Difference between revisions of "Experimental Scientist (3.5e Feat)"
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|date_created=27 February 2017 | |date_created=27 February 2017 | ||
|status=Up for peer review | |status=Up for peer review | ||
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<onlyinclude>{{3.5e Feat | <onlyinclude>{{3.5e Feat | ||
− | |name= | + | |name=Experimental Scientist |
|types=Archetype | |types=Archetype | ||
|summary=You do what you can, with peer review and careful study. | |summary=You do what you can, with peer review and careful study. | ||
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'''Archetype Feat Bonus are based on HD.''' | '''Archetype Feat Bonus are based on HD.''' | ||
− | * '''1 HD''': You gain | + | * '''1 HD''': You gain a +2 bonus each for 1 [[SRD:Craft Skill|Craft]], 1 [[SRD:Knowledge Skill|Knowledge]] and 1 [[SRD:Profession Skill|Profession]] of your choice. You may use either your [[SRD:Wisdom|Wisdom]] or [[SRD:Intelligence|Intelligence]] for trained [[SRD:Craft Skill|Craft]], [[SRD:Knowledge Skill|Knowledge]] and [[SRD:Profession Skill|Profession]] checks. |
− | * '''3 HD''': You | + | * '''3 HD''': You craft at an additional multiple of the normal crafting rate (typically making you twice as fast). You may craft non-consumable, charge-less "prototype" items. A prototype costs 40% market price to create and may be disassembled back into raw components (regaining any raw materials and XP you spent on making it). You can turn a prototype into a normal item by working in the remaining 10% market price cost later. The prototype must be worked by you for 1/2 hour per day to maintain functionality, otherwise it goes inert (but may be worked again to reactivate) for magic items or gains the Broken condition for non-magical items. This trait is obvious if it has a magical aura. Additionally, you gain a "Knowledge Specialty" or "Profession Specialty", such as Knowledge (the planes: the plane of fire) or Profession (marine biologist: whale biologist). You gain a +3 bonus on checks applying to your specialty. |
* '''8 HD''': You may "take 10" and roll a d20 for trained [[SRD:Craft Skill|Craft]], [[SRD:Knowledge Skill|Knowledge]] or [[SRD:Profession Skill|Profession]] checks, taking the better result. When attempting, you automatically [[SRD:Aid Another|aid]] any [[SRD:Craft Skill|Craft]], [[SRD:Knowledge Skill|Knowledge]] or [[SRD:Profession Skill|Profession]] check you have trained. | * '''8 HD''': You may "take 10" and roll a d20 for trained [[SRD:Craft Skill|Craft]], [[SRD:Knowledge Skill|Knowledge]] or [[SRD:Profession Skill|Profession]] checks, taking the better result. When attempting, you automatically [[SRD:Aid Another|aid]] any [[SRD:Craft Skill|Craft]], [[SRD:Knowledge Skill|Knowledge]] or [[SRD:Profession Skill|Profession]] check you have trained. | ||
− | * '''15 HD''': | + | * '''15 HD''': You craft at an additional multiple of your normal crafting rate. When [[SRD:Aid Another|aiding another]] for a trained [[SRD:Craft Skill|Craft]], [[SRD:Knowledge Skill|Knowledge]] or [[SRD:Profession Skill|Profession]] check, you may use your die roll (or your "take 10") in place of the primary roller's result if your result is higher.</onlyinclude> |
Latest revision as of 22:03, 31 May 2021
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Experimental Scientist [Archetype]
Prerequisites: Knowledge (any) 4 ranks.Benefit: See below
Special: If you ever stop qualifying for this feat, you can trade it for another archetype feat you meet the prerequisites.
Archetype Feat Bonus are based on HD.
- 1 HD: You gain a +2 bonus each for 1 Craft, 1 Knowledge and 1 Profession of your choice. You may use either your Wisdom or Intelligence for trained Craft, Knowledge and Profession checks.
- 3 HD: You craft at an additional multiple of the normal crafting rate (typically making you twice as fast). You may craft non-consumable, charge-less "prototype" items. A prototype costs 40% market price to create and may be disassembled back into raw components (regaining any raw materials and XP you spent on making it). You can turn a prototype into a normal item by working in the remaining 10% market price cost later. The prototype must be worked by you for 1/2 hour per day to maintain functionality, otherwise it goes inert (but may be worked again to reactivate) for magic items or gains the Broken condition for non-magical items. This trait is obvious if it has a magical aura. Additionally, you gain a "Knowledge Specialty" or "Profession Specialty", such as Knowledge (the planes: the plane of fire) or Profession (marine biologist: whale biologist). You gain a +3 bonus on checks applying to your specialty.
- 8 HD: You may "take 10" and roll a d20 for trained Craft, Knowledge or Profession checks, taking the better result. When attempting, you automatically aid any Craft, Knowledge or Profession check you have trained.
- 15 HD: You craft at an additional multiple of your normal crafting rate. When aiding another for a trained Craft, Knowledge or Profession check, you may use your die roll (or your "take 10") in place of the primary roller's result if your result is higher.
Back to Main Page → 3.5e Homebrew → Character Options → Scaling Feats
Facts about "Experimental Scientist (3.5e Feat)"
Article Balance | High + |
Author | Ganteka Future + |
Identifier | 3.5e Feat + |
Prerequisite | Knowledge (any) 4 ranks. + |
Rating | Unrated + |
Summary | You do what you can, with peer review and careful study. + |
Title | Experimental Scientist + |
Type | Archetype + |