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Excerpt
from
Academically Speaking: College Life
A d20 Modern Setting

Character
Classes
These
four core character classes represent undergraduate education. To advance
to any graduate-school prestige class, the character must have completed
four levels of any undergraduate core class (a fifth level is optional).
Fuzzy
The fuzzy
is the quintessential liberal arts major. Fuzzy specialties range from
literature to theater to graphic arts.
Adventures:
Fuzzies often go out seeking opportunities to use their Philosophize ability
or their Protest skill. Venturing beyond coffee-shop poetry readings or
other mostly fuzzy gatherings often leads to challenging situations and
occasional arrests.
Characteristics:
The many different skills and knowledge fuzzies possess rarely translate
to success or even above-minimum-wage lifestyles. Pledged to various ideals
such as "gender equality" and "global harmony," fuzzies
feel bound to speak out about their points of view and win supporters
to their causes. Sometimes their fervor exceeds their logic; for example,
a fuzzy might campaign vigorously to respect all animal and plant life
and handout leaflets to uninterested people from a leather backpack.
Alignment:
Fuzzies follow various ideals. They are more likely to be chaotic rather
than lawful, but they are a diverse bunch, so they may be of any alignment.
And don't be surprised if it changes along with their major (see Class
Features).
Other
Classes: Fuzzies generally view themselves as intellectually superior
to jocks but will date them anyway. Though usually envious of the future
financial success common to most pre-med and techie students, they act
publicly dismissive of money as an ideal and adopt the mantra of "learning
for learning's sake."
Game
Rule Information
Fuzzies
have the following game statistics:
Abilities:
Charisma is central to the fuzzy skills such as Protest. A high Intelligence
score gives the fuzzy extra skill points needed to expand her repertoire.
Alignment:
Any
Hit
Die: d6
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Table
1-1: The Fuzzy
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|
|
Base
|
Fort
|
Ref
|
Will
|
|
|
Level
|
Attack
Bonus
|
Save
|
Save
|
Save
|
Special
|
|
1
|
0
|
0
|
0
|
0
|
Philosophize
|
|
2
|
1
|
0
|
0
|
0
|
Change
major
|
|
3
|
1
|
1
|
1
|
1
|
Change
major
|
|
4
|
2
|
1
|
1
|
1
|
Change
major
|
|
5
|
2
|
1
|
1
|
1
|
Change
major
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Class
Skills
The fuzzy's
class skills (and the key ability for each skill) are Bluff (Cha), Craft
(Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disguise
(Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge
(arts and literature, history, major, occult) (Int), Listen (Wis), Perform
(Cha), Protest (Cha, exclusive skill), Sense Motive (Wis), Spot (Wis),
and Use Magic Device (Cha, exclusive skill). See Chapter 4: Skills in
the Player's Handbook for all skill descriptions except Protest
Skill
Points at 1st Level: (6 + Int modifier) x 4
Skill
Points at Each Additional Level: 6 + Int modifier
Class
Features
All of
the following are class features of the fuzzy.
Weapon
and Armor Proficiency: The fuzzy is not proficient with any weapons.
Because they favor thick, woven ethnic clothing, stiff sandals, and other
environmentally conscious attire, fuzzies are proficient in wearing padded
armor.
Philosophize
(Ex): Once per day per level, a fuzzy can use his ability to theorize
and obfuscate the truth to produce extraordinary effects on those around
him. Depending on the ranks he has in the required skills, he can inspire
courage in allies or stymie his enemies.
Inspire
Courage: A fuzzy with three or more ranks in Diplomacy can rally his
comrades to heroic acts. To be affected, an ally must hear the fuzzy speak
for a full round. The effect lasts as long as the fuzzy speaks and for
5 rounds after the fuzzy stops talking (or 5 rounds after the ally can
no longer hear the fuzzy). Affected allies receive a +2 morale bonus to
saving throws against charm and fear effects and a +1 morale bonus to
attack and weapon damage rolls. Inspire Courage is a supernatural, mind-affecting
ability.
Illogical
Argument: A fuzzy with five or more ranks in both Diplomacy and Intimidate
can use his oratory to stymie his opponents. Opponents must hear the fuzzy
speak for a full round. The next round, enemies who heard the fuzzy must
make a Will save (DC 10 + the fuzzy's Charisma bonus) or be dazed. This
enchantment clouds the minds of humanoids of Medium-size or smaller so
that they can take no actions. Humanoids of 5 HD or more are not affected.
The dazed subjects are not stunned (so attackers get no special advantage
against them), but they can't move, cast spells, use mental abilities,
etc. Any attack on a dazed person entitles the victim to another saving
throw. The effect lasts only as long as the fuzzy speaks, as his enemies
try to figure out what point the fuzzy is trying to make.
Change
Major: A fuzzy gets Change Major as a bonus feat.

Jock
The jock
is the physically focused guy or gal. Often admired for their sports abilities,
jocks have a great deal of peer clout.
Adventures:
Jocks enjoy a wide variety of adventures. These primarily focus on sporting
events, but also include road trips, spring break in exotic locales, and
rowdy Mardi Gras celebrations.
Characteristics:
Jocks focus their efforts on sports. They often have scholarships because
of their skills. These popular characters frequently find themselves in
the social spotlight.
Alignment:
Jocks can be of any alignment. They tend toward neutrality. In their sports
life, they know that each of their games or events has rules, but in their
minds, referees or judges hold the ultimate truth.
Other
Classes: Jocks often enjoy dating fuzzies. They get along acceptably
well with pre-meds and techies, but don't seem to understand these characters'
lack of social commitments and their academic focus.
Game
Rule Information
Jocks
have the following game statistics:
Abilities:
Constitution is central to jock skills. Depending upon the sports the
jock pursues, Dexterity or Strength also can prove important.
Alignment:
Any
Hit
Die: d10
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Table
1-2: The Jock
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|
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Base
|
Fort
|
Ref
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Will
|
|
|
Level
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Attack
Bonus
|
Save
|
Save
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Save
|
Special
|
|
1
|
1
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2
|
2
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0
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Popular
+2
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|
2
|
2
|
3
|
3
|
0
|
|
|
3
|
3
|
3
|
3
|
1
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Popular
+4
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|
4
|
4
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4
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4
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1
|
|
|
5
|
5
|
4
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4
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1
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Popular
+6
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Class
Skills
The jock's
class skills (and the key ability for each skill) are Balance (Dex), Climb
(Str), Concentration (Con), Jump (Str), Knowledge (major, social life,
sports) (Int), Party (Con), Ride (Dex), Sports (Con), Swim (Str), and
Tumble (Dex). See Chapter 4: Skills in the Player's Handbook for
all skill descriptions except for Party and Sports.
Skill
Points at 1st Level: (2 + Int modifier) x 4
Skill
Points at Each Additional Level: 2 + Int modifier
Class
Features
All of
the following are class features of the jock.
Weapon
and Armor Proficiency: The jock is proficient in the use of all sports
gear and easily improvised weapons, such as baseball bats and hockey sticks.
This proficiency does not extend to exotic weapons such as tennis or volleyball
nets. Jocks are proficient with sports armor equivalent to padded, leather,
and hide armors.
Popular
(Ex): At 1st level, a jock receives a +2 bonus on Knowledge (social
life) checks. This bonus increases to +4 at 3rd level and +6 at 5th level.

Pre-Med
The pre-med
is generally the serious undergraduate student preparing for the rigors
of medical school. Pre-meds depend upon intensive study to advance into
medical school. They spend hours poring over anatomy books and in the
lab.
Adventures:
Rarely do pre-meds take the time to adventure for any reason other than
research. However, in the pursuit of medical knowledge, they can be relentless
adventurers.
Characteristics:
The pre-med is well known for her dedicated focus to her studies. Her
career goals mean she has much work to do in her undergraduate and medical
school years.
Alignment:
Pre-med students tend toward law and an appreciation for the natural orderliness
of the universe.
Other
Classes: Pre-med students associate most closely with other pre-med
students and sometimes lose sight of the fact that there are other types
of individuals out there, and nonacademic activities. (Huh? There's more
to life than studying medicine, chemistry, and anatomy? Oh, yeah, there
are other people.)
Game
Rule Information
Pre-meds
have the following game statistics:
Abilities:
Intelligence is especially important to a pre-med student because of the
many skills based on it and the extra skill points a good score provides.
Wisdom is helpful because medical practice (the Heal skill) is based on
Wisdom.
Alignment:
Any non-chaotic
Hit
Die: d8
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Table
1-3: The Pre-Med
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Base
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Fort
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Ref
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Will
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|
|
Level
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Attack
Bonus
|
Save
|
Save
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Save
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Special
|
|
1
|
0
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2
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0
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2
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Bonus
majors, study
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|
2
|
1
|
3
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0
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3
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Bonus
majors +2
|
|
3
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1
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3
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1
|
3
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Diagnose
ailment
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|
4
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2
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4
|
1
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4
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Bonus
majors +4
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|
5
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2
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4
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1
|
4
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Induce
hypochondria
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Class
Skills
The pre-med's
class skills (and the key ability for each skill) are Alchemy (Int), Appraise
(Int), Concentration (Con), Decipher Script (own handwriting only) (Int,
exclusive skill), Handle Animal (Cha), Heal (Wis), Knowledge (any academic)
(Int), and Sense Motive (Wis). See Chapter 4: Skills in the Player's
Handbook for all skill descriptions.
Skill
Points at 1st Level: (4 + Int modifier) x4
Skill
Points at Each Additional Level: 4 + Int modifier
Class
Features
All of
the following are class features of the pre-med.
Weapon
and Armor Proficiency: The pre-med is not proficient with any weapons
or armor.
Bonus
Majors: Pre-med students have as their Knowledge (major) skills Knowledge
(anatomy), Knowledge (chemistry), and Knowledge (medicine). At 2nd level,
they receive a +2 bonus to all these skills. At 4th-level, the bonus increases
to +4.
Study:
Due to the excessive amount of time they spend preparing for their chosen
profession, pre-meds can use the Aid Another rules to help themselves
with any skill check.
Diagnose
Ailment: Once per day per level, a pre-med with three or more ranks
of Heal can use her status as a near-doctor to cause a single humanoid
to become focused on her by suggesting that the humanoid suffers from
some ailment. The target must be able to see and hear the pre-med and
must stay within 90 feet. The pre-med must also see the humanoid. The
target must be able to pay attention to the pre-med. The distraction of
a nearby combat or other dangers prevents the ability from working. The
pre-med makes a Heal check, and the target can negate the effect with
a Will saving throw equal to or greater than the pre-med's check result.
If the saving throw succeeds, the pre-med cannot attempt to diagnose ailment
in that person for 24 hours. If the saving throw fails, the person sits
quietly and listens to the pre-med explain symptoms and medication side
effects for up to 1 round per level of the pre-med. While being diagnosed,
the target's Spot and Listen checks suffer a -4 penalty. Any potential
threat (such as an ally of the pre-med moving behind the target) allows
the target a second saving throw against a new Heal check result. Any
obvious threat automatically breaks the effect.
Induce
Hypochondria: A pre-med with eight or more ranks in Heal can make
a suggestion (as the spell) to a creature that she has already
diagnosed (see above). A Will saving throw (DC 13 + the pre-med's Charisma
modifier) negates the effect. Suggestion is a spell-like, mind-affecting
charm ability.

Techie
Techies
revel in the modern world and generally succeed at college life, provided
there aren't too many general education requirements and they can get
deeply involved in making new things.
Adventures:
Although techies spend a great deal of time in the lab and other academic
settings, they're always keen on field-testing new equipment and ideas.
Characteristics:
Techies are curious and experimental. They love finding out how things
tick, then modifying them so they tock instead. They are the masters of
the laboratory, invention, and experimentation.
Alignment:
Techies have a wide variety of motivations and can be of any alignment.
Other
Classes: Techies get along best with other techies. They focus on
the practical and theoretical applications of their skills. Hence, they
rarely live in the moment as jocks do. They don't have strong ideals of
what "ought" to be in a metaphysical sense, so they don't relate
well to fuzzies. They don't have the long-term, delayed-gratification
patience of pre-meds.
Game
Rule Information
Techies
have the following game statistics:
Abilities:
Intelligence is the most important ability for a techie. Every other skill
is subordinate to a mighty IQ.
Alignment:
Any
Hit
Die: d4
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Table
1-4: The Techie
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Base
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Fort
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Ref
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Will
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|
|
Level
|
Attack
Bonus
|
Save
|
Save
|
Save
|
Special
|
|
1
|
0
|
0
|
2
|
0
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Lab
access
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2
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1
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0
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3
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0
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|
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3
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1
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1
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3
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1
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Build
gizmo
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4
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2
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1
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4
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1
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|
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5
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2
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1
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4
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1
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Weird
science
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Class
Skills
The techie's
class skills (and the key ability for each skill) are Alchemy (Int), Computer
Use (Int), Decipher Script (Int, exclusive skill), Disable Device (Int),
Listen (Wis), Open Lock (Dex; trained only), Search (Int), Technical Balderdash
(Int, exclusive skill), and Use Magic Device (Cha). See Chapter 4: Skills
in the Player's Handbook for all skill descriptions except for
Computer Use and Technical Balderdash.
Skill
Points at 1st Level: (6 + Int modifier) x 4
Skill
Points at Each Additional Level: 6 + Int modifier
Class
Features
All of
the following are class features of the techie.
Weapon
and Armor Proficiency: The techie is not proficient with any weapons
or armor.
Lab
Access: The techie can use campus materials to create her own chemical/alchemical
equipment. The lab gives a +6 circumstance bonus to Alchemy checks to
create or analyze alchemical equipment.
Build
Gizmo: The techie can make items that duplicate the effects of the
following spells: alarm, burning hands, cause fear, chill touch, color
spray, grease, hold portal, obscuring mist, ray of
enfeeblement, shocking grasp, sleep, and spider climb. Use
item creation rules per Craft Wand, substituting $1 per gold-piece cost.
Weird
Science: Techies can duplicate the effects of spells of up to 3rd
level from the Player's Handbook. They may create one-use items.
Use the price list for scrolls in the Dungeon Master's Guide
at a ratio of $1 per gold piece. They pay the full cost of the scroll.

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