| Paradozen | 
One of my favorite archetypes from Horror Adventures, Mad Scientist, unfortunately requires a bit of advanced preparation to work.  Fortunately, here are tables for each level of extract.  Don't know if anybody else ever plans on using this archetype, but I certainly have a number of NPC's lined up for this, and want to make a PC Mad Scientist if I ever get a convenient chance.
1:Aid
2:Alchemical Allocation
3:Alter Self
4:Barkskin
5:Blur
6:Bull's Strength
7:Cat's Grace
8:Cure Moderate Wounds
9:Darkvision
10:Delay Poison
11:Detect Thoughts
12:Eagle's Splendor
13:Elemental Touche
14:False Life
15:Fire Breath
16:Fox's Cunning
17:Heroic Fortune
18:Invisibility
19:Levitate
20:Owl's Wisdom
21:Perceive Clues
22:Protection from Arrows
23:Resist Energy
24:Restoration (Lesser)
25:See Invisibility
26:Spider Climb
27:Transmute Potion to Poison
28:Undetectable Alignment
29:Vomit Swarm
1:Absorbing Touch
2:Amplify Elixir
3:Arcane Sight
4:Beast Shape I
5:Bloodhound
6:Cure Serious Wounds
7:Displacement
8:Draconic Resevoir
9:Elemental Aura
10:Fly
11:Gaseous Form
12:Haste
13:Heroism
14:Nondetection
15:Protection from Energy
16:Rage
17:Remove Blindness/Deafness
18:Remove Curse
19:Remove Disease
20:Seek Thoughts
21:Thorn Body
22:Tongues
23:Water Breathing
1:Air Walk
2:Arcane Eye
3:Beast Shape II
4:Cure Critical Wounds
5:Death Ward
6:Detonate
7:Discern Lies
8:Dragon's Breath
9:Elemental Body I
10:Fire Shield
11:Fluid Form
12:Freedom of Movement
13:Invisibility, Greater
14:Neutralize Poison
15:Restoration
16:Spell Immunity
17:Stoneskin
18:Universal Formula
1:Beast Shape III
2:Contact Other Plane
3:Delayed Consumption
4:Dream
5:Elemental Boddy II
6:Elude Time
7:Magic Jar
8:Nightmare
9:Overland Flight
10:Planar Adaptation
11:Plant Shape I
12:Polymorph
13:Resurgent Transformation
14:Sending
15:Spell Resistance
1:Analyze Dweomer
2:Beast Shape IV
3:Elemental Body III
4:Eyebite
5:Form of the Dragon I
6:Giant Form I
7:Heal
8:Mislead
9:Plant Shape II
10:Shadow Walk
11:Statue
12:Transformation
13:True Seeing
14:Twin Form
15:Wind Walk
| Paradozen | 
I don't understand ypur random rolls for level 4 and above. At level 4, you say roll (1d3-1)+6. That will give a number between (1-1)+6=6 to (3-1)+6=8 if you then add a d6 to that it becomes 12 to 14.
Am I missing something?
Me being dumb and working too late at night. How's about
Table 1
1:Air Walk 
2:Arcane Eye 
3:Beast Shape II 
4:Cure Critical Wounds 
5:Death Ward 
6:Detonate
Table 2
1:Discern Lies 
2:Dragon's Breath 
3:Elemental Body I 
4:Fire Shield 
5:Fluid Form 
6:Freedom of Movement
Table 3
1:Invisibility, Greater 
2:Neutralize Poison 
3:Restoration 
4:Spell Immunity 
5:Stoneskin 
6:Universal Formula
Table 1
1:Beast Shape III 
2:Contact Other Plane 
3:Delayed Consumption 
4:Dream 
5:Elemental Body II 
Table 2
1:Elude Time 
2:Magic Jar 
3:Nightmare 
4:Overland Flight 
5:Planar Adaptation 
Table 3
1:Plant Shape I 
2:Polymorph 
3:Resurgent Transformation 
4:Sending 
5:Spell Resistance
Table 1
1:Analyze Dweomer 
2:Beast Shape IV 
3:Elemental Body III 
4:Eyebite 
5:Form of the Dragon I
Table 2
1:Giant Form I 
2:Heal 
3:Mislead 
4:Plant Shape II 
5:Shadow Walk 
Table 3
1:Statue 
2:Transformation 
3:True Seeing 
4:Twin Form 
5:Wind Walk
| pulseoptional | 
turtle006 wrote:Me being dumb and working too late at night. How's about ** spoiler omitted **** spoiler omitted **** spoiler omitted **That is closer to what I had on my index card in the first place. Thanks for catching the mistake, I really shouldn't work with numbers at night.I don't understand ypur random rolls for level 4 and above. At level 4, you say roll (1d3-1)+6. That will give a number between (1-1)+6=6 to (3-1)+6=8 if you then add a d6 to that it becomes 12 to 14.
Am I missing something?
That works a lot better than the "roll 1d20, reroll the higher numbers" idea.
| Paradozen | 
Paradozen wrote:That works a lot better than the "roll 1d20, reroll the higher numbers" idea.turtle006 wrote:Me being dumb and working too late at night. How's about ** spoiler omitted **** spoiler omitted **** spoiler omitted **That is closer to what I had on my index card in the first place. Thanks for catching the mistake, I really shouldn't work with numbers at night.I don't understand ypur random rolls for level 4 and above. At level 4, you say roll (1d3-1)+6. That will give a number between (1-1)+6=6 to (3-1)+6=8 if you then add a d6 to that it becomes 12 to 14.
Am I missing something?
That idea should work fairly well too, but if I had to reroll 2-3 times my players might get a bit nervous, especially if the npc rolled 3d20's, 2 of them being fairly high numbers, and detonate came up as the result.
              
                
                
                   
                
                
                   Arp Upramis 
                
                
                
                
                
              
              
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The tables suggested by Paradozen are great, but there are a few mistakes.
First, and I think it's just a typing mistake, for 4th, 5th and 6th level extracts, it's (1d3-1)x6, (1d3-1)x5 and (1d3-1)x5 instead of (1d3-1)+6, (1d3-1)+5 and (1d3-1)+5.
Then, the table suggested for 3rd level extracts is incorrect. I'm sure that the mad scientist is supposed to roll randomly in an equiprobable manner. If you use the rule: "First Roll (1d3-1)x10 then add 1d10 or 1d4 if the result of the first roll is 20 (reroll 24)", it's not equiprobable. Indeed, any number from 1 to 20 occurs about 3.63% of the time, and any number from 21 to 23 occurs about 9.09% of the time. It's a huge difference.
The best way to roll on the 3rd level extracts table is (1d4-1)*6 + 1d6 (reroll 24). To sum up, here is what I suggest (based on Paradozen's post):
2nd level: (1d3-1)*10 + 1d10 (reroll 30)
3rd level: (1d4-1)*6 + 1d6 (reroll 24)
4th level: (1d3-1)*6 + 1d6
5th and 6th levels: (1d3-1)*5 + 1d5
Of course, theses rolls need d3s and d5s. You have to use d6s and d10s to simulate them, but I don't think there's a best way to do it (if you don't want to buy a d3 or a d5).