Origen
05-22-2007, 09:13 PM
The following feat is available for Pauly's character only, by request:
Scientific Improvisation [General]
Prerequisite: Int 13+, Craft (chemical) 6 ranks _or_ Craft (electronic) 6 ranks, _or_ Knowledge (earth and life sciences) 6 ranks _or_ Knowledge (physical sciences) 6 ranks _or_ Knowledge (technology) 6 ranks _or_ Research 6 ranks.
You can create objects in a dramatic situation quickly and cheaply, but that have a limited duration. This ability lets the character create objects in a dramatic situation quickly and cheaply, but that have a limited duration.
Benefit
By spending 1 action point and combining common objects with a Craft check that corresponds to the function desired, you can build a tool or device to deal with any situation. The DC for the Craft check is equal to 5 + the purchase 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, weapons, mechanical devices, and more 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 (your ranks in the Craft skill used) - 6, or until the end of the current encounter, before it breaks down. It can't be repaired.
Note: When improvising weapons the weapon in question does 1 dice class lower than the base weapon class. ( E.G. An improvised Long Sword - say, something along the lines of a piece of rebar you somehow sharpen) does 1d6 instead of 1d8.)
By spending 1 action point and combining common objects with a Craft check that corresponds to the function desired, the character can build a tool or device to deal with any situation. The DC for the Craft check is equal to 5 + the purchase DC of the object that most closely matches the desired function.
The GM can, at his discretion, allow for items to be produced that take longer than one round, especially if the effect desired is particularly complex. Given the right tools and situation, the player can take 10 on this check but not 20, and effects like Aid Another can help this roll.
Scientific Improvisation [General]
Prerequisite: Int 13+, Craft (chemical) 6 ranks _or_ Craft (electronic) 6 ranks, _or_ Knowledge (earth and life sciences) 6 ranks _or_ Knowledge (physical sciences) 6 ranks _or_ Knowledge (technology) 6 ranks _or_ Research 6 ranks.
You can create objects in a dramatic situation quickly and cheaply, but that have a limited duration. This ability lets the character create objects in a dramatic situation quickly and cheaply, but that have a limited duration.
Benefit
By spending 1 action point and combining common objects with a Craft check that corresponds to the function desired, you can build a tool or device to deal with any situation. The DC for the Craft check is equal to 5 + the purchase 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, weapons, mechanical devices, and more 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 (your ranks in the Craft skill used) - 6, or until the end of the current encounter, before it breaks down. It can't be repaired.
Note: When improvising weapons the weapon in question does 1 dice class lower than the base weapon class. ( E.G. An improvised Long Sword - say, something along the lines of a piece of rebar you somehow sharpen) does 1d6 instead of 1d8.)
By spending 1 action point and combining common objects with a Craft check that corresponds to the function desired, the character can build a tool or device to deal with any situation. The DC for the Craft check is equal to 5 + the purchase DC of the object that most closely matches the desired function.
The GM can, at his discretion, allow for items to be produced that take longer than one round, especially if the effect desired is particularly complex. Given the right tools and situation, the player can take 10 on this check but not 20, and effects like Aid Another can help this roll.