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Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.
The inventor’s class skills are Appraise (Int), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (technology) (Int), Perception (Wis), Profession (Wis), Linguistics (Int), and Use Tech Device (Int).
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|1st||+0||+2||+2||+0||Detail Oriented. Inventor's Intuition +2. Scrap It.|
|5th||+3||+4||+4||+1||Combination Tech 1|
|6th||+4||+5||+5||+2||Inventor's Intuition +4 Jury-Rig 50%|
|10th||+7/+2||+7||+7||+3||Combination Tech 2. Improved Scrap It. Jack of All Trades|
|11th||+8/+3||+7||+7||+3||Inventor's Intuition +6|
|15th||+11/+6/+1||+9||+9||+5||Combination Tech 3. Jury-Rig 20%|
|16th||+12/+7/+2||+10||+10||+5||Inventor's Intuition +10|
|18th||+13/+8/+3||+11||+11||+6||Jury-Rig 10%. Master Tweaker|
The inventor is used to working on the small parts of technological devices. She gets a +2 to Perception checks when searching a small area (5 foot square or less).
By looking at a fully-functioning item, the inventor can better understand how it works. If the inventor spends one full minute looking at a technological device, she gets a +2 circumstantial bonus to the next Craft check she makes to duplicate the item (this check must be made within 24 hours of examining the device). This bonus increases to +4 at 6th level, +6 at 11th level, and +10 at 16th level.
The inventor can take a single technological device and scrap it for parts, salvaging 75% of the base cost to recreate the same item (perhaps with a modification of some kind), or 50% of the base cost to create a wholly different item. The inventor must spend one hour per 1,000 gp the item is worth. This does not include the time it takes to craft the new item. The parts may be saved for later use, and weigh just as much as the item did before it was dismantled.
The inventor can fundamentally alter a technological device to either save battery life or enhance the device’s effect. Tweaked devices affect the batteries they draw from. If a battery used in such a device is removed, and used in any other device, it will be depleted after a single use. The inventor can only tweak an item in increments of 2. For the actual effects possible from tweaking a device, see below:
Tweaking for sustainability: To increase the number of uses per battery, the inventor must reduce the item’s effect. For items with a numeric effect (1d6, for example) the end result will suffer a -1 penalty per die, per 2 additional charges. If a device would require rolling 3d4, and the inventor chose to add 4 charges to the battery life, the device would now roll 3d4-5.
Tweaking for effect: To increase the effect of a device, the inventor must reduce the number of uses per battery. For items with a numeric effect (1d6, for example) the end result will gain +1 per die, per 2 reduced charges. If a device would require rolling 3d4, and the inventor wanted to increase the effect by +6, each battery would have 4 less charges.
Jury-Rig: By reducing the overall quality of a device, the inventor can make an item cheaply and quickly. This is not an efficient use of materials, but if a situation is desperate enough, being able to jury-rig a tool in such a fashion may be the difference between life and death. Jury-rigged devices will break after a single use, rendering the item unusable and unable to be scrapped for parts, but the inventor can create them at 60% cost and time at level 3, and 10% cheaper and faster for every three levels beyond 3rd. To successfully jury-rig a device, the Craft check DC increases by +1 per 1,000 gp of its base cost. An inventor cannot jury-rig any items whose base cost is equal to or greater than 2,000 gp x inventor level.
Tech Forte (to be designed)
Combination Tech: The inventor can merge different technologies into a single item. As long as it is realistically feasible (at the GM’s discretion) the inventor can take the effects of multiple technological devices, and craft them into one device. This device consumes charges at the same rate as the device with the highest consumption rate, but consumption rate of each device do not stack. To determine the cost of a combination tech, follow these formulas:
For two effects: [cheaper device cost + 2(more-expensive device cost)]/2
For three effects: [cheapest device cost + 2(second-cheapest device cost) + 3(most-expensive device cost)]/3
For four effects: [cheapest device cost + 2(second-cheapest device cost) + 3(second-most-expensive device cost) + 4(most-expensive device cost)]/4
An inventor can combine a maximum of two different devices at 5th level, three different devices at 10th level, and 4 different devices at 15th level.
Improved Scrap It: The inventor can now salvage 90% of the base cost to create the same item, or 75% of the base cost to create a wholly different item. The inventor need only spend one hour per 1,500 gp the item is worth to fully break the item down.
Master Junker: At 17th level, the inventor has perfected the dismantling and reassembling of technological devices, and can now salvage 100% of the base cost to create the same item, or 90% of the base cost to create a wholly different item. The inventor only requires one hour per 2,000 gp the item is worth to fully break it down.
Master Tweaker: At 18th level, the inventor has perfected tweaking devices. The inventor can now tweak a device to +/-8, or choose to drastically alter the item. By reducing all of an items effects to its minimal level, the inventor can draw three times the power from a battery (effectively giving each battery 30 charges). By reducing each battery to a single use, the inventor can also amplify the effect of an item, multiplying all of its affects by two.
Master Inventor: (to be designed)