PRESENTACIÓN Y ANÁLISIS DE RESULTADOS
4.1.3 Factores asociados al comercio informal
4.1.3.2 Factores económicos asociados al comercio informal
Level AttackBase SaveFort SaveRef SaveWill Special Defense Bonus Reputation Bonus
1 +1 +1 +1 +1 Smite Mutants +1 +1 2 +2 +2 +2 +2 Mutant Hunter +1 +1 +1 3 +3 +2 +2 +2 Bonus Feat +2 +1 4 +4 +2 +2 +2 Mutant Slayer +2 +2 5 +5 +3 +3 +3 Mutant Hunter +2 +3 +2 6 +6 +3 +3 +3 Bonus Feat +3 +2 7 +7 +4 +4 +4 Mind Tricks +4 +3 8 +8 +4 +4 +4 Mutant Hunter +3 +4 +3 9 +9 +4 +4 +4 Bonus Feat +5 +3 10 +10 +5 +5 +5 Mutant Bane +5 +4
Hunter can study a mutant and determine the best way to slay him in a single attack. If the Mutant Hunter can observe a mutant for 3 full rounds, she may make a Knowledge (mutant lore) check (DC 15) to gain the ability to make a mutant-slaying attempt when the target is denied his dexterity bonus or flanked. Upon a successful mutant slayer attack, the target must make a Fortitude save (DC 10 + the Mutant Hunter’s Knowledge (mutant lore) rank) or be killed instantly. If the target survives, he takes damage as if the Mutant Hunter had smitten him.
Mind Tricks: Experience in combating mutants has
led the Mutant Hunter to develop special mind tricks to resist the effects of mental attacks. The Mutant Hunter adds her Mutant Hunter level to her Will save when resisting psionics and other mind-affecting mutations used against her.
Mutant Bane: A Mutant Hunter of this level
represents the perfect mutant-killing machine, capable of slaying hordes of mutants in seconds. Using 1 action point, the Mutant Hunter can attempt to slay a mutant regardless of whether the target is denied his dexterity bonus or flanked. In addition, the Mutant Hunter does not require 3 rounds of study or a successful Knowledge (mutant lore) check.
to those in pain from disease and radiation, those in misery, dying of starvation and neglect, and those simply seeking a way out of this hopeless life after the Fall. In truth, he was a profiteer, and she knew it. He was a madman, with aspirations to control the wasteland through addiction of its inhabitants.
She continued her work undisturbed, knowing full well that the simpletons left to guard her had no idea she was concocting a volatile mixture that would blow them all to Hell.
The Scientist is an advanced thinker and scholar, an intellectual, whose skills go beyond mere education, bordering on the level of genius. As science and knowledge are valuable commodities in this run-down, hopeless world, true scientists are a rare and priceless luxury. Like Tinkers, who are kept in hiding and protected from the outside world, scientists can also be revered and sheltered solely for the secrets locked within their heads.
Requirements
To qualify to become a Scientist, a character must fulfill the following criteria.
Skills: Knowledge (technology) 15 ranks and
Research 12 ranks.
Feats: Studious.
Class Information
The following information pertains to the Scientist advanced class.
Hit Dice: 1d6.
Action Points: 6 + one-half of the character’s level,
rounded down.
Class Skills: The Scientist class skills are:
Computer Use (Int), Craft (any) (Int), Decipher Script (Int), Disable Device (Int), Drive (Dex), Knowledge (any) (Int), Navigate (Int), Profession (Wis), Read/ Write Language (none), Repair (Int), Research (Int), Search (Int), Speak Language (none), and Spot (Wis).
Skill Points at Each Level: 7 + Int modifier.
SCIENTIST
Working in the gaudy light of a workbench,
surrounded by a menagerie of test tubes and bubbling beakers, the frail-looking woman looked completely out of place in the company of thugs and killers, a few of whom stood nearby, warily watching her. A virtual prisoner of these men, she had labored hard over the past few months to bring their two-bit operation up to the scale needed to meet their master’s demands.
The “master,” whoever he really was, had a vision: to spread his vile, poisonous product to all the grungy corners of the wasteland. Under the guise of humanitarianism, this “master” promised an escape
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Class Features
The following features pertain to the Scientist advanced class.
Bonus Feats: A Scientist receives bonus feats
at 6th and 9th level. The feat must be selected from
the following list, and the character must meet the prerequisites to select it: Advanced Armor Discipline, Advanced Electronics Discipline, Advanced
Pharmaceutical Discipline, Advanced Weapons Discipline, Aircraft Discipline, Educated, Gearhead, Modern Firearms Discipline, Modern Vehicles Discipline, Renown.
Scientific Method: The Scientist is extremely
disciplined in her application of science. She investigates every avenue and every possibility. Using 1 action point, the Scientist can take 20 on any Knowledge skill check.
Scientific Improvisation: At 2nd level, the Scientist
gains the ability to improvise solutions using common objects and scientific know-how. This ability lets the Scientist create tools and devices quickly and cheaply, even in a dramatic situation, but these creations have a limited useful lifespan.
By spending 1 action point and combining common objects with a Craft check that corresponds to the desired function, the Scientist can build a tool or device to deal with any situation. The DC for the Craft check is equal to the standard Craft DC of the object that most closely matches the desired function.
Only objects that can normally be used more than once can be improvised.
Electronic devices, special tools, mechanical devices, and even weapons can be built with scientific improvisation. It takes a full-round action to make an object with scientific improvisation. The object, when put into use, lasts for a number of rounds equal to the Scientist’s class level, or until the end of the current encounter, before it breaks down. It can’t be repaired.
Protected By The Code: This ability is the same
as Scholar ability of the same name. If the Scientist already possesses this ability, she may choose a bonus feat.
Smart Weapon: The Scientist selects one weapon
with which she is proficient and can use that weapon with one hand. With the selected weapon, the Scientist can use her Intelligence modifier instead of her Strength or Dexterity modifier on attack rolls. She can choose any weapon, even an advanced one.
Hypothesis: Highly experienced Scientists are
renowned for their ability to make “educated guesses” in a flash of inspiration. With this ability, the Scientist can use 1 action point to come up with a useful theory that answers a question concerning a specific goal, event, or activity that occurred in the past or will occur within 1 week. In all cases, the GM controls what information the character receives. The base chance for a correct hypothesis is 50% + 2% per Scientist level. If the dice roll fails, the character knows the ability has failed.
Lead Scientist: The Scientist has become so
renowned that she starts to gain followers. Some of the followers are fellow Scientists who simply want to learn from their more experienced colleague, while others may be warriors who have dedicated their lives to protecting one of the few great minds left in the wastelands. This ability grants the Scientist the leadership feat.
Funding: Most Scientists have specific scientific
goals that they wish to achieve. Often, the largest barrier to such achievements is a lack of resources. At 8th level, a Scientist’s career has advanced sufficiently
that she has attracted a group or person that either shares her vision or simply wants to reap the benefits of the Scientist’s labors. Regardless of the motive, the Scientist now acquires a funding source of some kind. This could be a paramilitary group that wants advanced weapons, a group of Resurrectors attempting to rebuild a nuclear power plant, or group of medicine men that want to rediscover the Ancient power of cloning.