Skeptic (DnD Class)
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| Rating: | Not rated |
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| Author(s): | Furbuggy |
| Date Created: | 2007 |
| Status: | Done, More or Less |
| Editing: | Constructive edits welcome |
[edit] Skeptic
A skeptic disbelieves as much as she can get away with, just for the hell of it. As she goes up in levels she is able to disbelieve more and more, and therefor becomes more and more powerful.
[edit] Game Rule Information
Starting at level 2, and every even level thereafter a skeptic is granted a +2 Misc. Modifier to sense motive, because she always questions everything, anyone ever says.... just to be a dick.
At Level 3 a Skeptic questions if magic is even real at all, and gains a +5 to all checks against any form of magic (unless it is given as a Reflex or Fortitude save specifically)
At level 5 a skeptic cannot believe in deities at all. Through this "enlightenment" a skeptic gets an artificial +2 bonus in both wisdom and intelligence. The character is so sure she is right, they can use this bonus even if not based on fact, furthermore this bonus can not be changed in anyway, unless done so by specific circumstances*. She can no longer believe in a god, and can not cast spells related to gods in anyway, though they can be cast on her (unless restricted otherwise).
At level 7 a skeptic can doubt minor pain. When dealt an amount of damage lower than the Skeptic's class level plus her Int bonus, the skeptic makes a will save, the DC being how convincing or based on "fact" the pain is (Ironically this amounts to the enemies' level + enemies' Cha bonus). When hurt by non-intelligent dangers (falling ruble, natural heat or cold with out an intelligent source, or simply falling damage for example) the DC is always 20. If she succeeds, she does not take the damage.
At level 9 a skeptic does not believe in an afterlife, and so does not go to one after death. If resurrected in anyway, they believe that they must have somehow lived through what ever killed them in the first place, further they do not believe resurrection works on other people, and in fact must be some plot by the church (or some other organization) to corrupt people. However, this argument is much harder for her to maintain after she has experienced several resurrections herself. Each time she is resurrected roll 1d20, DC being the number of resurections the character has experienced prior to this one- there is no bonus for this save, and a natural 20 is always a success. If failed, the Skeptic must be demoted to Level 8 in the Skeptic class, and can no longer gain levels in Skeptic. On a brighter note, a Skeptic of level 9 or above can never be risen as an undead, so cheer up and always look on the bright side of death.
At level 11 a skeptic does not believe in luck, and feels that everything follows a pattern, which of course, they feel they know. If given a total of 18 seconds (3 rounds) to study a situation, with unbroken concentration (concentration check DC 10 for each round) they are able to take a natural 10 on any check, even if they are not trained in such a skill. This does not work with checks that are purely based on knowledge she does not have. For example, if given three rounds of unbroken concentration a Skeptic is able to take a 10 on a slight of hand check. However she is not able to take a 10 on a Knowledge Local check if she is in an area she has never heard of, and automatically fails such a check, though, she will most likely pass such a thing off as if she knows what she is talking about anyway.
Upon reaching level 13 a skeptic begins to start running out of things to disbelieve. Nevertheless, she pushes boldly forward, and is no longer fooled by simple Illusions, or by lies of others. The skeptic gets a +25 to see through all Illusions, she is also able to take an automatic score of 25 on any sense motive checks (do not add the skeptic's sense motive bonus to this)
At level 15 a skeptic is unsure if they them selves are real. This doubt allows the skeptic to turn ethernal twice per day.
At level 17 a skeptic is so aware of the lies of the world that she can bend physics and do the following abilities: A skeptic of this level is so highly skilled in the arts of being unsure of things they are able to doubt that gravity really exists at all. She may use the class ability "Fly", as if by spell "Fly" but self only, once per-day.
Not only can a skeptic disprove even the most fundamental fact in their own mind, but they are also able to confuse other's with their sophist remarks. Once per-day the skeptic is able to use the class ability "Jelly Legs" as the spell "Jelly Legs" as if cast by a level 18 wizard, by creating doubt in the target's mind.
Skeptics, after a great deal of thought of what they could question next, have decided that not even Time is safe from their intentions to find a truth (a truth which they have probably already disproved...) and once per-day may use the class ability "Greater Haste" as the spell "Greater Haste" cast by a 6th level wizard. This is self only.
Use Genesis as if it was used on an existing plane of existance causing an anti-genesis. see genesis power
At level 19 a skeptic is no longer sure of anything at all, which (they think) was their ultimate intention to begin with (though, there is some debate about that.) The skeptic no longer has any set alignment, gaining no benefit, or penalty or any other kind of effect that is alignment specific. Due to there questioning everything, and almost sporadic emotions on knowledge (stating that it is both essential, and unattainable at the same time), a skeptic may pool all of her knowledge ranks together and use them on any knowledge check she choses, after first rolling a 15 or higher on a 20 with no bonuses.
- '*'specific circumstances: A skeptic is extremely hard headed and does not wish to give up the faith she holds in unfaith. However, once a Skeptic reaches level 5, a process can be done through the use of the spell "greater wish" where the spell caster's level is at least 5 higher than the Skeptic's or where the caster of the "greater wish" defeats a Skeptic in an opposed Will save with a -10 penalty for the caster of the spell. If this process fails, the caster of "greater wish" may never cast the spell again. If this process succeeds, the Skeptic is overcome with emotion, and converts to a level 5 Cleric, or Paladin (the Skeptic's choice) of the deity of the caster. If the caster has no god, this process is impossible. The Skeptic is now so devoted she will no longer question anything and will follow her new found faith to the fullest extent. The character is able to change the order of her ability scores, her new skills, proficiencies, and her feats, but loses all Skeptic skills and bonuses she has obtained. She is now completely anew.
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