Action Points: Smart heroes gain a number of
action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills: The Smart hero's
class skills (and the key
ability for each skill) are:
Computer Use (Int), Craft (chemical, electronic, mechanical, pharmaceutical, structural, visual art, writing) (Int),
Decipher Script (Int),
Demolitions (Int),
Disable Device (Int),
Forgery (Int),
Investigate (Int), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) (Int),
Navigate (Int),
Profession (Wis),
Read/Write Language (none),
Repair (Int),
Research (Int),
Search (Int), and
Speak Language (none).
Skill Points at 1st Level: (9 + Int modifier) x4.
Skill Points at Each Additional Level: 9 + Int modifier.
Table: The Smart Hero
|
Class Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Class Features
|
Defense Bonus
|
Reputation Bonus
|
1st |
+0
|
+0
|
+0
|
+1
|
Talent
|
+0
|
+1
|
2nd |
+1
|
+0
|
+0
|
+2
|
Bonus feat
|
+1
|
+1
|
3rd |
+1
|
+1
|
+1
|
+2
|
Talent
|
+1
|
+1
|
4th |
+2
|
+1
|
+1
|
+2
|
Bonus feat
|
+1
|
+2
|
5th |
+2
|
+1
|
+1
|
+3
|
Talent
|
+2
|
+2
|
6th |
+3
|
+2
|
+2
|
+3
|
Bonus feat
|
+2
|
+2
|
7th |
+3
|
+2
|
+2
|
+4
|
Talent
|
+2
|
+3
|
8th |
+4
|
+2
|
+2
|
+4
|
Bonus feat
|
+3
|
+3
|
9th |
+4
|
+3
|
+3
|
+4
|
Talent
|
+3
|
+3
|
10th |
+5
|
+3
|
+3
|
+5
|
Bonus feat
|
+3
|
+4
|
At 1st, 3rd, 5th, 7th, and 9th level, the Smart hero selects a
talent from the following
talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all
talent trees. No
talent can be selected more than once unless expressly indicated.
The Smart hero has a natural aptitude for study and fact-finding. These
talents can be selected in any order.
Savant: Select one of the
skills listed in the following paragraph. The hero must have ranks in the skill if it is Trained Only. The Smart hero gets to add a bonus equal to his or her Smart level when making checks with that skill. A Smart hero can take this
talent multiple times; each time it applies to a different skill.
Computer Use, Craft (any single
skill), Decipher Script, Demolitions, Disable Device, Forgery, Investigate, Knowledge (any single
skill), Navigate, Repair, Research, Search.
Linguist: With this
talent, the Smart hero becomes a master
linguist. Whenever the hero encounters a new language, either spoken or written, that he or she does not know the Smart hero can make an Intelligence check to determine if he or she can understand it. The check is made with a bonus equal to the hero's Smart level. For a written language, the bonus applies to a Decipher Script check instead.
The DC for the check depends on the situation: DC 15 if the language is in the same group as a language the hero has as a Read/Write Language or Speak Language
skill; DC 20 if the language is unrelated to any other languages the hero knows; and DC 25 if the language is ancient or unique. With this
special ability, a Smart hero can glean enough meaning from a conversation or document to ascertain the basic message, but this ability in no way simulates actually being able to converse or fluently read and write in a given language.
A single check covers roughly one minute of a spoken language or one page of a written language.
Prerequisite: At least 1 rank in either Read/Write Language or Speak Language for each of three different languages.
The Smart hero has the brainpower to see solutions in most situations. These
talents can be selected in any order, but before the hero can select a talent from this tree he or she must have previously selected at least one talent from the
Research Talent Tree.
Exploit Weakness: After 1 round of
combat, the Smart hero can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Smart hero uses a
move action and makes an Intelligence check (DC 15) with a bonus equal to his or her Smart level. If the check succeeds, for the rest of the
combat the Smart hero uses his or her Intelligence bonus instead of either Strength or Dexterity bonus on
attack rolls as the hero finds ways to outthink his opponent and notices weaknesses in his opponent's fighting style.
Plan: Prior to an encounter the Smart hero can develop a
plan of action to handle the situation. Using this
talent requires preparation; a Smart hero can't use this
talent when surprised or otherwise unprepared for a particular situation. Creating a
plan requires 1 minute.
After creating the
plan the Smart hero makes an Intelligence check (DC 10) with a bonus equal to his or her Smart level. The result of the check provides the Smart hero and allies with a circumstance bonus. A Smart hero can't take 10 or 20 when making this check.
Check Result
|
Bonus
|
9 or lower
|
+0 (check failed)
|
10-14
|
+1
|
15-24
|
+2
|
25 or higher
|
+3
|
This bonus can be applied to all
skill checks and
attack rolls made by the Smart hero and his or her allies, but the bonus only lasts for the first 3 rounds after making the
plan. After that time, reduce the bonus by 1 point (to a minimum of +0) for every additional round the situation continues, as the vagaries of circumstance begin to unravel even the best-laid plans.
Trick: The Smart hero has the
ability to temporarily confuse a target through the use of ploy and deception. The target must have an Intelligence score of 3 or higher to be susceptible to a
trick, must be within 30 feet of the hero, and must be able to hear and understand the hero.
To play a
trick on a target, the hero must use a
full-round action and make an Intelligence check (DC 15), adding his or her Smart level as a bonus. If the Intelligence check succeeds, the target can try to think quickly and ignore the
trick.
The target resists the
trick by making a Will
saving throw (DC 10 + Smart hero's class level + Smart hero's Int bonus). If the
saving throw fails, the target becomes dazed (unable to act, but can defend normally) for 1 round.
A
trick can only be played on a particular target once per encounter. After the first
trick in an encounter, whether the attempt succeeds or not, that target becomes wary and immune to such ploys. This is a mind-affecting
ability.
At 2nd, 4th, 6th, 8th, and 10th level, the Smart hero gains a
bonus feat. This feat must be selected from the following list, and the Smart hero must meet any prerequisites.
Builder,
Cautious,
Combat Expertise,
Educated,
Gearhead,
Improved Disarm,
Improved Trip,
Iron Will,
Lightning Reflexes,
Meticulous,
Studious,
Vehicle Expert,
Weapon Focus.
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