Mad Scientist (3.5e Class)

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Mad Scientist[edit]

Mad Scientists often work poorly with others, especially good- or lawful-aligned allies. Although they function best on their own, they also can make a good damage-oriented class for a party, always at the ready with powerful, bizarre, improvised weaponry. Their unique style of magic and madness allow them to perform a powerful role in any party, although they will first have to get over their issues with experimenting on the nearest living creatures, which can get on their allies' nerves sometimes.

Being a Mad Scientist[edit]

Mad Scientists are only the most insane and depraved characters, sure to throw in a dash of unpredictability to any situation. Their spontaneity is their greatest asset.

Abilities: Intelligence is by far the most important ability for a Mad Scientist, enabling and empowering many class skills. Depending on the Improvisation Style class bonuses, either Charisma or Dexterity is the secondary class ability.

Races: Mad Scientists are almost always humans, due to the human's unpredictable and volatile nature. Half-elves are also sometimes Mad Scientists. Elves and dwarves, being longer lived and more level-headed, are rarely Mad Scientists and half-orcs almost never choose this class.

Alignment: Chaotic Neutral or Chaotic Evil

Starting Gold: 6d4 x 10 (150 gp)

Starting Age: Complex

Table: The Mad Scientist

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Power
Maximum Power
Level Known
Fort Ref Will
1st +0 +2 +0 +0 Scan, Smart Hit, Mad Weapon
2nd +1 +3 +1 +0 Dodge, Insanity 0/day
3rd +2 +3 +1 +1
4th +3 +4 +1 +1 Bonus Feat, Weapon Focus
5th +3 +4 +1 +1 Scan 2, Insanity 1/day
6th +4 +5 +2 +2 Upgradable
7th +5 +5 +2 +2 Bonus Feat
8th +6/+1 +6 +2 +2
9th +6/+1 +6 +3 +3 Insanity 2/day
10th +7/+2 +7 +3 +3 Scan 3
11th +8/+3 +7 +3 +3
12th +9/+4 +8 +4 +4 Bonus Feat
13th +9/+4 +8 +4 +4 Insanity 3/day
14th +10/+5 +9 +4 +4
15th +11/+6/+1 +9 +5 +5 Scan 4
16th +12/+7/+2 +10 +5 +5 Insanity 4/day
17th +12/+7/+2 +10 +5 +5 Bonus Feat
18th +13/+8/+3 +11 +6 +6
19th +14/+9/+4 +11 +6 +6
20th +15/+10/+5 +12 +6 +6 Insanity 5/day

Class Skills (6 + Int modifier per level, ×4 at 1st level)
<- Craft Weapon, Decipher Script, Disable Device, Gather Info, Knowledge Technology, Profession Scientist, Search, Use Magic Device(Int and Dex. are IMPORTANT!!)->.

Class Features[edit]

All of the following are class features of the Mad Scientist.

Weapon and Armor Proficiency: A Mad Scientist can only use weapons that he or she has created and can only wear light or medium armor.

Scan: A Mad Scientist is nothing without her gadgets and one of her most important ones is her scanner. With this she can scan creatures(Friend or Foe), and see just what they can do. Scan can be done at anytime as a free action and has an unlimited amount of uses. It's up to the DM to decide exactly what you find out, but Scan at this level just lets you see what level an enemy is at, what alignment they are, or general info about the creatures race and class,(make sure to write down somewhere all the things you find, because all the info is archived). You must be within 20 feet of the enemy at first level, but at 5th, 10th, and 15th this range is increased.

Mad Weapon:All Mad Scientists have weapons of mass destruction, thats a given. The same is true with this class. On creation a Mad Scientist gets to pick any technological weapon they can think of,(Ray Gun, Light Saber, Photon Axe) to use.Only a Mad Scientist can use a Mad Weapon.

Smart Hit: Instead of relying on Str. or Dex., A Mad Scientist uses her Int. to get out of trouble. No matter what type of Mad Weapon she is using, she will add her Int. mod to both hit and damage instead of adding Dex. or Str.

Dodge: At 2nd level, Mad Scientists are treated as having the feat Dodge.

Insanity: A Mad Scientists at a moments notice may go completely crazy. She gains a temporary +4 bonus to Int. and Str. and a +2 to all Will saves, but she takes a -2 to AC. While crazing a Mad Scientist has . A fit of insanity lasts for a number of rounds equal to 2 + the character’s (newly improved) Int. modifier. A Mad Scientist may prematurely end her insanity with a Concentration check (DC is 10 plus half the Mad scientist level and how many rounds she's already been in Insanity). At the end of the Insanity, the Mad Scientist loses the Insanity modifiers and restrictions and becomes Staggered for a d8 of rounds.

Scan 2:The Scanner has been upgraded and now allows you to also see a monsters HP and non-lethal damage. You also can now scan anything within 30ft.

Insanity 2/day: a Mad Scientist can now go insane twice a day and now only stays staggered for a d6 of rounds.

Upgradeable: A Mad Scientist loves building and creating new and useful things, but more than that she loves tinkering with things she's already built. She can tinker with her scanner, her weapons, pet and armor. They can be improved upon DM discretion.You might need money, a skill check, or components to upgrade your weapon. The DM might allow your weapon to do more damage, be more accurate or give you a random bonus depending on the upgrade or give your scanner a longer range. The possibilities are endless.

Scan 3:A Mad Scientist at 10th level has figured out how to upgrade her scanner so she can now see a creatures spells and abilities too. It also now has a 40 ft. range increment.

Scan 4 At 15th level, A Mad Scientist can now upgrade her scanner so she can see what kind of items, weapons, and armor a creature is holding. You can also now scan a creature from up to 50 ft. away.

Ex-Mad Scientists[edit]

If a Mad Scientist losses their chaotic alignment they would lose all insanity abilities and they would loss the ability Personalized Fighting. They would keep their scanner and Mad weapon but would loss most of their skill with them.

Epic Mad Scientist[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

Human Mad Scientist Starting Package[edit]

Weapons: Ray Gun..

Skill Selection: Craft Weapon, Knowledge Technology, Disable Device, Listen, Search, Use Magic Device, Spot, Concentrate.

Feat: Point Blank Shot. Bonus Feats: Two Weapon Fighting Gear: Leather armor, Scanner, Battery Packs, Gears, Wrenches. Gold: 700 GP.

Campaign Information[edit]

Playing a Mad Scientist[edit]

Religion: Mad Scientists usually have no religion, they most often believe in evolution.

Other Classes: Mad Scientists act crazy around all classes but get along quite well with people who also work with tools and technology; like artificers and engineers.

Combat:they use their insanity ability to do a mass amount of damage to all and collect info on creatures and their weak spots.

Advancement: Depending on if you go with a ranged or close combat fighter you might want to cross class in different things. Being a Scout or Ranger would be good for ranged, while going with fighter, rogue, or warrior could be good for close combat fighters.

Mad Scientists in the World[edit]

Skill Ranks Ability Armor
Craft Weapon 4 Int "—"
Knowledge Technology 4 Int "—"
Disable Device 4 Int "—"
Listen 2 Wis "—"
Search 4 Int "—"
Use Magic Device 4 Cha "—"
Spot 2 Wis "—"
Concentrate 2 Con "—"
Cake First, then the universe!
—Markius, Human Mad Scientist

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: Mad Scientist often give off an odd, eccentric vibe. Must NPC's avoid Mad Scientists, because of their peculiar ; sometimes crazy behavior.

Mad Scientist Lore[edit]

Characters with ranks in Technology can research Mad Scientists to learn more about them. When a character makes a skill check, they may learn about their origins and what abilities in battle they have, including the fact that they can tinker with weapons and go insane.

<-the appropriate skills->
DC Result
5 You know that Mad Scientists are crazy and are very good with technology.
10 You know that Mad Scientists can build custom weapons and that they can go insane at anytime in battle.
15 You know of some Mad Scientists and that they are usually trained at special academies.
20 You are very familiar with the academias Mad Scientists are trained at and you know that not all people who go to these school learn how to go Insane at a moments notice.

Mad Scientists in the Game[edit]

<-As a player Mad Scientists often step into the role of ranged attackers, technicians, and scholars. They are also a hoot to play as, because of how outrageous you can be with them. NPCs in the game can be a major help, because they may have knowledge other characters might not know and can easy give the campaign some comic relief.->

Adaptation: With a Mad Scientist you can either pump up their INT. WIS. and DEX. and go for ranged fighting with guns or other firing weapons, or pump up their INT. DEX. and CON. and go for close combat with light sabers and other mechanical striking weapons.

Sample Encounter: Your campaign has just stumbled upon some mechanical object and they need to know what it does to continue on their journey. They go to the nearest town looking for some help in finding out what exactly it is. The townspeople they question warily tell them that a woman who lives in a huge house at the edge of town may be able to shed some light on their problem. The party takes their advice and start heading to her house. It's built out of random pieces of metal and what looks like shining orbs. The bravest of the group walks up and goes to knock on the door. The door opens just before his fist graced the metal. There stands a small girl with two red ponytails. "Well, hi there.Saw you coming" She points at the camera above the door. "hahaha. Come on in." They all walk in to the metal house and hear lots of beeps form machines against the far wall. One of the party shows her the gadget they have and Scientists immediately gets to work figuring out what it is, mumbling something about all the idiot around here knowing nothing about technology.

EL : <-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.->.

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