Proceso de recarga
DISPOSITIVOS DE INYECCIÓN
2. La verificación de la documentación que se debe acompañar a la solicitud
Class Class Class
Class BaseBaseBaseBaseBase ACACACACAC FortFortFortFortFort RefRefRefRefRef WillWillWillWillWill Level
Level Level Level
Level Attack BonusAttack BonusAttack BonusAttack BonusAttack Bonus BonusBonusBonusBonusBonus SaveSaveSaveSaveSave SaveSaveSaveSaveSave SaveSaveSaveSaveSave SpecialSpecialSpecialSpecialSpecial
1st +0 +1 +2 +0 +2 Bonus feats, sweep the scene
2nd +1 +1 +3 +0 +3 Background feat 3rd +2 +2 +3 +1 +3 Cluehound 4th +3 +2 +4 +1 +4 Background feat 5th +3 +3 +4 +1 +4 Clever plan 6th +4 +3 +5 +2 +5 Background feat 7th +5 +4 +5 +2 +5 Discern secrets 8th +6/+1 +4 +6 +2 +6 Background feat 9th +6/+1 +5 +6 +3 +6 Tarnish reputation 10th +7/+2 +5 +7 +3 +7 Background feat
ABERRANT
Scholar
Description: Description:Description: Description:
Description: Bookish, insular and perhaps even unschooled in social graces, the scholar may not seem the adventuring type. In fact, scholars are responsible for more trips to forbidding locales and haz- ardous research projects than nearly any other character class. While some may seem too focused on book-learning and a proper educa- tion, they all know the value of field work. Real scientists get their
hands dirty — they explore, they discover, they talk to locals and natives about important mysteries that lie outside the everyday realm. Scholars may be university professors, librarians, intrepid ar- chaeologists, inventors, mechanics — anyone with a flair for ad- vanced learning or high technology. In fact, given their natural bril- liance and the interconnection of things scientific in the modern world, many scholars are polymaths — familiar with multiple proper fields of study.
ABERRANT
CHAPTER ONE: CHARACTER
111
Young (low-level) scholars are often intrepid and curious, trek- king into the wilderness to test a theory or discover a hitherto un- known fact about an arcane jungle plant. Older (high-level) scholars tend to be less adventurous. Though they never lose the desire to learn, more seasoned scholars tend to keep to their libraries and stud- ies until a truly important discovery pulls them back into the world.
Allegiance: Allegiance:Allegiance: Allegiance:
Allegiance: Some of the world’s foremost minds are found among the members of Project Utopia, the Triton Foundation and the Direc- tive. Others seek lucrative employment in the corporate sector or choose to explore more radical theories under the auspices of the Teragen.
Abilities: Abilities:Abilities: Abilities:
Abilities: Intelligence is primary. An adventurous scholar is well advised to keep a decent Constitution and Dexterity, but more book- ish scholars lack those traits.
Hit Die: Hit Die:Hit Die: Hit Die: Hit Die: d6. Class Skills: Class Skills:Class Skills: Class Skills:
Class Skills: The scholar’s class skills (and the key ability for each skill) are: Computer Use (Int), Concentration (Con), Craft (Int), Deci- pher Script (Int), Demolitions (Int), Disable Device (Int), Heal (Wis), Investigate (Int), Knowledge (any) (Int), Profession (Wis), Repair (Int), Research (Int), Search (Int), Speak Language.
Skill Points at 1st Level: Skill Points at 1st Level:Skill Points at 1st Level: Skill Points at 1st Level:
Skill Points at 1st Level: (6 + Int) x 4. Skill Points at Each Additional Level: Skill Points at Each Additional Level:Skill Points at Each Additional Level: Skill Points at Each Additional Level: Skill Points at Each Additional Level: (6 + Int). Wealth Bonus:
Wealth Bonus:Wealth Bonus: Wealth Bonus: Wealth Bonus: +2.
Class Features
Bonus Feat: Bonus Feat:Bonus Feat: Bonus Feat:
Bonus Feat: A scholar begins play with one of the following feats: Diligent, Investigator or Negotiator.
Knowledge Specialty: Knowledge Specialty:Knowledge Specialty: Knowledge Specialty:
Knowledge Specialty: A starting scholar selects a Knowledge category (art, behavioral sciences, business, civics, current events, Earth and life sciences, history, occult, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) in which he has at least one rank. This is considered his specialty, be- stowing a +2 bonus with that skill.
The scholar may take an additional +2 bonus at 4th, 7th and 10th level, either on the same Knowledge skill or on a new one in which he has skill ranks. If the scholar’s specialty bonus exceeds +4, he gets the benefits of the Recognized feat within that field of study.
Background Feats: Background Feats:Background Feats: Background Feats:
Background Feats: The scholar gains a free background feat at 2nd, 4th, 6th, 8th and 10th levels. He must meet all the usual criteria
for the feat, and must choose from one of the following trees: Back- ing, Cipher, Contacts, Followers, Gadget, Menagerie, Mentor, Repu- tation or Sanctum.
Bonus Language: Bonus Language:Bonus Language:
Bonus Language:Bonus Language: The scholar learns a bonus language at 3rd, 5th, 7th and 9th level. These can be any languages the character has been exposed to, whether spoken or in writing (though the scholar’s pronun- ciation may be a bit off if he has not heard the language spoken).
Improvise Implements (Ex): Improvise Implements (Ex):Improvise Implements (Ex):
Improvise Implements (Ex):Improvise Implements (Ex): At 5th level, a scholar can make do without proper equipment in certain circumstances. By substituting found objects for tools, he suffers no penalty when making Climb, Disable Device, Heal or Repair checks that require tool use.
Improvise Invention (Ex): Improvise Invention (Ex):Improvise Invention (Ex):
Improvise Invention (Ex):Improvise Invention (Ex): Upon reaching 7th level, the scholar can improvise solutions using common objects and scientific know- how to create inventions in a dramatic situation quickly and cheaply, but with a limited duration.
By combining common objects with a Craft check that corre- sponds to the function desired, the scholar can build a tool or device to deal with any mundane situation. The DC for the Craft check equals 5 + the purchase DC of the object that matches the desired function most closely. Electronic devices, special tools, weapons, mechanical devices and more can be built with scientific improvisation. It takes a full-round action for every full 5 points of the object’s purchase DC to improvise an invention (so an object with purchase DC 13 takes 2 rounds to make).
Once used, the improvised item lasts a number of rounds equal to the scholar’s class level (or until the end of the current encoun- ter, at the GM’s discretion). It then breaks down and cannot be re- paired. Only objects that can normally be used more than once can be improvised, and they must be existing technology. This ability cannot be used to create actual inventions (see Chapter Five: Su- per-Science).
Scholarly Insight (Ex): Scholarly Insight (Ex):Scholarly Insight (Ex):
Scholarly Insight (Ex):Scholarly Insight (Ex): By 9th level, the scholar has gleaned an impressive knowledge of the world. He may overcome a lack of hard facts by making comparisons in seemingly disparate areas to arrive at a sound conclusion for the matter at hand. A scholar can always try again once if he fails a Knowledge check for any of the following cat- egories: art, behavioral sciences, business, civics, Earth and life sci- ences, history, physical sciences, technology, or theology and phi
Table 1–4: The Scholar (Sch)
Class Class Class Class
Class BaseBaseBaseBaseBase ACACACACAC FortFortFortFortFort RefRefRefRefRef WillWillWillWillWill Level
Level Level Level
Level Attack BonusAttack BonusAttack BonusAttack BonusAttack Bonus BonusBonusBonusBonusBonus SaveSaveSaveSaveSave SaveSaveSaveSaveSave SaveSaveSaveSaveSave SpecialSpecialSpecialSpecialSpecial
1st +0 +0 +0 +0 +2 Bonus feat, Knowledge specialty
2nd +1 +1 +0 +0 +3 Background feat
3rd +1 +1 +1 +1 +3 Bonus language
4th +2 +1 +1 +1 +4 Background feat, Knowledge specialty
5th +2 +2 +1 +1 +4 Improvise implements, bonus language
6th +3 +2 +2 +2 +5 Background feat
7th +3 +2 +2 +2 +5 Improvise invention, bonus language, Knowledge specialty
8th +4 +3 +2 +2 +6 Background feat
9th +4 +3 +3 +3 +6 Scholarly insight, bonus language
ABERRANT
Scoundrel
Description: Description:Description: Description:
Description: A scoundrel’s abilities are well-suited to a hard life on the street; in all likelihood a character with levels in scoundrel got them the hard way. A scoundrel excels at making her way around the law — she may not burgle and thieve actively, but she knows how to sneak, break and enter, and cover her tracks. Police investigators and private detectives often pick up the skills of a scoundrel through ex- posure and experience, and more than one military scout has learned the same abilities (though perhaps in different proportions than a sneak-thief who grew up on the streets).
Young (low-level) scoundrels are typically thugs, con artists or simple vandals. Older (high-level) scoundrels are diamond-theft-cali- ber cat burglars, or criminal masterminds who oversee whole em- pires of crime.
Allegiance: Allegiance:Allegiance: Allegiance:
Allegiance: Almost every organization can find a use for someone who knows her way around a security system. The Directive and Teragen make no secret of keeping such indi- viduals on their payrolls, but even the high-minded Project Utopia sees the value of having such personnel on re- tainer. A b i l i t i e s : A b i l i t i e s :A b i l i t i e s : A b i l i t i e s : A b i l i t i e s :
Scoundrels rely on their Dexterity, Intelligence and Charisma to keep them out of scrapes.
Hit Die: Hit Die:Hit Die: Hit Die: Hit Die: d8. Class Skills: Class Skills:Class Skills: Class Skills:
Class Skills: The scoundrel’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (civics, current events, streetwise) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Rope Use (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis),
and Tumble (Dex).
Skill Points at 1st Level: Skill Points at 1st Level:Skill Points at 1st Level:
Skill Points at 1st Level:Skill Points at 1st Level: (8 + Int bonus) x 4. Skill Points at Each Additional Level: Skill Points at Each Additional Level:Skill Points at Each Additional Level:
Skill Points at Each Additional Level:Skill Points at Each Additional Level: 8 + Int bonus. Wealth Bonus:
Wealth Bonus:Wealth Bonus: Wealth Bonus:Wealth Bonus: +1.
Class Features
Bonus Feat: Bonus Feat:Bonus Feat:
Bonus Feat:Bonus Feat: A scoundrel begins play with either Brawl or Per- sonal Firearms Proficiency.
Cool Customer (Ex): Cool Customer (Ex):Cool Customer (Ex):
Cool Customer (Ex):Cool Customer (Ex): The scoundrel works well even under pres- sure. Choose three skills; when making a check with any of them, the scoundrel can take 10 even when distracted or under duress. The char- acter can add one additional skill every three scoundrel levels, to a total of six skills at 10th
level.
Trapfinding: Trapfinding:Trapfinding:
Trapfinding:Trapfinding: The scoundrel can use the Search skill to find traps when the task DC is greater than 20. This also applies to traps created through super-science or
other Inspired technology. Background Feats: Background Feats:Background Feats:
Background Feats:Background Feats: The scoun- drel gains a free background feat at 2nd, 4th, 6th, 8th and 10th levels. She must meet all the usual cri- teria for the feat, and must choose from one of the follow- ing trees: Backing (in a criminal organization), Cipher, Contacts, Mentor, Reputation or Sanctum.
Evasion (Ex): Evasion (Ex): Evasion (Ex): Evasion (Ex):
Evasion (Ex): By 3rd level, the scoundrel has well-developed self-preservation instincts. If she makes a successful Reflex saving throw against an attack that deals half damage on a suc- cessful save, she instead takes no damage. Evasion can be used only if the scoundrel is wearing light armor or no armor. A helpless scoundrel does not gain the ben- efit of evasion.
ABERRANT
CHAPTER ONE: CHARACTER
113
Sneak Attack: Sneak Attack:Sneak Attack: Sneak Attack:
Sneak Attack: At 5th level, the scoundrel can deal an extra 1d6 points of damage with her attack when she catches an opponent who is unable to defend himself effectively — in other words, whenever the target is denied his Dexterity bonus to AC or is flanked. The extra damage increases by 1d6 every two scoundrel levels thereafter, to a maximum of +3d6 at 9th level.
Should the scoundrel score a critical hit with a sneak attack, the extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. A scoundrel can make a sneak attack that deals nonlethal damage instead of lethal damage using a sap (blackjack) or an unarmed strike. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A scoundrel can sneak attack only living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to
sneak attacks. The scoundrel must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A scoundrel cannot sneak attack while striking a creature with concealment or strik- ing the limbs of a creature whose vitals are beyond reach.
Uncanny Dodge (Ex): Uncanny Dodge (Ex):Uncanny Dodge (Ex):
Uncanny Dodge (Ex):Uncanny Dodge (Ex): Upon reaching 7th level, a scoundrel can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible or otherwise unseen attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Intuition (Ex): Intuition (Ex):Intuition (Ex):
Intuition (Ex):Intuition (Ex): By 9th level, the scoundrel has an innate ability to sense trouble in the air. With a successful DC 15 Will saving throw, she gets a hunch whether everything is all right or not in a specific situation, based on the GM’s best guess relating to the circumstances. The character can use her intuition a number of times per day equal to her scoundrel level.