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- Weird Science PrC [5 levels]
- -The craft reserve is either stunted or halted, depending on the potency of the other abilities... most likely stunted, only gaining a new one every other level.
- -Character gains an inspiration pool for activating abilities pertaining to Weird Science machines. Inspiration starts at 2 and increases every other level.
- -PrC levels stack with Magitechnician levels for the purposes of determining the maximum number of spell levels an item can have, but the Magitechnician may have an additional item for every level in the PrC as opposed to one for every two.
- -[1st]Two is Twice as Nice: When building a Weird Science device a <name> can choose to create two simultaneously instead of one. The additional item created must match the first in every way, and takes up one of his active item slots as normal.
- -[1st]Hasty Modification(Energy): When activating a Weird Science item that contains one or more spells that deal energy damage, a <name> may spend an inspiration point to change the energy damage dealt by all spells in the item to another type of energy of his choosing. Doing so reduces the damage dice of the spell by 1 step.
- -[2nd,4th]Strangely Durable: At 2nd level a <name> figures out a few tricks to make their brilliant creations last just a bit longer. Any active items they possess may be used one additional time without fail. This increases to two additional times at fourth level.
- -[2nd]Buttons and Knobs: Sometimes you want a lot of options, but you don't want to have them all turn on at once. Active Weird Science items owned by the <name> now allow their operator to select which spells fire off when the device is activated, though they may not select the order. Using the device in this manner still follows all rules for activation of the device as if all of the spells were used, so the UMD check and break chance are unaltered.
- -[3rd]Hasty Modification(Targeting): When activating a Weird Science item containing one or more non-personal spells, a <name> may spend an inspiration point to apply the Enlarge or Reach metamagic feats to any of the spells. Doing so does not increase the casting time.
- -[3rd]Triplicate: This functions as the 1st level ability of Two is Twice as Nice, but the <name> may choose to make three copies instead of two.
- -[4th]Well There's Your Problem: It's a well known fact that the <name>'s creations aren't durable, but only the <name> knows how to take that instability to ridiculous levels. If a device breaks after the <name> fails a UMD check to use it, he may throw the device as a thrown weapon (range 30') that then explodes violently, dealing 2d6 points of fire damage for each level of spell contained within. Needless to say, the device is not recoverable afterwards... but at least it no longer counts against the <name>'s item limit...
- -[5th]Close Enough: This functions similarly to Two is Twice as Nice and Triplicate, but the items created need only to be vaguely similar (such as all having fire spells, or all being used to not die a horrible death). Items created with this ability have a maximum spell slot amount one lower than the <name>'s norm.
- -[5th]Hasty Modification(Quick Fix): After failing a UMD check to activate an item, a <name> may spend two points of inspiration to have the device activate anyway. The item still has a chance to break, but that is resolved after the spells contained within. A <name> may not use Well There's Your Problem and Quick Fix in the same round.
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