Mad Scientist (DnD Prestige Class)

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Mad Scientist[edit]

A Mad Scientist can come from almost any race or society that is capable of producing an individual without ethics or guilt. Essentially, a Mad Scientist is a genius who cares for no one but himself. The main feature of this class is crafting magical constructs and psionic items. A member of this class does little or no fighting for himself. The most common people to take levels in this class are field scientists. A Mad Scientist does not neccessarily need to excel in any ability.

Requirements[edit]

To become a Mad Scientist, a character must fulfill all of the following criteria:

Skills: knowledge (science) 5 ranks

Alignment: any Evil

Special: Must have previously attempted an evil scheme. Wether the scheme was succesful or not is irrelevant.


Table: The Mad Scientist
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special # of Igors
1st +1 +2 +0 +0 0
2nd +2 +3 +0 +0 Create Homunculus 1
3rd +3 +3 +1 +1 1
4th +4 +4 +1 +1 Create Power Crystal 2
5th +5 +4 +1 +1 2
6th +6 +5 +2 +2 Create Flesh Golem 3
7th +7 +5 +2 +2 3
8th +8 +6 +2 +2 Create Dorje 4
9th +9 +6 +3 +3 4
10th +10 +7 +3 +3 Create Shield Guardian 5

Class Features[edit]

All of the following are the Mad Scientist Class features.

Weapon and armor proficiency: Mad Scientists are proficient with any weapons they make. Otherwise they gain no proficiency

Igors: at every even numbered level a Mad Scientist gets one more Igor to serve them. An Igor is someone, usually with a deformity, who has been cast out of thier own society. The reason they serve a Mad Scientist is because with him an Igor feels accepted. They are treated like cohorts.

Create Homunculus: At the 2nd level a Mad Scientist gains the ability to create a Homunculus with no experience cost. Otherwise it is exactly like an 4th level caster with the create construct feat creating a Homunculus. These can be improved by the normal means.

Create Power Crystal: At the 4th level a Mad Scientist gain the ability to craft Power Crystals as a 4th level Manifester with no experience cost that takes twice as long as normal to make. Otherwise it is exactly like a 4th level Manifester creating a power crystal. He has access to all 4th level and lower powers when crafting them.

Create Flesh Golem: At the 6th level a Mad Scientist gains the ability to create a Flesh Golem with no experience cost. Otherwise it is exactly like an 8th level caster with the create construct feat creating a Flesh Golem.

Create Dorje: At the 8th level a Mad Scientist gains the ability to craft dorjes as a 5th level Manifester with no experience cost that takes twice as long as normal to make. He can choose to make it in the normal amount of time, but with half the usual charges. Otherwise it is exactly like a 5th level Manifester creating a Dorje. He has access to all 5th level and lower powers when crafting them.

Create Shield Guardian: At the 10th level a Mad Scientist gains the ability to craft a Shield guardian with no experience cost. Otherwise it is exactly like an 15th level caster with the create construct feat creating a Shield Guardian. These can be improved by the normal means.

Campaign Information[edit]

Playing a Mad Scientist[edit]

Combat: In combat a Mad Scientist relies mostly on Igors and constructs to do his fighting for him.

Advancement:

Resources:

Mad Scientists in the World[edit]

“ The world is a mess, and I just need to rule it. ”
—Dr. Horrible, Mad Scientist

NPC reactions: NPCs can tell right away that a Mad Scientist is evil. Most are afraid of them and start out more or less indifferent. If the NPC is good they start out unfriendly, if an NPC is evil they start out friendly.

Mad Scientist Lore[edit]

Characters with ranks in knowledge (science) 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.

knowledge (science)
DC Result
11 Mad Scientists can barely fight on thier own.
16 A Mad Scientists main strength is his powerful cunstructs.
21 Mad Scientists usually live near graveyards so as to easily obtain parts for thier Flesh Golems.
26 If you treat the Igors right you can get them to turn against thier leader.
31 A character who reaches this level of success can know about specific Mad Scientists, the location of thier lair(s) and other such details.
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