Mad Scientist
From D&D Wiki
| Rating: | Not rated |
|---|---|
| (Rate this class) | |
| Status: | Testing phase |
| Editing: | would really appreciate help with description and campaign informatino for class |
Contents |
[edit] Mad Scientist
| “ | MAD!? ME!? NEVER! I'm just eccentric. | ” |
| —Dr. Drayc Kelar, Human Mad Scientist | ||
Mad Scientists normally are loners, though some can become a powerful force. The worst of the Mad Scientists are those that have achieved immortality. The order of Mad Scientists was first founded by a wizard who cracked the long sought secret of immortality, though he did make a lot of enemies to do so. Dr. Drayc was the first and is still currently the strongest immortal Mad Scientist in existence. The thing that makes Mad Scientists so annoying isn't the fact that they can become immortal but because of how mad they are they find different things to be hilarious. For example Dr. Drayc loves to mess with adventuring companies though he rarely kills them. They may be mad but watchout! Behind all that madness is an intelligence that can outwit a Devil!
[edit] Becoming a Mad Scientist
Normally the completely depraved join the ranks of Mad Scientist but the insane and those wishing to become masters of the necromantic arts without selling their souls join too though the most common are those seeking to become immortal without becoming a lich. Most Mad Scientists were wizards though sorcerers are also known to join the ranks. Every Mad Scientist is unique but they all share one thing in common, they are all completely insane.
| Special: | Must have 23 ranks in Knowledge(the planes) and 23 ranks in either Knowledge(arcana) or Knowledge(religion). |
|---|
| Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
| 1st | +0 | +0 | +0 | +2 | Lab Assistant, Maniacal Laughter, Undead creation | ||||||||||||||||||||||||||||||||||||
| 2nd | +1 | +0 | +0 | +3 | Graft Flesh (undead), Insanity | ||||||||||||||||||||||||||||||||||||
| 3rd | +1 | +1 | +1 | +3 | |||||||||||||||||||||||||||||||||||||
| 4th | +2 | +1 | +1 | +4 | Eyes of the Insane | ||||||||||||||||||||||||||||||||||||
| 5th | +2 | +1 | +1 | +4 | |||||||||||||||||||||||||||||||||||||
| 6th | +3 | +2 | +2 | +5 | |||||||||||||||||||||||||||||||||||||
| 7th | +3 | +2 | +2 | +5 | |||||||||||||||||||||||||||||||||||||
| 8th | +4 | +2 | +2 | +6 | |||||||||||||||||||||||||||||||||||||
| 9th | +4 | +3 | +3 | +6 | Chaos Mind, Eyes of the Mad Man, Insomnia, No Sanity Left | ||||||||||||||||||||||||||||||||||||
| 10th | +5 | +3 | +3 | +7 | Complete Madness, Immortality, Playng God | ||||||||||||||||||||||||||||||||||||
|
Class Skills (8 + Int modifier per level) | |||||||||||||||||||||||||||||||||||||||||
[edit] Class Features
All of the following are class features of the Mad Scientist.
Lab Assistant: Just like the leadership feat but only working for cohorts the Mad Scientist gains a loyal henchman/cohort equal to or less than their class level that is completely loyal to them and helps them in their labs, the Assistant must be of the same alignment as the Mad Scientist.
Maniacal Laughter(Ex): 3/day any within 30ft. of the Mad Scientist that hears this laughter must make a Will save (DC 10 +1/2 character level + intimidate modifier) or become panicked for 1d4 rounds, success makes them shaken for as long as they are within 30ft. of the Mad Scientist the effect ends after they are more than 30ft. away from the Mad Scientist.
Undead Creation(Sp): 1/week the Mad Scientist can create a number of HD of corporal undead equal to 1/2 character level so long as the body parts are present, all undead created through this method are loyal to the creator.
Graft Flesh(undead): Gains the feat of the same name.
Insanity(Sp): 3/day the Mad Scientist can infect someone with their madness a number of times per day equal to 1/2 his character level (up to 10 times per day), target must be within 50ft. and the Mad Scientist has to be able to see them, they must make a Will save (DC 10 + 1/2 character's level + int or cha modifier (whichever is higher)) failure puts the target under the effects of an insanity spell for 1d6 + int or cha modifier (whichever is higher) rounds.
Chaos Mind: The Mad Scientist becomes immune to mind-affecting spells and abilities but suffers a -2 penalty to Diplomacy.
Eyes of the Insane: The Mad Scientist becomes immune to gaze attacks but suffers a -2 penalty to Diplomacy.
Insomnia: The Mad Scientist no longer needs to sleep and becomes immune to sleep spell and effects but suffers a -2 penalty to Diplomacy.
No Sanity Left: The Mad Scientist becomes almost completely insane and becomes immune to enchantment spells and abilities but suffers a -2 penalty to Diplomacy.
Eyes of the Mad Man(Ex): One of the most powerful abilities that a Mad Scientist can wield are his eys, the insanity found within can paralyze a victim with fear. Each round as a standard-action the Mad Scientist can look into the eyes of a living being and instill fear from the insanity found within. Target must make a morale Will save or become paralyzed with fear for 1d4 + intimidate modifier rounds (DC 10 + 1/2 character's level + intimidate modifier) success just instills a -2 morale penalty to attack and Will save rolls.
Complete Madness: The Mad Scientist has become completely insane any Will save automatically succeeds because of his madness his mind cannot be affected but automatically fails at all Diplomacy checks.
Immortality: The Mad Scientist no longer ages nor suffers the effects of age; if his body is broken or cut up it heals and reattaches itself within 1d4 hours. Can only be killed with a Wish spell after being reduced to 0 or less hit points.
Playing God(Sp): 1/week The Mad Scientist can bring another person back to life no matter how long it has been, they still need at least part of the body to do this though. This ability works just like a true resurrection spell. Normally used to bring friends and favorite Assistants back to life this ability is the most frightning of all the Mad Scientist's abilities making it the main reason they are hunted down before they can achieve immortality.
[edit] Campaign Information
[edit] Playing a Mad Scientist
| This section needs a more complete description. For more information please look here |
Combat: They are a somewhat supportive role though their major job is to inflict fear into the hearts of their enemies whenever they can.
Advancement: Any class that increases skill points fast would be good. A Mad Scientist's greatest weapon is fear so Intimidate is a major skill you want to increase.
Resources: Mad Scientists don't work well with each other but will if they need to or a major threat to the world they live in rears it's ugly head.
[edit] Mad Scientistes in the World
| This section needs a more complete description. For more information please look here |
| “ | I have the head of a deity in a jar and a demon lord on a slab for dissection! Do you really want to make me mad!? | ” |
They can be found in universities for the arcane as instructors or under watch there. Normally they are found in old abandoned ruins or in castles or lairs far from civilization unless they are excepted in the community which is very rare and if so then they are normally ruling that community through fear or the populace is too frightened of them to do anything.
NPC Reactions: If you are a Mad Scientist and live near civilization then you can most likely expect a giant mob at your doorstep within a few weeks.
[edit] Mad Scientist Lore
Insanity has always been a Mad Scientist's closest friend, though their true closest friend is their Assistant. Fear is a powerful tool that they utilize along with Knowledge, if they can study it then it'll be in a jar soon, if it can be dissected then it'll end up on a slab.
Characters with ranks in knowledge(arcane) can research Mad Scientist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
| DC | Result |
|---|---|
| 11 | Monsters in human flesh their insanity knows no bounds. |
| 16 | Their eyes should be avoided as well as their laughter. |
| 21 | They can literally become immortal and almost impossible to kill. |
| 26 | Only one of their kind has achieved the ability to bring the dead back to life without needing access to magic though his current location is unknown. |
[edit] Mad Scientists in the Game
| This section needs a more complete description. For more information please look here |
<-How characters of this class fit in the game (PC and NPC) and what roles they play->
Adaptation: <-Fitting this class in your campaign->
Sample Encounter: <-DM placement for NPC of this class->
EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->
Back to Main Page → 3.5e Homebrew → Classes → Prestige Classes
