Atomic Adept

The splitting of the atom is a test by which the might of nations is judged. Magical practitioners who have learned to manipulate nuclear energy are known as atomic adepts and they are feared for their mastery of such a verboten power. Atomic energy is a cruel mistress, powerful and seductive but deadly to those who court her.

Hit Dice: d8.

Role: Atomic adepts are masters of inflicting debilitating status effects and come with a suite of radioactive spells to back them up. Their attacks blight areas, leaving them radioactive for hours afterwards. They also retain the ability to wear up to heavy armor, making them able to survive on the front line. Atomic adepts work on the principle of risk vs reward. They gain radiation, flirting with oblivion when they cast spells or use class features, and always risk a critical meltdown that can kill them if they are not careful!

Alignment: Any

Starting Wealth: 2d6 × 10 gp (average 70 gp.). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills: The atomic adept’s class skills are Appraise (Int), Craft (Int), Disable Device (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points per Level: 4 + Int Modifier

Class Features

Table: The Atomic Adept
Level Base Attack Bonus Fort Save Ref Save Will Save Special Max Spell Level
1st +0 +2 +0 +0 Nuclear strike +1d6, spells 1
2nd +1 +3 +0 +0 Atomic talent 1
3rd +2 +3 +1 +1 Alpha radiation, nuclear strike +2d6 1
4th +3 +4 +1 +1 Atomic talent 2
5th +3 +4 +1 +1 Nuclear strike +3d6 2
6th +4 +5 +2 +2 Atomic talent, beta radiation 2
7th +5 +5 +2 +2 Nuclear strike +4d6 3
8th +6/+1 +6 +2 +2 Atomic talent 3
9th +6/+1 +6 +3 +3 Gamma radiation, nuclear strike +5d6 3
10th +7/+2 +7 +3 +3 Atomic talent 4
11th +8/+3 +7 +3 +3 Nuclear strike +6d6 4
12th +9/+4 +8 +4 +4 Atomic talent 4
13th +9/+4 +8 +4 +4 Nuclear strike +7d6 5
14th +10/+5 +9 +4 +4 Atomic talent 5
15th +11/+6/+1 +9 +5 +5 Nuclear strike +8d6 5
16th +12/+7/+2 +10 +5 +5 Atomic talent 6
17th +12/+7/+2 +10 +5 +5 Nuclear strike +9d6 6
18th +13/+8/+3 +11 +6 +6 Atomic talent 6
19th +14/+9/+4 +11 +6 +6 Nuclear strike +10d6 6
20th +15/+10/+5 +12 +6 +6 Atomic talent, doomsday 6

Weapon and Armor Proficiency

The atomic adept is proficient with all simple weapons and with all armor (heavy, light, and medium) but not with any shields. An atomic adept does not suffer arcane spell failure chance in light armor.

Radiation

The atomic adept uses a new mechanic known as radiation. Whenever they cast a spell or use a class feature that causes radiation damage it inflicts “rads” on both the target of the ability and the caster, although typically the caster receives a lower dose. The amount is specified in the spell or ability. Rads do not decrease naturally, though magic may be employed to reduce a creature’s rad count. The total number of rads a target has is called a “rad count”. If the rad count of a creature reaches a certain level it is inflicted with some negative conditions (see Table: Radiation Effects).

Table: Radiation Effects
Rad Count Effect
0-199 No ill effects.
200-499 The creature is sickened.
500-999 The creature is nauseated.
1000-1999 1 negative level* and the creature is nauseated.
2000-2999 The creature is nauseated and takes 1 negative level*. Once below 2000 rads they heal these negative level at a rate of 1 per hour.
3000+

*Negative levels caused by this are temporary rather than permanent negative levels.

Reducing Rads

The following spells have the following impact on the rad count of a creature.

  • Cure Disease: Removes 100 x caster level of rads per casting.
  • Neutralize Poison: Removes 500 x caster level of rads per casting.
  • Delay Poison: Removes all ill effects of rads for the duration of the spell but does not reduce the rad count.
  • Poison Immunity: A creature that is immune to poison cannot gain rads.
  • Detect Poison and Deathwatch : This spell tells the caster how many rads the target has.
  • Rest: You drop a number of rads per day equal to the amount healed from bed rest.

Resisting Rads

A creature with a combined armor and shield bonus to their AC of 3 or greater or a natural armor bonus of 4 or greater takes half the normal dose of rads from an attack. This reduction can also reduce rads normally imparted to the caster.

Nuclear Strike (Sp)

As a standard action an atomic adept can let loose a ray of atomic energy to vaporize a target within 30 feet (+ 5 feet per atomic adept level after 1st level). A nuclear strike inflicts 1d6 radiation damage at 1st level - this damage increases by an additional 1d6 at every odd level thereafter to a maximum of 10d6 at 19th level. This is a ray attack and additionally inflicts a number of rads on the target equal to x2 the atomic adept’s level. The atomic adept also receives a number of rads equal to his atomic adept level. An atomic adept may safely perform a nuclear strike once per day per atomic adept level +1 additional time per day equal to his Intelligence modifier. Each time thereafter he takes x2 his atomic adept level in rads in place of the normal amount.

Spells

An atomic adept casts arcane spells drawn from the atomic adept’s spell list. An atomic adept can cast any spell he knows without preparing it ahead of time and he knows all spells an atomic adept of his level has access to.

An atomic adept can cast as many atomic adept spells as he wishes per day. Casting a spell inflicts 10 x spell level in rads on him, unless otherwise stated. The rads are inflicted before a spell goes off.

Every time an atomic adept casts a spell he rolls a d100 and adds the spell level to the roll. If the result is ever 100 or higher, he goes into “meltdown” (see below). If the result is less than 100, the spell is cast without issue, but he adds the spell’s level to the “meltdown modifier”. He always adds his meltdown modifier to the d100 rolls he makes to cast spells. His meltdown modifier resets when he goes into a meltdown or when he rests for 8 hours.

If he ever goes into a meltdown, his spell fails and he suffers a nuclear strike (as if cast by himself) and gains 10 x his atomic adept level in rads. In addition, he creates an irradiated zone with a radius of 20 feet centered on him. Creatures who enter the irradiated zone gain 20 rads per round at the start of their turn. A zone remains irradiated for 2 hours per atomic adept level.

To cast a spell, the atomic adept must have an Intelligence score equal to at least 10 + the spell level. An atomic adept knows any spell on his spell list that he can cast. The Difficulty Class for a saving throw against an atomic adept’s spell is 10 + the spell level + the atomic adept’s Intelligence modifier.

Atomic Talent

Starting at 2nd level and every even level thereafter, the atomic adept gains an atomic talent from those listed below:

Atomic Raiment (Su)

The atomic adept may, as a standard action, choose to wreath himself in flames of atomic energy. These flames cause any creature striking him with a non-reach melee weapon to take 1d6 points of negative energy damage that does not heal undead + 1 point per atomic adept level. The atomic adept and all creatures adjacent to him suffer 1 rad per atomic adept level he possesses so long as he is using this ability.

Atomic Tinkering (Su)

The atomic adept may, as a swift action, spend 1 use of his nuclear blast class feature (or suffer an amount of rads equal to his level if he has no uses of this class feature remaining) to add a magic weapon special ability to the blade conjured by his sword of the atom class feature for 1 round per atomic adept level. This special ability can have a base price modifier no greater than 1/4th his atomic adept level. The atomic adept must be at least 10th level and have the sword of the atom ability to select this talent.

Collective Dose (Su)

The atomic adept can, as a standard action, consume an irradiated zone and release the stored energy in a maelstrom of atomic fury. The next time he uses an ability that inflicts rads on a creature he may choose to have the amount of rads he inflicts on that creature improve by an amount equal to the rads dealt by the irradiated zone he absorbed. If the atomic adept does not use this ability by the end of his next turn he adds 1/10 of the amount of rads that would be dealt by the irradiated zone he absorbed to his meltdown modifier.

Critical Meltdown (Su)

Whenever the atomic adept enters a meltdown he deals damage equal to that of his nuclear strike class feature to everything in a 20 foot radius. A Reflex save (DC 10 + ½ atomic adept level + his Intelligence modifier) halves this damage. In addition the atomic adept may make a Fortitude save to halve the damage dealt to him by his meltdown class feature.

Dirty Bomb (Su)

An atomic adept can expend a use of his nuclear strike class feature to blight an area with radiation. To do so the atomic adept selects 1 creature within 30 feet of him and makes a ranged touch attack. If successful the creature takes 1d6 + the atomic adept’s Intelligence modifier in negative energy damage and the creature gains 20 x the atomic adept’s level in rads. Regardless of whether or not he hits or misses, he creates an irradiated zone with a radius of 20 feet around that creature. Creatures who enter the irradiated zone gain 20 rads per round at the start of their turn. A zone remains irradiated for 2 hours per atomic adept level. An atomic adept may use this ability without targeting a creature, simply creating an irradiated zone. Using this class feature imparts x2 his level in rads to the atomic adept or x4 if he is out of uses of nuclear strike.

Doomsday Clock (Su)

Whenever the atomic adept would gain rads he may instead choose to add ¼th the amount of rads he would take to his meltdown modifier (minimum 1). If this would cause him to gain a meltdown modifier of 100 or greater he immediately enters meltdown.

Enriched Spell (Su)

The atomic adept gains a metamagic feat that he meets the prerequisites for as a bonus feat. He may apply any one metamagic feat he knows to his nuclear strike class feature by expending one additional use of his nuclear strike class feature (or by suffering an amount of rads equal to 20 times the metamagic feats’ level adjustment.) A nuclear strike modified by a metamagic feat deals 10 times its level adjustment to the atomic adept and to the target of the atomic blast.

Enriched Sword of the Atom (Su)

The weapon conjured by the atomic adept’s sword of the atom class feature deals 2d6 points of damage, in place of 1d8. The atomic adept may spend a use of his nuclear blast class feature (or suffer an amount of rads equal to twice his level if he has no uses remaining) to add his atomic adept level to the damage dealt by his sword of the atom class feature for 1 round. The atomic adept must be at least 8th level and have the sword of the atom atomic talent to select this ability.

Enrichment (Sp)

The atomic adept’s nuclear blast deals 1d6 points of damage per level, instead of 1d6 per 2 levels. Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine glowing dust that emits 10 rads per round for 1d6 hours. A disintegrated creature’s equipment is unaffected by this effect. An atomic adept must be at least 4th level to select this talent.

Hazmat Suit

The atomic adept does not suffer arcane spell failure chance with medium armor. The atomic adept must be at least 6th level to select this talent. If the atomic adept is at least 14th level he may select this talent a second time and this time it applies to heavy armor in addition to medium armor.

Plutonium Vent (Sp)

The atomic adept may spend an additional use of his nuclear strike class feature (or suffer an additional amount of rads equal to twice his level if he has no uses of this ability left) to fire his nuclear strike as a 30ft cone instead of a ray. This automatically creates an irradiated zone with the same area as the cone. Creatures struck by the blast may make a Reflex save (DC 10+ 1/2 atomic adepts level + his Intelligence modifier) to halve the number of rads received from this attack.

Radioactive Inversion (Su)

As an immediate action, an atomic adept can draw strength from radiation around him. Until the start of his next turn after activating this ability, any time he receives rads he is also healed for an amount equal to the number of rads he gained. An atomic adept cannot be healed for more than x2 his level per turn by this class feature.

Sword of the Atom (Sp)

The atomic adept can, as a move action conjure a beam of white-hot atomic energy, which lasts for 1 minute per atomic adept level. Attacks with the blade are melee touch attacks. The blade deals 1d8 points of negative energy damage that does not heal undead, has a critical range of 20 and a critical modifier of x2. For every 2 atomic adept levels he possesses this blade deals 1 additional point of damage. Since the blade is intangible, his Strength modifier does not apply to the damage rolls for this ability. All creatures adjacent to the atomic adept (including himself) take an amount of rads equal to the atomic adept’s level. Using this ability costs 1 use of his nuclear strike class feature if he has it, if he doesn’t then all creatures adjacent to him take twice his caster level in rads. The atomic adept may only have one sword of the atom in existence at any given time.

Tactical Nuclear Strike (Sp)

The range of the atomic adepts nuclear blast class feature doubles. In addition he may spend 1 additional use of his nuclear blast class feature to outline foes struck with his blast as if by a faerie fire spell, using his atomic adept level as his caster level. Creatures outlined in this manner, as well as creatures adjacent to that creature, take 1 rad per 2 atomic adept levels he possesses each round until the effect ends.

Alpha Radiation

At 3rd level, the atomic adept’s radiation pierces through thicker armor. Only a combined armor and shield bonus of 4 or greater or a natural armor bonus of 5 or greater reduce rads by half if cast by an atomic adept of 3rd level or higher. This affects the caster’s rad gain as well.

Beta Radiation

At 6th level, the atomic adept’s radiation pierces through thicker armor. Only a combined armor and shield bonus of 6 or greater or a natural armor bonus of 7 or greater reduce rads by half if cast by an atomic adept of 6th level or higher. This affects the caster’s rad gain as well.

Gamma Radiation

At 9th level, the atomic adept’s radiation pierces through thicker armor. Only a combined armor and shield bonus of 9 or greater or a natural armor bonus of 10 or greater reduce rads by half if cast by an atomic adept of 9th level or higher. This affects the caster’s rad gain as well.

Doomsday (Su)

At 20th level, when an atomic adept goes critical he may chose to instead cause a doomsday explosion. This is an atomic detonation that causes 2d6 damage per atomic adept level to all creatures and objects within 1 mile per atomic level. Creatures destroyed by this are disintegrated (as per the disintegrate spell). This leaves an irradiated zone equal to half the size of the explosion. Creatures in this irradiated zone take a number of rads equal to the atomic adept’s level per round.


Atomic Adept’s Spell List

Spells marked G2 are detailed below.

1st Level Spells

Cherenkov RadiationG2, corrosive touchUM

2nd Level Spells

Atomic ImmolationG2, radiation magnetG2, summon slagG2

3rd Level Spells

Absorb radiationG2, daylight, hazard shieldG2, stinking cloud, transfer radiationG2, wall of nauseaACG

4th Level Spells

Atomic fireG2, confusion, radiation spongeG2, radioactive golemG2

5th Level Spells

Core containmentG2, fusion bodyG2

6th Level Spells

Atomic flashG2


Atomic Adept Spells

Arcane Decay

SCHOOL transmutation; LEVEL atomic adept 3
CASTING TIME 1 standard action
COMPONENTS S
RANGE medium (100 ft. + 10 ft./level)
TARGET or Area one spellcaster, creature, object, or spell-effect
DURATION instantaneous
SAVING THROW none; SPELL RESISTANCE no
This spell functions as dispel magic save that it converts magical energy into radiation. When used to dispel an active spell effect on a creature that creature gains 10 rads per caster level of the dispelled spell. When used to counterspell a spell the original caster gains 10 rads per caster level of the dispelled spell, when used to suppress a magic item it emits 10 rads for each of its caster levels while suppressed. If used to dispel an active spell effect then the spell effect becomes an irradiated zone with a radius of 5 feet per spell level, or the spell’s area, whichever is greater.

Arcane Decay, Greater

SCHOOL transmutation; LEVEL atomic adept 6
TARGET OR AREA one spellcaster, creature, or object; or a 20-ft.-radius burst
This spell functions as arcane decay save that it functions as greater dispel magic. When dispelling multiple spell affects only the spell with the highest caster level applies rads to the caster.

Atomic Fire

SCHOOL evocation; LEVEL atomic adept 4
CASTING TIME 1 standard action
COMPONENTS S
RANGE long (400 ft. + 40 ft./level)
AREA 20-ft.-radius spread
DURATION instantaneous
SAVING THROW Reflex half; SPELL RESISTANCE yes
You conjure a giant ball of radioactive energy that combusts anything it comes into contact with. Creatures struck by the ball gains 5 x your caster level in rads, and 1d4 (radiation?) damage per caster level (maximum 10d4). A creature that fails the Ref ex save is on f ire for a number of rounds equal to your caster level. This f ire may be put out in a mundane fashion. Additionally, for each round that the creature is on fire the creature gains 5 x your caster level in rads at the end of their turn.

Atomic Flash

SCHOOL evocation [light]; LEVEL atomic adept 6
CASTING TIME 1 standard action
COMPONENTS S
RANGE 1 mile (light) 30 ft (rads) centered on you
DURATION 1 round per 2 caster levels
SAVING THROW Fortitude partial; SPELL RESISTANCE no
As per daylight though with a 1 mile radius. This lasts for 1 round per 2 caster levels. Creatures within 30 feet of the spell’s caster takes 500 rads per 5 caster levels.

Atomic Immolation

SCHOOL evocation; LEVEL atomic adept 2
CASTING TIME 1 standard action
COMPONENTS S
RANGE long (400 ft. + 40 ft./level)
TARGET one creature
DURATION instantaneous
SAVING THROW Fortitude half; SPELL RESISTANCE Yes
You immolate a creature in a pillar of radioactive energy. The creature takes 10 x your caster level in rads if it fails the Fortitude save. If they make the Fortitude save they take half that value.

Absorb Radiation

SCHOOL transmutation; LEVEL atomic adept 3
CASTING TIME 1 standard action
COMPONENTS S
RANGE touch
TARGET one creature touched
DURATION instantaneous
SAVING THROW none; SPELL RESISTANCE yes
The caster of this cures 200 x their caster level in rads from their target but the caster receives rads equal to half the value they cure.

Cherenkov Radiation

SCHOOL abjuration; LEVEL atomic adept 1
CASTING TIME 1 standard action
COMPONENTS S
RANGE personal
TARGET you
DURATION 1 round/level
You glow with an eerie blue light (as per a torch) for the duration of this effect. Any creature striking you with its body or a hand-held weapon deals normal damage, but at the same time the attacker takes 1d6x10 rads. If the attacker has spell resistance, it applies to this effect. Creatures wielding melee weapons with reach are not subject to this damage if they attack you.

Core Containment

SCHOOL abjuration; LEVEL atomic adept 5
CASTING TIME 1 standard action
COMPONENTS S
RANGE touch
TARGET one creature touched
DURATION 1 round per 2 caster levels
SAVING THROW none; SPELL RESISTANCE no
The creature cannot gain rads for the duration of the spell. In addition, they gain a +2 armor bonus to their AC for the duration as well.

Fusion Body

SCHOOL transmutation (polymorph); LEVEL atomic adept 6
CASTING TIME 1 standard action
COMPONENTS S
RANGE personal
DURATION 1 round per 2 caster levels (D)
SAVING THROW none; SPELL RESISTANCE no
You convert your body to pure atomic energy, unlocking the power of the atom. You shed a brilliant blue light like a torch. You become incorporeal, immune to critical hits and gain a fly speed of 120 feet, with good maneuverability. You, and all creatures who are within 40 feet of you at any point during your turn take 10 rads per caster level.

Hazard Shield

SCHOOL abjuration; LEVEL atomic adept 3
CASTING TIME 1 standard action
COMPONENTS S
RANGE touch
TARGET one creature touched
DURATION 1 round per level
SAVING THROW none; SPELL RESISTANCE yes
The creature is treated as if they had a shield with 9 AC for the purpose of lowering the number of rads (see “resisting rads” above) they get for the duration of this spell. In addition, they gain a +2 armor bonus to their AC.

Radiation Magnet

SCHOOL necromancy [curse]; LEVEL atomic adept 2
CASTING TIME 1 standard action
COMPONENTS S
RANGE touch
DURATION 1 round
SAVING THROW none; SPELL RESISTANCE yes
Until the end of the caster’s next turn the creature who is subject to this spell takes twice the amount of radiation they would normally take from any radiation-imparting spell or ability.

Radiation Sponge

SCHOOL conjuration (healing); LEVEL atomic adept 4
CASTING TIME 1 standard action
COMPONENTS S
RANGE long (400 ft. + 40 ft./level)
TARGET: one creature or zone of a single irradiated zone
DURATION instantaneous
SAVING THROW none; SPELL RESISTANCE yes
The caster of this cures 500 x their caster level in rads from their target or removes one irradiated zone.

Radioactive Golem

SCHOOL conjuration (summoning); LEVEL atomic adept 4
CASTING TIME 1 round
COMPONENTS S
RANGE close (25 ft. + 5 ft./2 levels)
EFFECT one summoned creature
DURATION 5 rounds
SAVING THROW none; SPELL RESISTANCE no
This spell functions as summon monster IV though it only summons a radioactive golem (see below). This creature is further modified in that it is constantly affected by a cherenkov radiation spell (using your caster level).

At the end of its 5th turn, the radioactive golem detonates. This functions as per the dirty bomb class feature of the atomic adept and uses the caster’s caster level as their atomic adept level (or their atomic adept level). Unlike the class feature, this does not impart any rads to the caster.

RADIOACTIVE GOLEM (CR 3)
XP 800
N Medium construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE
AC 15, touch 9, flat-footed 15 (–1 Dex, +6 natural)
hp 42 (4d10+20)
Fort +1, Ref +0, Will +1
Immune negative energy, construct traits, magic

OFFENSE
Speed 30 ft.
Melee slam +6 (1d6+3+ 1d6 radiation damage)

STATISTICS
Str 14, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +4; CMB +6; CMD 15
SQ: Aura of irradiation (20 ft)

SPECIAL ABILITIES
Aura of Irradiation: A radioactive golem has a 20 foot aura of irradiation. Creatures who enter the irradiated zone gain 20 rads per round at the start of their turn. Spell Immunity: A radioactive golem is immune to any spell or spell-like ability that allows spell resistance, with the exception of spells and spell-like abilities spells that cure or suppress rads - these deal 1d6 points of damage to the radioactive golem per spell level and suppress its Aura of Irradiation ability for 1 round.

Summon Slag

SCHOOL conjuration (summoning); LEVEL atomic adept 2
CASTING TIME 1 standard action
COMPONENTS S
RANGE close (25 ft. + 5 ft./2 levels)
EFFECT one summoned creature
DURATION 1 round/level
SAVING THROW none; SPELL RESISTANCE no
This spell functions as summon monster II though it only summons an amoeba swarm (Bestiary 2). This swarm is further modified in that it is constantly affected by a cherenkov radiation spell (using your caster level) and it deals radiation damage rather than acid damage.

Transfer Radiation

SCHOOL necromancy; LEVEL atomic adept 3
CASTING TIME 1 standard action
COMPONENTS S
RANGE long (400 ft. + 40 ft./level)
TARGETS one primary target, plus one secondary target which must be within 30 ft. of the primary target.
DURATION instantaneous
SAVING THROW Will negates; SPELL RESISTANCE yes
The two creatures targeted with this spell exchange up to 100 x your caster level in rads. For this to work, both creatures must fail the Will save against this spell. If one creature has less than the maximum value, they exchange all of their rads for whatever value the other creature has.


Rule: Radiation Damage

Attacks that deal damage due to radiation deal negative energy damage that does not heal undead. It may be referred to as radiation damage, though this is simply shorthand to state that it is negative energy damage with those specific qualities. For example, creatures with negative energy resistance would still apply it against radiation damage.


Radiation in a Fantasy Setting

All things “atomic” are typically the purview of science fiction rather than traditional fantasy setting. This class assumes that nuclear energy can be tapped into by magical means. Adding this element to your game can impart a new thematic aspect to your game. Is your game a post-apocalyptic wasteland? Do you have a high-tech magocracy where magic is a stand in for military power? If so an atomic adept will fit right in. However, that being said, an atomic adept does not fit into every game thematically so check with you GM prior to playing one.


A Player’s Guide to the Atomic Adept

Atomic adepts are potent spellcasters capable of dealing good damage and crippling their foes, although they must take care not to cripple themselves in the process.

Atomic adepts can excel as either melee or ranged combatants, depending on their choice of talents. By default their nuclear strike is more useful for the rads it inflicts rather than the damage it deals. However talents like Enrichment, Enriched Spell, Plutonium Vent, and Tactical Nuclear Strike turn it into a force to be reckoned with.

Atomic adepts that wish to focus on melee should pick up the Sword of the Atom talent first and supplement it with talents like Enriched Sword of the Atom, Hazmat Suit, Atomic Tinkering, and Atomic Raiment.

Regardless of talent choices, spells provide a nice set of options available to all atomic adepts, capable of crippling foes with a variety of debilitating statuses. While normally an atomic adept who casts a spell must worry about going into meltdown, a well-prepared atomic adept with the Critical Meltdown talent turns meltdown into a dangerous tool to damage everyone around him. He may further augment this ability with talents like Enrichment, Doomsday Clock, and Radioactive Inversion.

Players may wish to keep a piece of paper with the effects of radiation damage with their character sheet, so that they can record the amount of rads that they’ve accumulated, and perhaps record the amount that they’ve dealt to enemies to lighten the GM’s workload.


Archetypes

-Mad Bomber

The Mad Bomber takes the Atomic Adept's love of explosions to a whole new level.

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