YATOBAN JANGARI
Yatoban Jangari, Scientist 6: Init +2 (Dex); Defense 18 (-1 size, +2 Dex, +3 natural, +4 class); Spd 30 ft., climb 30 ft.; VP/WP 26/13; Atk +8 melee (1d3+5, claws), or +5 ranged (1d6+3 points of Strength, Full-spectrum Zortillium Reactor); SA Scientific discoveries & inventions; SQ Low-light vision (60 ft.), scent, scientific discoveries & inventions, +2 racial bonus to Fortitude and Reflex saves, +2 racial bonus to climb checks; SV Fort +5, Ref +6, Will +7; SZ L; Rep 1; Str 20, Dex 15, Con 13, Int 16, Wis 14, Cha 14.
Skills: Climb +7, Diplomacy +7, Disable Device +9, Knowledge (engineering) +11, Knowledge (Jangari history) +9, Knowledge (native tribes of the Congo) +7, Listen +4, Profession (Yatoban) +12, Repair +12, Search +5, Sense Motive +9, Spot +4, Use Invention +15.
Feats: Alertness, Extend Invention, Miniature Invention, Sharp-Eyed, Skill Emphasis (use invention), Weapon Proficiency (simple).
Special Attacks: SA Scientific discoveries & inventions.
Special Qualities: Low-light vision (60 ft.), scent, scientific discoveries & inventions, +2 racial bonus to Fortitude and Reflex saves, +2 racial bonus to climb checks.
Languages: Jangari, and another three human languages (tribal or otherwise).
Discoveries Made (4/2/1): Note: These are just examples. Please feel free to substitue discoveries as you see fit. 1st - Aeropolarity Capacitor (Tenser's Floating Disk), Full Spectrum Zortillium Reactor (Ray of Enfeeblement), Magnetalloy Compound (Mage Armor), Neural Induction Antenna (Cause Fear); 2nd - Omni-distortion Field Generator (Blur), Solar Capacitor Emitter (Daylight); 3rd - Nega-Radiation Reflector Array (Explosive Runes).
Equipment: See below.
SAMPLE YATOBAN INVENTIONS:
Aeropolarity Capacitor [Force]
Discovery Level: 4 (+3 Extend Invention); Scientist Level: 6; Activation Time: 1 action; Number of Uses: N/A; Range: Close (40 ft.); Target: 3 ft. diameter disk of force; Duration: 6 hours; Saving Throw: None; XP Cost: 720 (120 days); Weight: 40 lbs.
This device appears as a large slightly concave, circular wooden bowl. On the underside of the bowl, there is a heavy black semi-sphere with a series of snake-like appendages. Once activated, this black semi-sphere hums with power and the bowl will levitate and follow the one who activated it. This device can hold up to 600 lbs. of weight and has all of the normal affects as per the Tenser's Floating Disk spell.
Full Spectrum Zortillium Reactor
Discovery Level: 1; Scientist Level: 6; Activation Time: 1 action; Number of Uses: 50; Range: Close (40 ft.); Target: Creature touched; Duration: 6 minutes; Saving Throw: Fortitude (DC = 14) negates; XP Cost: 180 (30 days); Weight: 10 lbs.
This device appears as a large bulb with a long, slender spike (left and right hand slots). When activated, if fires a ray (ranged touch attack) that robs the victim of 1d6+3 points of Strength (as per the Ray of Enfeeblement spell).
Magnetalloy Compound [Force]
Discovery Level: 1; Scientist Level: 5; Activation Time: 1 action; Number of Uses: 50; Range: Touch; Target: Creature touched; Duration: 5 hours (D); Saving Throw: Will (DC = 14) harmless; XP Cost: 150 (25 days); Weight: 10 lbs.
This super-dense compound is usually woven into the standard vests (torso and back slots) that are favored by the Yatoban. When activated, it provides a +4 armor bonus (as per the Mage Armor spell).
Nega-Radiation Reflector Array [Force]
Discovery Level: 3; Scientist Level: 6; Activation Time: 1 action; Number of Uses: N/A; Range: Touch; Target: One touched object weighing no more than 10 lb.; Duration: Permenent until discharged (D); Saving Throw: See spell text; XP Cost: 540 (90 days); Weight: 30 lbs.
This strange web-like device can be attached to objects to booby-trap them from prying eyes. If disturbed, the array will explode with tremendous force (as per the Explosive Runes spell). The Yatoban use this invention to safe guard passages (place a charged item at the foot of a path) or to ward off strangers (they are sometimes used in conjunction with a Neural Induction Antenna).
Neural Induction Antenna [Fear, Mind-Affecting]
Discovery Level: 1 (+3 Extend Invention); Scientist Level: 6; Activation Time: 1 action; Number of Uses: N/A; Range: Close (40 ft.); Target: One living creature; Duration: 1d4 rounds; Saving Throw: Will (DC = 14) negates; XP Cost: 720 (120 days); Weight: 40 lbs.
These devices appear as large wooden carvings (or totems) with horrible, twisted features. They are situated at various points on the outskirts of Mangani territory. They are activated when a a living creature approaches them within their set range. These wooden totems have the same effect as per the Cause Fear spell.
Omni-distortion Field Generator
Discovery Level: 2 (+3 Extend Invention); Scientist Level: 6; Activation Time: 1 action; Number of Uses: N/A; Range: Touch; Target: Creature touched; Duration: 6 minutes; Saving Throw: Will (DC = 14) negates (harmless); XP Cost: 900 (150 days); Weight: 40 lbs.
This invention appears as a slightly bulky set of clothing (covers the torso and back slots). It has many strange components attached to various strategic points in the clothing. Once activated, an energy field surrounds the user making them difficult to see (as per the Blur spell).
Solar Capacitor Emitter [Light]
Discovery Level: 2; Scientist Level: 6; Activation Time: 1 action; Number of Uses: 50; Range: 60 ft radius; Target: N/A; Duration: 1 hour; Saving Throw: None; XP Cost: 360 (60 days); Weight: 20 lbs.
These inventions are littered throughout the city of Jargoro as a means of illumination (as per the Daylight spell). They are tall spire-like "street-lights".
Notes:
[1] Official Errata (Dungeon 91, p.85): Characters gain additional languages per Int modifier as per the original Player's Handbook rules.
[2] House Rules: Scientist Feat Substitution: Swap the Weapon proficiency (pistols) for the Skill Emphasis feat instead.
[3] House Rules: Scientist Reputation Modification: In Jangari society, scientists are looked down at and as such, they receive a -2 modifier to their Reputation scores.
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