The Prodigy--an Intelligent skill-based adventurer


Homebrew and House Rules

RPG Superstar 2012 Top 32

This is a work in progress on an Intelligent, skill-based adventurer. I plan on expanding the number of talents a lot. I also plan on increasing the number of Insights and Knowledge is Power abilities the prodigy will get to choose from. I'll probably draw a lot of inspiration from the alchemist, inquisitor, ranger, rogue, and d20 Modern classes.

PRODIGY

BAB: +¾
Good Saves: Will
Hit Dice: 1d8

Class Skills: Appraise, Craft, Disable Device, Heal, Knowledge (all), Linguistics, Perception, Perform, Profession, Spellcraft, Survival, Use Magic Device.
In addition, the prodigy adds a number of extra skills equal to his Intelligence bonus (minimum 1) to the list of class skills.

Skill Ranks per Level: 8 + Intelligence modifier.

Prodigies are proficient in all Simple Weapons, and Light Armor.

LEVEL ABILITY
1. Extra Skills, Knowledge is Power, Talent
2. Talent
3. Insight
4. Talent
5. Knowledge is Power
6. Talent
7. Insight
8. Improved Talents, Talent
9. Knowledge is Power
10. Talent
11. Insight
12. Talent
13. Knowledge is Power
14. Greater Talents, Talent
15. Insight
16. Talent
17. Knowledge is Power
18. Talent
19. Insight
20. Ultimate Talent, Talent

Extra Skills (Ex). The prodigy adds a number of skills equal to his Intelligence modifier (minimum 1), to his list of class skills. If the prodigy later has a permanent increase to his Intelligence bonus, he may increase the number of additional class skills he has until it equals his Intelligence bonus. If the prodigy has ranks in a cross-class skill that then becomes a class skill, he gains the +3 class skill bonus as normal for having ranks in a class skill.

Knowledge is Power (Ex). At 1st level, the prodigy learns how to use his knowledge of his enemies against them. The prodigy makes a Knowledge check as a swift action; the specific kind of Knowledge check is determined by the kind of creature the prodigy is making the Knowledge check about. For every 10 points of the result of the Knowledge check, the prodigy gains a +1 bonus against his opponent. This bonus lasts for a number of rounds equal to the prodigy’s Intelligence bonus (minimum 1). The specific kind of bonus is determined by the kind of Knowledge is Power ability the prodigy has selected.
At 1st level, the prodigy may choose to learn 1 Knowledge is Power ability. He learns additional Knowledge is Power abilities at 5th level and every 4 levels thereafter.
Below are the Knowledge is Power abilities the prodigy may select:

Knowledge of Defense: The prodigy’s Knowledge is Power bonus applies to the prodigy’s AC against the selected creature type.

Knowledge of Durability: The prodigy’s Knowledge is Power bonus applies as DR 1/- per plus of the bonus against the attacks of the selected creature type.

Knowledge of Energy: The prodigy’s Knowledge is Power bonus applies as energy resistance 5 per plus of the bonus against the attacks of the selected creature type.

Knowledge of Foes: The prodigy’s Knowledge is Power bonus is applied as a number of 1d6 damage dice added to the prodigy’s weapon damage rolls against the selected creature type.

Knowledge of Maneuvers: The prodigy’s Knowledge is Power bonus applies to his CMB and CMD against the selected creature type.

Knowledge of Materials: The prodigy’s Knowledge is Power bonus is treated as an enhancement bonus to attack rolls against the selected creature type. In addition, the prodigy is able to overcome damage reduction as if using a weapon of a special material or property; if the Knowledge is Power bonus is at least +3, it overcomes damage reduction as if it were a cold iron or silver weapon; if the Knowledge is Power bonus is at least +4, it overcomes damage reduction as if it were an adamantine weapon (but does not bypass hardness); if the Knowledge is Power bonus is at least +5, it overcomes alignment-based damage reduction.

Knowledge of Puissance: The prodigy’s Knowledge is Power bonus applies to saving throws against the attacks of the selected creature type.

Knowledge of Tactics: The prodigy’s Knowledge is Power bonus applies to attack and damage rolls against the selected creature type.

Talent (Ex). The prodigy learns a talent at 1st level, 2nd level, and every even level thereafter. At 8th level, he can begin learning improved talents. At 14th level, he can begin learning 14th level. At 20th level, he learns an ultimate talent.

Insight (Ex). At 3rd level, and every 4 levels thereafter, the prodigy gains one of the following abilities.

Insightful Attacks: The prodigy gains an insight bonus equal to his Intelligence bonus to his attack rolls.

Insightful Defense: The prodigy gains an insight bonus equal to his Intelligence bonus to his AC.

Insightful Grace: The prodigy gains an insight bonus equal to his Intelligence bonus to his Saving Throws.

Insightful Maneuvers: The prodigy gains an insight bonus equal to his Intelligence bonus to his CMB and CMD.

Insightful Strike: The prodigy gains an insight bonus equal to his Intelligence bonus to his weapon damage rolls.

TALENTS:

Cunning Combatant: A number of rounds per day equal to his Intelligence bonus, as a free action, the prodigy may select a combat feat he qualifies for but does not have and use it for 1 round. Each time he uses this ability, he may select a different combat feat or use the same combat feat he used before.

Extra Class Skills: The prodigy adds a two new skills to his list of class skills. He can select this talent multiple times; each time adding two new skills to his list of class skills.

Extra Knowledge is Power: The prodigy gains an additional Knowledge is Power ability.

Intellectual Ambassador: The prodigy may choose to use his Intelligence modifier in place of the normal ability modifier for the following skills: Bluff, Diplomacy, Intimidate, Sense Motive.

Magical Trick: The prodigy learns a number of cantrips or orisons equal to his Intelligence bonus. The Save DC, if any is 10 + the prodigy’s Intelligence bonus. He may cast each cantrip or orison at will. The prodigy may also use Intelligence modifier in place of his Charisma modifier on Use Magic Device skill checks. This talent may be selected multiple times; each time he selects this talent, he learns new cantrips or orisons.

Master Criminal: The prodigy may choose to use his Intelligence modifier in place of the normal ability modifier for the following skills: Disguise, Escape Artist, Sleight of Hand, and Stealth.

Master Surgeon: The prodigy adds his Intelligence bonus to any Heal check he makes. He can take 1 hour and make a DC 20 Heal check and restore a number of hit points equal to 1d6 per Hit Die of the creature the prodigy is performing on the Heal check on. The subject of the Heal check is exhausted for 24 hours after receiving surgery; it can make a DC 20 Fortitude save to reduce this to fatigued.
When the prodigy performs surgery, he can make additional DC 20 Heal checks to remove ability damage from the wounded subject. The prodigy chooses which type of ability damage (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma) prior to making the Heal check. The prodigy can remove a number of different ability damages equal to his Intelligence bonus. The prodigy can use surgery to removing ability drain by making a DC 30 Heal check; only one kind of ability drain can removed during a single surgery.
He can also restore a creature to life if he makes a DC 40 Heal check within a number of rounds equal to his Intelligence bonus of the creature dying.

Militant: The prodigy gains proficiency in all Martial Weapons.

Share Knowledge: The prodigy can grant a number of allies equal to his Intelligence bonus the benefits of his Knowledge is Power ability. These allies must be within 60 feet of the prodigy.

Skill Focus: The prodigy gains Skill Focus as a bonus feat. This talent may be selected multiple times; each time applying to a different skill.

Student Athlete: The prodigy may choose to use his Intelligence modifier in place of the normal ability modifier for the following skills: Acrobatics, Climb, Ride, and Swim.

Track: The prodigy adds half his level (minimum +1) on Survival skill checks to follow tracks.

Trapfinding: The prodigy adds half his level (minimum +1) on Disable Device and Perception checks dealing with locating and disarming traps. He may also disarm magical traps.

IMPROVED TALENTS

Improved Cunning Combatant: A number of rounds per day equal to his Intelligence bonus, as a free action, the prodigy may select 2 combat feats he qualifies for but does not have and use them for 1 round. He may use the first combat feat selected to qualify for the second combat feat he selects. Each time he uses this ability, he may select different combat feats or use the same combat feats he used before.

Improved Extra Knowledge is Power: The prodigy gains an additional Knowledge is Power ability. The prodigy must have the Extra Knowledge is Power talent before selecting this talent.

Improved Intellectual Ambassador: The prodigy may choose to use add his Intelligence modifier in addition to the normal ability modifier for the following skills: Bluff, Diplomacy, Intimidate, Sense Motive.

Improved Knowledge is Power: The prodigy may to activate two of his Knowledge is Power abilities against the same creature type using the same swift action, or he may choose to affect two different creature types by making 2 different Knowledge checks using the same swift action.

Improved Magic Trick: The prodigy learns a number of 1st level arcane or divine spells equal to his Intelligence bonus. The Save DC, if any is 11 + the prodigy’s Intelligence bonus. He may cast each spell a number of times per day equal to his Intelligence bonus. The prodigy may also choose to add his Intelligence modifier in addition to his Charisma modifier on Use Magic Device skill checks. The prodigy may select this talent multiple times; each time he does, he learns new spells. The prodigy must have the Magical Trick talent before selecting this talent.

Improved Master Criminal: The prodigy may choose to add his Intelligence modifier in addition to the normal ability modifier for the following skills: Disguise, Escape Artist, Sleight of Hand, and Stealth.

Improved Master Surgeon: When using his Surgery ability, he can take 1 hour and make a DC 20 Heal check and restore a number of hit points equal to 1d8 per Hit Die of the creature the prodigy is performing on the Heal check on. The subject of the Heal check is exhausted for 24 hours after receiving surgery; it can make a DC 20 Fortitude save to reduce this to fatigued.
He can also restore a creature to life if he makes a DC 40 Heal check within a number of minutes equal to his Intelligence bonus of the creature dying. The prodigy must have the Master Surgeon talent before selecting this talent.

Improved Militant: The prodigy treats his class level as his base attack bonus for the purposes of qualifying for feats. The prodigy may use his Intelligence score in place of any other ability score requirement a feat may require.

Improved Share Knowledge: The prodigy can grant a number of allies equal to his character level the benefits of his Knowledge is Power ability. These allies must be within 60 feet of the prodigy. He must have the Share Knowledge talent before selecting this talent.

Student Athlete: The prodigy may choose to add his Intelligence modifier in addition to the normal ability modifier for the following skills: Acrobatics, Climb, Ride, and Swim.

Improved Trapfinding: If the prodigy accidentally triggers a trap, on a successful saving throw, he suffers no adverse effect, even if it normally caused half damage on a successful saving throw or had some other partial effect on a successful saving throw. The prodigy must have the Trapfinding talent before selecting this talent.

Skill Mastery: This is the same as the rogue Advanced Talent of the same name.

Slippery Mind: This is the same as the rogue Advanced Talent of the same name.

GREATER TALENTS

Greater Cunning Combatant: A number of rounds per day equal to his Intelligence bonus, as a free action, the prodigy may select 3 combat feats he qualifies for but does not have and use them for 1 round. He may use the first combat feat selected to qualify for the second combat feat he selects; he may use the first and second combat feats he selects to qualify for the third combat feat he selects. Each time he uses this ability, he may select different combat feats or use the same combat feats he used before.

Greater Extra Knowledge is Power: The prodigy gains an additional Knowledge is Power ability. The prodigy must have the Extra Knowledge is Power and Improved Extra Knowledge is Power talents before selecting this talent.

Greater Knowledge is Power: The prodigy may to activate three of his Knowledge is Power abilities against the same creature type using the same swift action, or he may choose to affect three different creature types by making 3 different Knowledge checks using the same swift action. The prodigy must have the Improved Knowledge is Power talent before selecting this talent.

Greater Magic Trick: The prodigy learns a number of 2nd level arcane or divine spells equal to his Intelligence bonus. The Save DC, if any, is 12 + the prodigy’s Intelligence bonus. He may cast each spell a number of times per day equal to his Intelligence bonus. The prodigy may choose to Take 10 on Use Magic Device skill checks. The prodigy may select this talent multiple times; each time he does, he learns new spells. The prodigy must have the Magic Trick and Improved Magic Trick talents before selecting this talent.

Greater Master Surgeon (Ex). When using his Surgery ability, he can take 1 hour and make a DC 20 Heal check and restore a number of hit points equal to 1d10 per Hit Die of the creature the prodigy is performing on the Heal check on. The subject of the Heal check is exhausted for 24 hours after receiving surgery; it can make a DC 20 Fortitude save to reduce this to fatigued.
He can also restore a creature to life if he makes a DC 40 Heal check within a number of hours equal to his Intelligence bonus of the creature dying. The prodigy must have the Master Surgeon and Improved Master Surgeon talents before selecting this talent.

Greater Militant: The prodigy may treat his class levels as fighter levels for the purposes of qualifying for feats.

Greater Share Knowledge: The prodigy can grant any number of allies the benefits of his Knowledge is Power ability. These allies must be within 60 feet of the prodigy. He must have the Share Knowledge and Improved Share Knowledge talent before selecting this talent.

Greater Trapfinding: If the prodigy accidentally triggers a trap, on a successful saving throw, he suffers no adverse effect, even if it normally caused half damage on a successful saving throw or had some other partial effect on a successful saving throw. In addition, if he fails his saving throw against the effect of a trap he triggers, he takes half damage instead of full damage from the trap. The prodigy must have the Trapfinding and Improved Trapfinding talents before selecting this talent.

ULTIMATE TALENTS

Ultimate Cunning Combatant: A number of rounds per day equal to his Intelligence bonus, as a free action, the prodigy may select 4 combat feats he qualifies for but does not have and use them for 1 round. He may use the first combat feat selected to qualify for the second combat feat he selects; he may use the first and second combat feats he selects to qualify for the third combat feat he selects; he may use the first, second, and third combat feats he selects to qualify for the fourth combat feat he selects . Each time he uses this ability, he may select different combat feats or use the same combat feats he used before.

Ultimate Extra Knowledge is Power: The prodigy gains an additional Knowledge is Power ability. The prodigy must have the Extra Knowledge is Power, Improved Extra Knowledge is Power, and Greater Extra Knowledge is Power talents before selecting this talent.

Ultimate Intellect: The prodigy’s Intelligence score increases by 4.

Ultimate Knowledge is Power: The prodigy may to activate four of his Knowledge is Power abilities against the same creature type using the same swift action, or he may choose to affect four different creature types by making 4 different Knowledge checks using the same swift action. The prodigy must have the Improved Knowledge is Power and Greater Knowledge is Power talent before selecting this talent.

Ultimate Magic Trick: The prodigy learns a number of 3rd level arcane or divine spells equal to his Intelligence bonus. The Save DC, if any, is 13 + the prodigy’s Intelligence bonus. He may cast each spell a number of times per day equal to his Intelligence bonus. The prodigy may choose to Take 20 on Use Magic Device skill checks; this does not take any additional time. The prodigy must have the Magic Trick, Improved Magic Trick, and Greater Magic Trick talents before selecting this talent.

Ultimate Master Surgeon: When using his Surgery ability, he can take 1 hour and make a DC 20 Heal check and restore a number of hit points equal to 1d12 per Hit Die of the creature the prodigy is performing on the Heal check on. The subject of the Heal check is exhausted for 24 hours after receiving surgery; it can make a DC 20 Fortitude save to reduce this to fatigued.
He can also restore a creature to life if he makes a DC 50 Heal check within a number of days equal to his Intelligence bonus of the creature dying. The prodigy must have the Master Surgeon, Improved Master Surgeon, and Greater Master Surgeon talents before selecting this talent.

Ultimate Militant: The prodigy’s base attack bonus increases by 1. If this raises his base attack bonus from +15 to +16, he gains a 4th iterative attack as normal.

Ultimate Trapfinding: The prodigy never suffers a harmful effect from a trap he triggers. The same can’t be said for his companions. The prodigy must have the Trapfinding, Improved Trapfinding, and Greater Trapfinding talents before selecting this talent.

The Exchange

Thanks for sharing. I have copied and pasted for future mooching purposes.

RPG Superstar 2012 Top 32

PRODIGY part deux

BAB: +¾
Good Saves: Will
Hit Dice: 1d8

Class Skills: Appraise, Craft, Disable Device, Heal, Knowledge (all), Linguistics, Perception, Perform, Profession, Spellcraft, Survival, Use Magic Device.
In addition, the prodigy adds a number of extra skills equal to his Intelligence bonus (minimum 1) to the list of class skills.

Skill Ranks per Level: 8 + Intelligence modifier.

Prodigies are proficient in all Simple Weapons, and Light Armor.

LEVEL ABILITY
1. Extra Skills, Knowledge is Power, Talent
2. Talent
3. Insight
4. Talent
5. Knowledge is Power
6. Talent
7. Insight
8. Improved Talents, Talent
9. Knowledge is Power
10. Talent
11. Insight
12. Talent
13. Knowledge is Power
14. Greater Talents, Talent
15. Insight
16. Talent
17. Knowledge is Power
18. Talent
19. Insight
20. Ultimate Talent, Talent

Extra Skills (Ex). The prodigy adds a number of skills equal to his Intelligence modifier (minimum 1), to his list of class skills. If the prodigy later has a permanent increase to his Intelligence bonus, he may increase the number of additional class skills he has until it equals his Intelligence bonus. If the prodigy has ranks in a cross-class skill that then becomes a class skill, he gains the +3 class skill bonus as normal for having ranks in a class skill.

Knowledge is Power (Ex). At 1st level, the prodigy learns how to use his knowledge of his enemies against them. The prodigy makes a Knowledge check as a swift action; the specific kind of Knowledge check is determined by the kind of creature the prodigy is making the Knowledge check about. For every 10 points of the result of the Knowledge check, the prodigy gains a +1 bonus against his opponent. This bonus lasts for a number of rounds equal to the prodigy’s Intelligence bonus (minimum 1). The specific kind of bonus is determined by the kind of Knowledge is Power ability the prodigy has selected.
At 1st level, the prodigy may choose to learn 1 Knowledge is Power ability. He learns additional Knowledge is Power abilities at 5th level and every 4 levels thereafter.
Below are the Knowledge is Power abilities the prodigy may select:

Knowledge of Defense: The prodigy’s Knowledge is Power bonus applies to the prodigy’s AC against the selected creature type.

Knowledge of Durability: The prodigy’s Knowledge is Power bonus applies as DR 1/- per plus of the bonus against the attacks of the selected creature type.

Knowledge of Energy: The prodigy’s Knowledge is Power bonus applies as energy resistance 5 per plus of the bonus against the attacks of the selected creature type.

Knowledge of Foes: The prodigy’s Knowledge is Power bonus is applied as a number of 1d6 damage dice added to the prodigy’s weapon damage rolls against the selected creature type.

Knowledge of Maneuvers: The prodigy’s Knowledge is Power bonus applies to his CMB and CMD against the selected creature type.

Knowledge of Materials: The prodigy’s Knowledge is Power bonus is treated as an enhancement bonus to attack rolls against the selected creature type. In addition, the prodigy is able to overcome damage reduction as if using a weapon of a special material or property; if the Knowledge is Power bonus is at least +3, it overcomes damage reduction as if it were a cold iron or silver weapon; if the Knowledge is Power bonus is at least +4, it overcomes damage reduction as if it were an adamantine weapon (but does not bypass hardness); if the Knowledge is Power bonus is at least +5, it overcomes alignment-based damage reduction.

Knowledge of Puissance: The prodigy’s Knowledge is Power bonus applies to saving throws against the attacks of the selected creature type.

Knowledge of Tactics: The prodigy’s Knowledge is Power bonus applies to attack and damage rolls against the selected creature type.

Talent (Ex). The prodigy learns a talent at 1st level, 2nd level, and every even level thereafter. At 8th level, he can begin learning improved talents. At 14th level, he can begin learning 14th level. At 20th level, he learns an ultimate talent.

Insight (Ex). At 3rd level, and every 4 levels thereafter, the prodigy gains one of the following abilities.

Insightful Attacks: The prodigy gains an insight bonus equal to his Intelligence bonus to his attack rolls.

Insightful Defense: The prodigy gains an insight bonus equal to his Intelligence bonus to his AC.

Insightful Grace: The prodigy gains an insight bonus equal to his Intelligence bonus to his Saving Throws.

Insightful Maneuvers: The prodigy gains an insight bonus equal to his Intelligence bonus to his CMB and CMD.

Insightful Strike: The prodigy gains an insight bonus equal to his Intelligence bonus to his weapon damage rolls.

TALENTS:

Expanded Knowledge: The prodigy gains a bonus feat. He must meet all requirements of the selected feat.

Canny Initiative: The prodigy adds his Intelligence bonus to his Initiative rolls.

Cunning Combatant: A number of rounds per day equal to his Intelligence bonus, as a free action, the prodigy may select a combat feat he qualifies for but does not have and use it for 1 round. These rounds do not need to be consecutive. Each time he uses this ability, he may select a different combat feat or use the same combat feat he used before.

Extra Class Skills: The prodigy adds a two new skills to his list of class skills. He can select this talent multiple times; each time adding two new skills to his list of class skills.

Extra Knowledge is Power: The prodigy gains an additional Knowledge is Power ability.

Intellectual Ambassador: The prodigy may choose to use his Intelligence modifier in place of the normal ability modifier for the following skills: Bluff, Diplomacy, Intimidate, Sense Motive.

Magical Trick: The prodigy learns a number of cantrips or orisons equal to his Intelligence bonus. The Save DC, if any is 10 + the prodigy’s Intelligence bonus. He may cast each cantrip or orison at will. The prodigy may also use Intelligence modifier in place of his Charisma modifier on Use Magic Device skill checks. This talent may be selected multiple times; each time he selects this talent, he learns new cantrips or orisons.

Master Criminal: The prodigy may choose to use his Intelligence modifier in place of the normal ability modifier for the following skills: Disguise, Escape Artist, Sleight of Hand, and Stealth.

Master Surgeon: The prodigy adds his Intelligence bonus to any Heal check he makes. He can take 1 hour and make a DC 20 Heal check and restore a number of hit points equal to 1d6 per Hit Die of the creature the prodigy is performing on the Heal check on. The subject of the Heal check is exhausted for 24 hours after receiving surgery; it can make a DC 20 Fortitude save to reduce this to fatigued.
When the prodigy performs surgery, he can make additional DC 20 Heal checks to remove ability damage from the wounded subject. The prodigy chooses which type of ability damage (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma) prior to making the Heal check. The prodigy can remove a number of different ability damages equal to his Intelligence bonus. The prodigy can use surgery to removing ability drain by making a DC 30 Heal check; only one kind of ability drain can removed during a single surgery.
He can also restore a creature to life if he makes a DC 40 Heal check within a number of rounds equal to his Intelligence bonus of the creature dying.

Militant: The prodigy gains proficiency in all Martial Weapons.

Poison Use: The prodigy is trained in the use of poison and cannot accidentally poison himself when applying poison to a weapon.

Rapid Crafting: The prodigy can use everyday items and construct an item worth up to 1 gold piece per class level. This item can only be used. It takes 1d12 rounds to make the item.

Share Knowledge: The prodigy can grant a number of allies equal to his Intelligence bonus the benefits of his Knowledge is Power ability. These allies must be within 60 feet of the prodigy.

Skill Focus: The prodigy gains Skill Focus as a bonus feat. This talent may be selected multiple times; each time applying to a different skill.

Student Athlete: The prodigy may choose to use his Intelligence modifier in place of the normal ability modifier for the following skills: Acrobatics, Climb, Ride, and Swim.

Tactics: A number of rounds per day equal to his Intelligence bonus, the prodigy can spend a swift action and gain the benefits of a single tactical feat. These rounds do not need to be consecutive.

Track: The prodigy adds half his level (minimum +1) on Survival skill checks to follow tracks.

Trapfinding: The prodigy adds half his level (minimum +1) on Disable Device and Perception checks dealing with locating and disarming traps. He may also disarm magical traps.

IMPROVED TALENTS

Improved Cunning Combatant: A number of rounds per day equal to his Intelligence bonus, as a free action, the prodigy may select 2 combat feats he qualifies for but does not have and use them for 1 round. He may use the first combat feat selected to qualify for the second combat feat he selects. These rounds do not need to be consecutive. Each time he uses this ability, he may select different combat feats or use the same combat feats he used before.

Improved Expanded Knowledge: The prodigy gains a bonus feat. He must meet all requirements of the selected feat. The prodigy must have the Expanded Knowledge talent before selecting this talent.

Improved Extra Knowledge is Power: The prodigy gains an additional Knowledge is Power ability. The prodigy must have the Extra Knowledge is Power talent before selecting this talent.

Improved Intellectual Ambassador: The prodigy may choose to use add his Intelligence modifier in addition to the normal ability modifier for the following skills: Bluff, Diplomacy, Intimidate, Sense Motive.

Improved Knowledge is Power: The prodigy may to activate two of his Knowledge is Power abilities against the same creature type using the same swift action, or he may choose to affect two different creature types by making 2 different Knowledge checks using the same swift action.

Improved Magic Trick: The prodigy learns a number of 1st level arcane or divine spells equal to his Intelligence bonus. The Save DC, if any is 11 + the prodigy’s Intelligence bonus. He may cast each spell a number of times per day equal to his Intelligence bonus. The prodigy may also choose to add his Intelligence modifier in addition to his Charisma modifier on Use Magic Device skill checks. The prodigy may select this talent multiple times; each time he does, he learns new spells. The prodigy must have the Magical Trick talent before selecting this talent.

Improved Master Criminal: The prodigy may choose to add his Intelligence modifier in addition to the normal ability modifier for the following skills: Disguise, Escape Artist, Sleight of Hand, and Stealth.

Improved Master Surgeon: When using his Surgery ability, he can take 1 hour and make a DC 20 Heal check and restore a number of hit points equal to 1d8 per Hit Die of the creature the prodigy is performing on the Heal check on. The subject of the Heal check is exhausted for 24 hours after receiving surgery; it can make a DC 20 Fortitude save to reduce this to fatigued.
He can also restore a creature to life if he makes a DC 40 Heal check within a number of minutes equal to his Intelligence bonus of the creature dying. The prodigy must have the Master Surgeon talent before selecting this talent.

Improved Militant: The prodigy treats his class level as his base attack bonus for the purposes of qualifying for feats. The prodigy may use his Intelligence score in place of any other ability score requirement a feat may require.

Improved Poison Use: The prodigy can apply a dose of poison to a weapon as a swift action. The prodigy must have the Poison Use talent before selecting this talent.

Improved Rapid Crafting: The prodigy can use everyday items and construct an item worth up to 2 gold piece per class level. This item can only be used once. It takes 1d8 rounds to make the item. The prodigy must have the Rapid Crafting talent before selecting this talent.

Improved Share Knowledge: The prodigy can grant a number of allies equal to his character level the benefits of his Knowledge is Power ability. These allies must be within 60 feet of the prodigy. He must have the Share Knowledge talent before selecting this talent.

Student Athlete: The prodigy may choose to add his Intelligence modifier in addition to the normal ability modifier for the following skills: Acrobatics, Climb, Ride, and Swim.

Improved Tactics: A number of rounds per day equal to his Intelligence bonus, the prodigy can spend a swift action and gain the benefits of two tactical feats. These rounds do not need to be consecutive. In addition, the prodigy can share the benefits of this talent with a number of allies equal to his Intelligence bonus. The prodigy must have the Tactics talent before selecting this talent.

Improved Trapfinding: If the prodigy accidentally triggers a trap, on a successful saving throw, he suffers no adverse effect, even if it normally caused half damage on a successful saving throw or had some other partial effect on a successful saving throw. The prodigy must have the Trapfinding talent before selecting this talent.

Skill Mastery: This is the same as the rogue Advanced Talent of the same name.

Slippery Mind: This is the same as the rogue Advanced Talent of the same name.

Swift Tracker: The prodigy can move at his normal speed while using Survival to follow tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

GREATER TALENTS

Greater Cunning Combatant: A number of rounds per day equal to his Intelligence bonus, as a free action, the prodigy may select 3 combat feats he qualifies for but does not have and use them for 1 round. He may use the first combat feat selected to qualify for the second combat feat he selects; he may use the first and second combat feats he selects to qualify for the third combat feat he selects. These rounds do not need to be consecutive. Each time he uses this ability, he may select different combat feats or use the same combat feats he used before.

Greater Expanded Knowledge: The prodigy gains a bonus feat. He must meet all requirements of the selected feat. The prodigy must have the Expanded Knowledge and Improved Expanded Knowledge talents before selecting this talent.

Greater Extra Knowledge is Power: The prodigy gains an additional Knowledge is Power ability. The prodigy must have the Extra Knowledge is Power and Improved Extra Knowledge is Power talents before selecting this talent.

Greater Knowledge is Power: The prodigy may to activate three of his Knowledge is Power abilities against the same creature type using the same swift action, or he may choose to affect three different creature types by making 3 different Knowledge checks using the same swift action. The prodigy must have the Improved Knowledge is Power talent before selecting this talent.

Greater Magic Trick: The prodigy learns a number of 2nd level arcane or divine spells equal to his Intelligence bonus. The Save DC, if any, is 12 + the prodigy’s Intelligence bonus. He may cast each spell a number of times per day equal to his Intelligence bonus. The prodigy may choose to Take 10 on Use Magic Device skill checks. The prodigy may select this talent multiple times; each time he does, he learns new spells. The prodigy must have the Magic Trick and Improved Magic Trick talents before selecting this talent.

Greater Master Surgeon (Ex). When using his Surgery ability, he can take 1 hour and make a DC 20 Heal check and restore a number of hit points equal to 1d10 per Hit Die of the creature the prodigy is performing on the Heal check on. The subject of the Heal check is exhausted for 24 hours after receiving surgery; it can make a DC 20 Fortitude save to reduce this to fatigued.
He can also restore a creature to life if he makes a DC 40 Heal check within a number of hours equal to his Intelligence bonus of the creature dying. The prodigy must have the Master Surgeon and Improved Master Surgeon talents before selecting this talent.

Greater Militant: The prodigy may treat his class levels as fighter levels for the purposes of qualifying for feats.

Greater Poison Use: The prodigy can apply a dose of poison to his weapon as an immediate action. The prodigy must have the Poison Use and Improved Poison Use talents before selecting this talent.

Greater Rapid Crafting: The prodigy can use everyday items and construct an item worth up to 5 gold piece per class level. This item can only be used once. It takes 1d4 rounds to make the item. The prodigy must have the Rapid Crafting and Improved Rapid Crafting talents before selecting this talent.

Greater Share Knowledge: The prodigy can grant any number of allies the benefits of his Knowledge is Power ability. These allies must be within 60 feet of the prodigy. He must have the Share Knowledge and Improved Share Knowledge talent before selecting this talent.

Greater Tactics: A number of rounds per day equal to his Intelligence bonus, the prodigy can spend a swift action and gain the benefits of three tactical feats. These rounds do not need to be consecutive. In addition, the prodigy can share the benefits of this talent with a number of allies equal to his level. The prodigy must have the Tactics and Improved Tactics talents before selecting this talent.

Greater Trapfinding: If the prodigy accidentally triggers a trap, on a successful saving throw, he suffers no adverse effect, even if it normally caused half damage on a successful saving throw or had some other partial effect on a successful saving throw. In addition, if he fails his saving throw against the effect of a trap he triggers, he takes half damage instead of full damage from the trap. The prodigy must have the Trapfinding and Improved Trapfinding talents before selecting this talent.

ULTIMATE TALENTS

Ultimate Cunning Combatant: A number of rounds per day equal to his Intelligence bonus, as a free action, the prodigy may select 4 combat feats he qualifies for but does not have and use them for 1 round. He may use the first combat feat selected to qualify for the second combat feat he selects; he may use the first and second combat feats he selects to qualify for the third combat feat he selects; he may use the first, second, and third combat feats he selects to qualify for the fourth combat feat he selects. These rounds do not need to be consecutive. Each time he uses this ability, he may select different combat feats or use the same combat feats he used before.

Ultimate Expanded Knowledge: The prodigy gains a bonus feat. He must meet all requirements of the selected feat. The prodigy must have the Expanded Knowledge, Improved Expanded Knowledge, and Greater Expanded Knowledge talents before selecting this talent.

Ultimate Extra Knowledge is Power: The prodigy gains an additional Knowledge is Power ability. The prodigy must have the Extra Knowledge is Power, Improved Extra Knowledge is Power, and Greater Extra Knowledge is Power talents before selecting this talent.

Ultimate Intellect: The prodigy’s Intelligence score increases by 4.

Ultimate Knowledge is Power: The prodigy may to activate four of his Knowledge is Power abilities against the same creature type using the same swift action, or he may choose to affect four different creature types by making 4 different Knowledge checks using the same swift action. The prodigy must have the Improved Knowledge is Power and Greater Knowledge is Power talent before selecting this talent.

Ultimate Magic Trick: The prodigy learns a number of 3rd level arcane or divine spells equal to his Intelligence bonus. The Save DC, if any, is 13 + the prodigy’s Intelligence bonus. He may cast each spell a number of times per day equal to his Intelligence bonus. The prodigy may choose to Take 20 on Use Magic Device skill checks; this does not take any additional time. The prodigy must have the Magic Trick, Improved Magic Trick, and Greater Magic Trick talents before selecting this talent.

Ultimate Master Surgeon: When using his Surgery ability, he can take 1 hour and make a DC 20 Heal check and restore a number of hit points equal to 1d12 per Hit Die of the creature the prodigy is performing on the Heal check on. The subject of the Heal check is exhausted for 24 hours after receiving surgery; it can make a DC 20 Fortitude save to reduce this to fatigued.
He can also restore a creature to life if he makes a DC 50 Heal check within a number of days equal to his Intelligence bonus of the creature dying. The prodigy must have the Master Surgeon, Improved Master Surgeon, and Greater Master Surgeon talents before selecting this talent.

Ultimate Militant: The prodigy’s base attack bonus increases by 1. If this raises his base attack bonus from +15 to +16, he gains a 4th iterative attack as normal.

Improved Rapid Crafting: The prodigy can use everyday items and construct an item worth up to 10 gold piece per class level. This item can only be used once. It takes 1 round to make the item. The prodigy must have the Rapid Crafting, Improved Rapid Crafting, and Greater Rapid Crafting talents before selecting this talent.

Ultimate Tactics: A number of rounds per day equal to his Intelligence bonus, the prodigy can spend a swift action and gain the benefits of four tactical feats. These rounds do not need to be consecutive. In addition, the prodigy can share the benefits of this talent with any number of allies. The prodigy must have the Tactics, Improved Tactics, and Greater Tactics talents before selecting this talent.

Ultimate Trapfinding: The prodigy never suffers a harmful effect from a trap he triggers. The same can’t be said for his companions. The prodigy must have the Trapfinding, Improved Trapfinding, and Greater Trapfinding talents before selecting this talent.


Interesting... I may play-test this. Thank you very much SmiloDan


Sounds interesting. Almost McGiver-ish...


Have you looked at Monte Cook's Akashic, from Arcana Evolved? It's essentially your Prodigy, with some "collective memory" fluff added.

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Kirth Gersen wrote:
Have you looked at Monte Cook's Akashic, from Arcana Evolved? It's essentially your Prodigy, with some "collective memory" fluff added.

Nope. Don't have access to it.

But thanks for the feedback. It's still a work in progress. I need to add some more talents, and maybe some more Insights and Knowledge is Powers.


It's a very interesting idea, but my mind sorta tweaked when I got to your Magic Trick talents. I'm not gonna lie- I'm a min/maxer, and my inner munchkin got all giddy.

For starters, your basic one (cantrips only) is perfectly good as it is. The second one, third, & fourth (that award 1st, 2nd, & 3rd level spells) are awesome opportunities to exploit your system. It starts by not expressing what your caster level is & what happens when your intelligence goes up in the future (Or if your bonus intelligence from items is counted). Then you open the floor for some real deviant behavior:

Any character playing this class is going to have an good, if not great intelligence score. The class seems absolutely devoted to taking your intelligence score and using it to do anything and everything. That means that, for the most part, this is a SAD class. Most characters will begin with at least an 18 (16 + racial), though starting with a 20 won't be difficult to justify on builds above 15 points.

Going with the idea that you have a score of 20 intelligence when you take the 1st, 2nd, & 3rd level spell talents you end up with this: 25 first level spells per day, 25 second level spells per day, & 25 third levels spells per day. 5 each, 5 per day. From any list. Yes, they're significantly lower than any full caster, but 75 spells per day, even low level ones, should be red flag.

Secondly, allowing the play to cherry pick spells between lists that often times share spells is a terrible idea. Ranger & Paladin spell lists are balanced based on the fact that they gain access to their spells at roughly half the speed of full casters- thus high level spells often find their way down to much lower level slots. I would recommend limiting the list to Clerics, Druids, and Wizards. Witches, Bards, and Inquisitors share most of their "unique" spells with those other three classes, so it's safe to leave them out of the loop.

My personal suggestion is to write it up like this (ignoring the use magic device aspects of it- I like that):

Choose 3 1st/2nd/3rd level spells from any combination of the Cleric, Druid, and Wizard spell lists. You gain these spells as spell like abilities with a caster level equal to your class level. Each spell like ability can be cast once per day for every 5 levels you have in the Prodigy class. The saving throw for these spells is equal to 11/12/13 + your intelligence modifier.

If done like this the character has a total of 36 spells per day, which is about what a Bard/Inquisitor gets if they don't put more than 16 into their casting stat. And since they're spell like abilities they can qualify for some of the monster manual feats to boost them with metamagic.


SmiloDan wrote:
Nope. Don't have access to it.

Sure you do -- you just didn't realize it.


One thing I would suggest is actually to drop some of your talents. The Extra Knowledge is Power is just fine like it is, but the Greater, Improved and Ultimate are kind of un-neccesary. Just make it so that you can take the 1st tier mulitple times. It helps clean things up a bit.

Other than that, some of the Knowledge is Power are vastly differant in power to the others. Being able to choose between a bonus to AC vs. DR, or bonus to hit/damage vs. an extra 1d6 doesn't even seem like much of a choice to me. I would always take the DR and the +1d6.

The only other suggestion I can think of is to remove the extra class skills as a talent. Instead, make it a progressive thing where they get an additional 3+ class skills at 1st, 5th, 10th, 15th, 20th levels (or whatever suits you). It just seems that an INT based class should have a ton of skills.

P.S. Stay away from the 3.5 Factotum from Dungeonscape. It is a completely over-powered INT based class.

The Exchange

Sphen86 wrote:


Other than that, some of the Knowledge is Power are vastly differant in power to the others. Being able to choose between a bonus to AC vs. DR, or bonus to hit/damage vs. an extra 1d6 doesn't even seem like much of a choice to me. I would always take the DR and the +1d6.

I'd take the AC over the DR. I tend to play hippies so I wouldn't take any of the offensive stuff.

Sphen86 wrote:


P.S. Stay away from the 3.5 Factotum from Dungeonscape. It is a completely over-powered INT based class.

Stay away from it because it's underpowered. :) It's not bad as a starting point, but all you have is what's in Dungeonscape, whereas I have loads of books that can help me optimize my rogue.

RPG Superstar 2012 Top 32

Thanks for all the great input. I'll have to tweak it to make some of the changes you suggest.


I think the class is way to hooked on Intelligence - perhaps make it more mental rather than intelligence based? For example, the Insights:

Quote:
Insightful Attacks: The prodigy gains an insight bonus equal to his Intelligence bonus to his attack rolls.

Shouldn't this replace the Strength/Dexterity bonus to attacks? In fact, I would use it to replace just Dexterity, as there's not a lot of insight you can use with a great axe ...

Quote:
Insightful Defense: The prodigy gains an insight bonus equal to his Intelligence bonus to his AC.

I'd make this Wisdom, and only applicable in light armour.

Quote:
Insightful Grace: The prodigy gains an insight bonus equal to his Intelligence bonus to his Saving Throws.

I'd make this Charisma, which is more 'grace' than intelligence.

Quote:
Insightful Maneuvers: The prodigy gains an insight bonus equal to his Intelligence bonus to his CMB and CMD.

How about Intelligence to CMB and Wisdom to CMD?

Quote:
Insightful Strike: The prodigy gains an insight bonus equal to his Intelligence bonus to his weapon damage rolls.

I'd make this class level based - add half class level to damage, that balances with the Duelist's Insightful Strike.

I'd also add to the list of Talents (sorry if it's there and I missed it, it's a big list):
Weapon Skill: The character gains Martial Weapon Proficiency or Exotic Weapon Proficiency as a feat. They may choose a weapon in which they already have proficiency, in which case they gain the Weapon Focus feat with that weapon instead.
Improved Talent:
Improved Weapon Skill: With the weapon selected above the character gains a +1 bonus to attack and damage rolls.
Greater Talent:
Greater Weapon Skill: the character improves to a +2 bonus to attack and damage rolls with their Weapon Skill weapon.
Ultimate Talent:
Ultimate Weapon Skill: the character peaks at a +3 bonus to attack and damage rolls with their Weapon Skill weapon.


snobi wrote:


Sphen86 wrote:


P.S. Stay away from the 3.5 Factotum from Dungeonscape. It is a completely over-powered INT based class.

Stay away from it because it's underpowered. :) It's not bad as a starting point, but all you have is what's in Dungeonscape, whereas I have loads of books that can help me optimize my rogue.

Underpowered? The Brains Over Brawn ability makes this a truly broken class. "At 3rd level, you gain you Intelligence bonus as a modifier on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump." Basically reads, whenever you roll something based off of Str or Dex, you add your Int as well. My group, and I checked with others on this one, read it as ANY roll. Attack rolls, damage rolls, Initiative, anything. That is what makes it over-powered.

RPG Superstar 2012 Top 32

Dabbler wrote:

I think the class is way to hooked on Intelligence - perhaps make it more mental rather than intelligence based? For example, the Insights:

Quote:
Insightful Attacks: The prodigy gains an insight bonus equal to his Intelligence bonus to his attack rolls.

Shouldn't this replace the Strength/Dexterity bonus to attacks? In fact, I would use it to replace just Dexterity, as there's not a lot of insight you can use with a great axe ...

Quote:
Insightful Defense: The prodigy gains an insight bonus equal to his Intelligence bonus to his AC.

I'd make this Wisdom, and only applicable in light armour.

Quote:
Insightful Grace: The prodigy gains an insight bonus equal to his Intelligence bonus to his Saving Throws.

I'd make this Charisma, which is more 'grace' than intelligence.

Quote:
Insightful Maneuvers: The prodigy gains an insight bonus equal to his Intelligence bonus to his CMB and CMD.

How about Intelligence to CMB and Wisdom to CMD?

Quote:
Insightful Strike: The prodigy gains an insight bonus equal to his Intelligence bonus to his weapon damage rolls.

I'd make this class level based - add half class level to damage, that balances with the Duelist's Insightful Strike.

I'd also add to the list of Talents (sorry if it's there and I missed it, it's a big list):
Weapon Skill: The character gains Martial Weapon Proficiency or Exotic Weapon Proficiency as a feat. They may choose a weapon in which they already have proficiency, in which case they gain the Weapon Focus feat with that weapon instead.
Improved Talent:
Improved Weapon Skill: With the weapon selected above the character gains a +1 bonus to attack and damage rolls.
Greater Talent:
Greater Weapon Skill: the character improves to a +2 bonus to attack and damage rolls with their Weapon Skill weapon.
Ultimate Talent:
Ultimate Weapon Skill: the character peaks at a +3 bonus to attack and damage rolls with their Weapon Skill weapon.

I already have the Militant talent, which gives proficiency in ALL Martial weapons. Improved treats HD as BAB for feats, and lets you use Int instead of Str or Dex for qualifying for combat feats. Greater lets you learn Fighter-only feats. Ultimate increases your BAB from +15 to +16, so you get your 4th iterative attack.

Also, I want this to be a class focused on Intelligence, so I don't want to worry about Wisdom or Charisma for the class abilities....similar to a monk's reliance on Wisdom, or, to a lesser extent, the bard's reliance on Charisma.

The Exchange

Sphen86 wrote:


Underpowered? The Brains Over Brawn ability makes this a truly broken class. "At 3rd level, you gain you Intelligence bonus as a modifier on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump." Basically reads, whenever you roll something based off of Str or Dex, you add your Int as well. My group, and I checked with others on this one, read it as ANY roll. Attack rolls, damage rolls, Initiative, anything. That is what makes it over-powered.

Brains over Brawn is cool, although our group interpreted STR and DEX checks as ability checks, which would include breaking down doors and initiative, but not attacks and damage. I thought about a 3 level dip in factotum just to get Brains over Brawn, but level 2 is brutal as you get almost nothing. And 3 levels of factotum is 3 less levels of rogue, which means all my rogue goodies are delayed. Plus, I found that I can get everything Brains over Brawn dishes out through feats and traits.


Sphen86 wrote:
Underpowered? The Brains Over Brawn ability makes this a truly broken class. "At 3rd level, you gain you Intelligence bonus as a modifier on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump." Basically reads, whenever you roll something based off of Str or Dex, you add your Int as well. My group, and I checked with others on this one, read it as ANY roll. Attack rolls, damage rolls, Initiative, anything. That is what makes it over-powered.

I'd like to throw my lot in with snobi on this one. The attack and damage rolls aren't checks or skills based on Strength or Dexterity. Brains over Brawn does not augment combat ability in that manner. They just know, from reading books, the best way to move their body upwards when climbing, but not necessarily the best place to poke a gnoll when using the ability. Hope this helps.

Oh, and SmiloDan, nifty class, always wanted to see an Int-based fellow that wasn't a total caster.

RPG Superstar 2012 Top 32

I'm thinking of changing the Improved Magic Trick ability to be knowing a single spell that can be used as a spell-like effect 3 times a day. Caster level equal to class level, DC 10 + spell level + Intelligence modifier; Concentration checks based on Intelligence and class level.

I want this class to be versatile, but not primarily thought of as a spell caster.


SmiloDan wrote:

I already have the Militant talent, which gives proficiency in ALL Martial weapons. Improved treats HD as BAB for feats, and lets you use Int instead of Str or Dex for qualifying for combat feats. Greater lets you learn Fighter-only feats. Ultimate increases your BAB from +15 to +16, so you get your 4th iterative attack.

Also, I want this to be a class focused on Intelligence, so I don't want to worry about Wisdom or Charisma for the class abilities....similar to a monk's reliance on Wisdom, or, to a lesser extent, the bard's reliance on Charisma.

Problem with that is you are using Intelligence to do everything, and that Militant talent is too good - you get to be almost as good a fighter as the fighter, and do other stuff besides.

With everything hinging on one stat, you can boost it to the moon and back very easily. You eliminated all the downsides of the other stats being low, by adding talents that make intelligence replace them for everything.

In short, broken.

RPG Superstar 2012 Top 32

I thought of a new talent.

Devious Devices: You may use your Intelligence modifier in place of your Dexterity modifier on Disable Device checks and you may use your Intelligence modifier in place of your Charisma modifier on Use Magic Device checks.

Dark Archive

I also think it has become TOO focused on INT. While I understand what you're going for, this is SAD to the extreme. If I was using this class, I would always start with 20 INT. No matter what point-buy. There is no reason to have high saves if I can make a knowledge check with my INT to improve them. There's no reason to worry about my strength/dexterity to attack my opponents if I'm going to be using my intelligence to do so.

Some of the abilities need to be either toned down, or you need to focus on another stat as well. Intelligence and Wisdom together would be interesting: make Intelligence what's used to attack (thinking outside the box, inventiveness) and Wisdom what's used to defend (perception and instinct)?


I love these Intelligent Hero's that arnt magickal and arnt fighters or Rogues :)

RPG Superstar 2012 Top 32

Maybe if we broke down some of the Insight abilities? Would that work to balance out the SAD syndrome?

Like Int to Fortitude, Int to Reflex, and Int to Will Saves as 3 different abilities instead of 1? Insightful Defense (INT to CMD) AND Insightful Manuevers (INT to CMB) as 2 different abilities?


SmiloDan wrote:

Maybe if we broke down some of the Insight abilities? Would that work to balance out the SAD syndrome?

Like Int to Fortitude, Int to Reflex, and Int to Will Saves as 3 different abilities instead of 1? Insightful Defense (INT to CMD) AND Insightful Manuevers (INT to CMB) as 2 different abilities?

No Dan, it's too dependent on Int. Changing the number of abilities dependent on Int by taking one Int dependent ability and making it three does not make it less dependent on Int. It just makes it less powerful but still dependent on Int - you can still break it by blowing everything on Int, it just gets broken at a slightly higher level.

What I suggest is making it a mentally focussed character rather than an intelligence focussed character. If you want to focus purely on Int you can, but then you cannot do everything. If you want to do everything the class can do you have to go MAD and do it all but not do it so well. So you could use Wis to defensive abilities and Fort saves, Cha to Will saves and 'influential' abilities, Int to offensive abilities and Reflex saves.

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