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Schemer
EXPERT CLASS

The Schemer’s precision focus, exalted intellect, and near-unparalleled skill versatility make him any team’s strongest planner — and its best chance when only an insane option can bring everyone out alive.

Requirements

Attributes

Intelligence 15+

Skills

Tactics 4+ ranks

Feats

I Can Swim


Statistics

Vitality per Level

1d8 + Con modifier

Skill Pts per Level

8 + Int modifier

Class Skills

Blend, Bluff, Bureaucracy, Computers, Electronics, Falsify, Manipulate, Networking, Notice, Profession, Science, Search, Security, Sense Motive, Tactics

Left idle, the brilliant mind is a wellspring of devious ideas, but what comes out of the Schemer’s mind chills the most cunning military strategist to the core. The Schemer’s exacting attention to detail and ability to simply outthink opponents makes him one of the most coveted members of any task force, especially one repeatedly faced with the unexpected.

Attributes: The Schemer focuses on planning and preparation, making Intelligence and Wisdom his most valued attributes.

Core Ability

Calculating

You rarely rely on luck. After rolling 1 or more action dice to boost a check result, saving throw result, or damage roll, you may replace the value shown on the single lowest action die with your Intelligence modifier (before any other modifiers are applied to the action die’s result).


The Schemer
Level BAB F R W Def Init Wlth Gear Abilities
1 +0 +0 +2 +1 +1 +0 2 1R Calculating, mental leap 1/session
2 +1 +0 +3 +2 +1 +0 3 1R Cunning plan 1/session
3 +2 +1 +3 +2 +2 +1 3 1R, 1G Renaissance man 1/session
4 +3 +1 +4 +2 +2 +1 4 1R, 1G All according to plan, cross-class ability
5 +3 +1 +4 +3 +3 +1 4 2R, 1G Mental leap 2/session
6 +4 +2 +5 +3 +4 +2 5 2R, 1G, 1V Evolved mind
7 +5 +2 +5 +4 +4 +2 5 2R, 1G, 1V Cunning plan 2/session,
renaissance man 2/session
8 +6 +2 +6 +4 +5 +2 6 2R, 2G, 1V Cross-class ability, master plan
9 +6 +3 +6 +4 +5 +3 6 2R, 2G, 1V Mental leap 3/session
10 +7 +3 +7 +5 +6 +3 7 3R, 2G, 1V Hyperconscious

Class Abilities

Mental Leap

At Level 1, once per session, you may add a bonus to your Dexterity, Intelligence, or Wisdom score equal to your starting action dice. This effect lasts 10 rounds, though you may voluntarily end it as a free action during your Initiative Count.

When this effect ends (whether you end it voluntarily or not), you become exhaustedAn exhausted character may not Run, his Speed is reduced to 1/2 standard (rounded down), and his Strength and Dexterity scores are each reduced by 6. While exhausted, a character gains a +6 bonus with any save made to resist becoming fatigued or exhausted, but if he is fatigued, or exhausted a second time, he instead becomes unconscious. A character loses this condition after 1 full hour of sleep. for twice the number of rounds it was active.

At Levels 5 and 9, you may use this ability 1 additional time per session.

Cunning Plan

You always have a plan. At Level 2, once per scene as a free action, you may reduce the error range of any 1 of your checks by your Intelligence modifier (minimum 0).

At Level 7, you may use this ability up to 2 times per scene.

Renaissance Man

At Level 3, once per mission as a free action, you gain 1 temporary Basic Skill feat until the end of the current mission.

At Level 7, you may use this ability up to 2 times per mission.

All According to Plan

At Level 4, when making any 1 skill check, you may substitute your Intelligence for the check’s key attribute. You may use this ability a number of times per session equal to your starting action dice.

Cross-Class Ability

Your inquisitive and eclectic mind allows you to pick up parts of other classes along the way. At Levels 4 and 8, you gain 1 cross-class ability as described in the Pointman class.

Evolved Mind

At Level 6, you gain an additional 12 skill points. Further, all skills are now considered Schemer class skills for you.

Master Plan

At Level 8, once per mission as a free action, you gain a number of bonus d4 action dice equal to your Intelligence modifier. If these dice are not spent by the end of the current scene, they are lost.

Hyperconscious

Your intellect is without peer. At Level 10, you gain an additional 24 skill points. Further, when you take 10 with any Intelligence-based skill, the time required is not doubled.


Spycraft 2.0
Characters - Skills - Feats - Gear - Combat - Dramatic Conflict

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