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smart_character_class

Smart (Character Class)

The Smart hero uses her Intelligence score to best advantage. Taking a level in this class demonstrates educational training in an academic or technical subject. Learning and reasoning powers combine to define the Smart hero. A Smart hero might be brainy or bookish, she might possess uncanny reasoning skills or the ability to puzzle her way out of any situation. She’s bright, quick-witted, and possessed of a great deal of knowledge—or at least the ability to gather that knowledge if she so chooses.

Scientists and researchers of all descriptions, academics, law enforcement or military professionals who specialize in using tactics, deduction, or reason, and many kinds of white-collar professionals fall within the scope of the Smart hero.

The SMART HERO

Class LevelBase Attack BonusFortitude SaveReflex SaveWill SaveClass FeaturesDefense BonusReputation 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

Abilities

Intelligence is, of course, the ability associated with this class., Smart hero’s often put a good score into Dexterity, and sometimes their good Intelligence with either a good Wisdom or Charisma score.

Hit Die

Smart heroes gain 1d6 vitality points per level and the character’s Constitution applies. A 1st-level Smart hero receives vitality points equal to 6 + her Constitution modifier.

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, are as follows.

Computer Use (Int), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Forgery (Int), Investigate (Int), Navigate (Int), Repair (Int), Research (Int), and Search (Int).

Also, the starting occupation you select can provide you with additional class skills.

Skill Points at 1st Level: (8 + Int modifier) X 4

Skill Points per Level: 8 + Int modifier

Starting Feats

All characters get at a feat at 1st level.

Talents

At each odd-numbered class level, the Smart hero selects a talent from the following talent trees. Some trees has a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, you can select freely from any and all talent trees. No talent can be selected more than once unless expressly stated.

Research Talent Tree

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 Smart hero gets to add a bonus equal to 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, she can make an Intelligence check with a bonus equal to her Smart level to see if she can understand it. 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 native to a species which produced any other language that the Smart hero understands; DC 20 if the language is unrelated to any languages the hero knows; and DC 25 if the language is ancient or particularly oblique. 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.

Prerequisites: At least 1 rank in either Read/Write Language or Speak Language for each of three different languages.

Strategy Talent Tree

The Smart hero has the brainpower to see solutions in most situations. These talents can be selected in any order, but the Smart hero must have at least one talent from the Re-search talent tree before choosing any talent from this talent tree.

Exploit Weakness: After 1 round of combat, the Smart hero can choose one opponent’s fighting style to analyze for patterns and weaknesses. The Smart hero uses a move action and makes an Intelligence check (DC 15) with a bonus equal to her Smart level. If the check succeeds, the Smart hero uses her Intelligence bonus instead of either her Strength or Dexterity bonus on attack rolls against that opponent for the rest of the combat.

Prerequisite: One talent from the Research talent tree.

Plan: Prior to a dramatic situation, wither combat– or skill-related, 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.

The Smart hero makes an Intelligence check (DC 10) with a bonus equal to her Smart level. The result of the check provides the Smart hero and her allies with a three round circumstance bonus to all skill checks and attack rolls in that particular situation. The Smart hero cannot take 10 or 20 for this check.

After 3 rounds, the bonus decreases by 1 point per round (to a minimum of +0), as the vagaries of circumstance begin to unravel even the best-laid plans.

Prerequisite: One talent from the Research talent tree.

Check Result Bonus 9 or lower +0 (check failed) 10-14 +1 15-24 +2 25 or higher +3

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 see 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 her Smart level as a bonus. If the Intelligence check succeeds, the target can try to resist the trick by making a Reflex saving throw (DC = 10 + Smart hero’s class level + Smart hero’s Int bonus.). If the save fails, the target becomes dazed for 1 round.

A trick can only be played on a particular target once per encounter; whether the attempt succeeds or not, that target becomes wary and immune to such ploys.

Prerequisite: One talent from the Research talent tree.

Bonus Feats

At each even-numbered level, the Smart hero gains a bonus feat. This feat must be selected from the following list, and the 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.

smart_character_class.txt · Last modified: 2021/12/04 00:39 (external edit)