Post by Iron Bonny Shades on Dec 5, 2003 20:04:33 GMT -5
Here's my best interpretation of the rest of the smoker in way of new science.
The rest of the Smoker
Starting Elixer: At first level, a smoker can start with either 2D4 of the same ammo, elixer, powder, pellet, pill, vapor or water from the Alchemical closet. Alternatively, the Smoker can start off with one permanent alchemical item of comparative low power (such as the smoker's gun).
Concoct Potion: At first level, the Smoker has the Brew potion feat and is able to create magical potions (as per the DMG). However, the Smoker must make an alchemy roll based on the power of the spells used to concoct the potion (based on the table page 27 in Way of New Science). However, the smoker does not have to have the spells to make the potion. The cost to make a potion is equal to the market price, in dollars.
If a potion malfunctions (reliability is determined on Page 27 of The Way of New Science), you must consult the following table below:
Minor: The potion is only half as effective as normally.
Major: The potion is actually a mild poison. Besides not working, The subject loses 1D4 temporary damage to strength and constitution and must make a save verses fortitude (20 or better) to avoid redecorating the landscape.
Catastrophic: A lethal poison is created. Instead of its desired effect, the potion does 6d6 hit points and does 2d4 temporary damage ot strength and constitution. They may also have to make a fortitude save against massive damage (G.M.'s choice)
Note: The marshal is well within his rights to say "NO" to any and all potions not listed in deadlands proper.
Nature Sense: At 3rd level, the smoker gains an innate tie with the natural world. He can identify plants with perfect accuracy. He can also determine whether water found in a natural setting, such as a pond or stream is safe to drink. Finally, the Smoker has an innate sense of discovering which parts of animal can have alchemical properties. This includes abominations.
Academic Mastery: At 5, 14 and 20, the smoker gains the skill focus feat. It must be done with the follow Skills: Alchemy, Demolitions, Knowledge (chemistry), profession (herbalist), or Heal. Each time he gains this bonus feat, he must apply it to a different skill.
Chemist Stock: At levels 7, 12, and 18, the smoker gains the Chemist Stock feat as per Way of New Science page 29. Each additional level allows the smoker one additional roll per class of ingredient required.
Scavenge Item: At 8th level, the Smoker gets the Feat Scavenge item as per Way of New Science page 30.
Vision Quest: At 10th level, the Smoker may attempt a vision quest. He retires to a drug den for 1d4 days where he fasts, smokes a rather obscene amount of drugs and communes with the universe in his altered state. If he suceeds in a Alchemy (DC 25) check, the spirits provide him with a vision pertinent to the knowledge he's seeking. This works exactly like the divination spell (not normally available to smokers). Note that undergoing more then 3 vision quests per week causes severe addiction which can have serious consequences to one's health and well being. If a one is rolled, the Smoker rolls once on the dementia table.
View Hunting Ground: At 17th level, the Smoker can see invisible at will. This requires no skill check.
The rest of the Smoker
Starting Elixer: At first level, a smoker can start with either 2D4 of the same ammo, elixer, powder, pellet, pill, vapor or water from the Alchemical closet. Alternatively, the Smoker can start off with one permanent alchemical item of comparative low power (such as the smoker's gun).
Concoct Potion: At first level, the Smoker has the Brew potion feat and is able to create magical potions (as per the DMG). However, the Smoker must make an alchemy roll based on the power of the spells used to concoct the potion (based on the table page 27 in Way of New Science). However, the smoker does not have to have the spells to make the potion. The cost to make a potion is equal to the market price, in dollars.
If a potion malfunctions (reliability is determined on Page 27 of The Way of New Science), you must consult the following table below:
Minor: The potion is only half as effective as normally.
Major: The potion is actually a mild poison. Besides not working, The subject loses 1D4 temporary damage to strength and constitution and must make a save verses fortitude (20 or better) to avoid redecorating the landscape.
Catastrophic: A lethal poison is created. Instead of its desired effect, the potion does 6d6 hit points and does 2d4 temporary damage ot strength and constitution. They may also have to make a fortitude save against massive damage (G.M.'s choice)
Note: The marshal is well within his rights to say "NO" to any and all potions not listed in deadlands proper.
Nature Sense: At 3rd level, the smoker gains an innate tie with the natural world. He can identify plants with perfect accuracy. He can also determine whether water found in a natural setting, such as a pond or stream is safe to drink. Finally, the Smoker has an innate sense of discovering which parts of animal can have alchemical properties. This includes abominations.
Academic Mastery: At 5, 14 and 20, the smoker gains the skill focus feat. It must be done with the follow Skills: Alchemy, Demolitions, Knowledge (chemistry), profession (herbalist), or Heal. Each time he gains this bonus feat, he must apply it to a different skill.
Chemist Stock: At levels 7, 12, and 18, the smoker gains the Chemist Stock feat as per Way of New Science page 29. Each additional level allows the smoker one additional roll per class of ingredient required.
Scavenge Item: At 8th level, the Smoker gets the Feat Scavenge item as per Way of New Science page 30.
Vision Quest: At 10th level, the Smoker may attempt a vision quest. He retires to a drug den for 1d4 days where he fasts, smokes a rather obscene amount of drugs and communes with the universe in his altered state. If he suceeds in a Alchemy (DC 25) check, the spirits provide him with a vision pertinent to the knowledge he's seeking. This works exactly like the divination spell (not normally available to smokers). Note that undergoing more then 3 vision quests per week causes severe addiction which can have serious consequences to one's health and well being. If a one is rolled, the Smoker rolls once on the dementia table.
View Hunting Ground: At 17th level, the Smoker can see invisible at will. This requires no skill check.