THE SMART HERO
Ability: Intelligence
Hit Die: 1d6
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 (any) (Int), Navigate
(Int), Profession (Wis), Read/Write Language (none), Repair (Int), Research
(Int), Search (Int), and Speak Language (none).
Also, the starting background the
hero selects can provide additional class skills to choose from.
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 |
Leadership 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 |
Starting Feats
In addition to the two feats all
characters get at 1st level, a Smart hero begins play with the Simple Weapons
Proficiency feat.
Class Features
All of the following are class
features of the Smart hero.
Talents
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.
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 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.
Xenos-Lore: With this
talent, the Smart hero is able to mentally archive a credit of information
about the various denizens of the galaxy. The Smart hero picks a number of
alien species (Tau, Kroot, Korellian, Ork, Nicassar, Eldar, Dark Eldar,
Tyranid, Genestealer Cult etc…) equal to his Intelligence bonus (minimum 1). He
then gets access to a special Knowledge skill: Knowledge (Xenos). This
functions identically to the other racial knowledge skills except that instead
of applying to a single race it applies to many. This skill can be taken
multiple times, each additional time grants an extra number of alien species to
the knowledge (Xenos) equal to the Smart heroes Int modifier (minimum 1).
Prerequisite: Upon taking the
talent, at least 1 rank in Knowledge (Xenos).
Strategy Talent Tree
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 or
Arcane Power 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.
Prerequisite: One talent from the
Research Talent Tree or Arcane Power Talent Tree.
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.
Prerequisite: One talent from the
Research Talent Tree or Arcane Power Talent Tree.
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.
Prerequisite: One talent from the
Research Talent Tree or Arcane Power Talent Tree.
Arcane Power Talent Tree
Arcane Power: The Smart Hero has an Arcane
Psyker level of 1. See the psychic section for more details on all the things
this entails. The character can use the Psychic Sense skill and uses Int as the
primary attribute.
Improved Arcane Power: The Smart Hero has an Arcane
Psyker level of 2. See the psychic section for more details on all the things
this entails.
Prerequisite: Arcane power.
Advanced Arcane Power: The Smart Hero has an Arcane
Psyker level of 3. See the psychic section for more details on all the things
this entails.
Prerequisite: Improved arcane
power.
Note: There are dangers to
selecting the Arcane Power Talents, the character is now easily identifyable as
a psyker as he gives of a psychic aura. In many places psykers are concerned
unnatural and may inspire fear or loathing.
Bonus Feats
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.
Arcane Heritage, Builder, Cautious,
Combat Expertise, Educated, Gearhead, Improved Disarm, Improved Trip, Iron
Will, Lightning Reflexes, Meticulous, Studious, Vehicle Expert, Weapon Focus.