientist can. Lab Assistant is taking active turn in the combat rotation.

(PERK B) HAZARD STEP: Mad Scientist can be crazy enough to perform insane experiments even on themselves. These experience break every boundaries, making Mad Scientist even more insane, until they transform into the worst version of themselves that goes that deep, reaching changes on the molecular level. Mad Scientist who undertakes this step is no longer subject to critical hits, and becomes hazardous to it's enemies. Mad Scientist becomes the bio weapon, and emits radiation that automatically ticks bio damage every round to all hostiles on the board. Damage equals the intelligence modifier. Hazard Step also debuffs enemies. All their rolls suffers penalty that equals intelligence modifier of the Mad Scientist. Hazard Step does not come without a cost. Every ally who takes an action that benefits the Mad Scientist, and this action requires the ally to stand square next to Mad Scientist, they will be subject to radiation effect once in their next turn.

(PERK C) PLAYING GOD: The Mad Scientist can bring another creature back to life no matter how long it has been, they still need at least part of the body, or a piece that holds DNA, to do this though. Normally used to bring friends and favorite Assistants back to life, this ability is the most frightening of all the Mad Scientist's abilities making it the main reason they are hunted down before they can achieve immortality. This perk allows Mad Scientist to resurrect crew members that even died under Nightmare Difficulty Mode. Playing a God requires fully upgraded Med Station on ship, and Mad Scientist must stay behind and skip one episode to complete this task. Saved creature will be the original one, in perfect condition, because it is seen as a masterpiece, an art, and a challenge needed to be accomplished by the Mad Scientist. But Mad Scientist may not be easily persuaded to perform such feat. High influence with a Mad Scientist is the key.
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