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tr1ger
2012-06-20, 08:36 AM
I'm building a Pathfinder campaing set in a low-magic steampunk world. It's a fusion of 19th century London and Japanese culture. There is a wound/vitality system, E6 system, no arcane/divine magic.

The classes I've decided to allow: Samurai, Ninja, Monk, Gunslinger, Ranger, Barbarian.

I'm missing a class that fills the vacuum the removal of the wizard created. The players that love to play various "smart" classes are at a loss. So by talking to my players I've decided to use a sort of steampunk inventor class. I know the pathfinder system is supposed to be hard to run without arcane/divine magic, but I'd love to try. I've been looking at the artificer (http://www.d20pfsrd.com/classes/3rd-party-classes/adamant-entertainment/artificer) class. But the artificer is a magic user. I'd have to tweak the class.

Do you know of classes that fit the magic-less inventor? If not, do you have any ideas how to create the class? Maybe just a set of feats?

Grimsage Matt
2012-06-20, 08:39 AM
check out Gorman s Engineer. It's good. Or I could try something. However, I suck at tabling.

Matts E6 Artificer (WIP)

Lv BAB Fort Ref Will Special
1 +0 +2 +2 +0 Archtype, Inventions(Least)
2 +1 +3 +3 +0 Tech Savvy, Lesser Archtype power
3 +2 +3 +3 +1 Inventions(Moderate)
4 +3 +4 +4 +1 Moderate archtype power
5 +4 +4 +4 +1 Inventions(Greater), Technical knowledge
6 +5 +5 +5 +2 Greater Archtype power, Long Lasting

Archtypes;

Tech Savvy; You gain a bonus to all craft checks equal to your Artificer level. At 6th level, this improves to your CR.

Technical Knowledge; You gain a Bonus to your Knowledge(Arcititure and Engineering), Knowledge(Technology) and Knowledge(Medical) checks equal to your CR.

Long Lasting; Any inventions that have a duration, the duration is increased by 50%. If it's instantous or permenant, there is no added time.

Archtypes
Gun Nut
Lesser Archtype power; The Gun Nut stands apart from every other gunslinger, as they love their guns. A few have even proposed marriage to their guns. Can also improve guns into a Mastercraft weapon with a total equilvent bonus equal to 0+Int mod as if they were enchanting it normally. They also gain the Point Blank shot and precise shot feats, but only while wielding a gun they made.
Moderate Archtype power; When making a Gun, choose one of the following abillities to add to it.
1) Decrease the time to make it by 50%
2) Give it a +1 Bonus to attack or damage rolls (Stacks with Masterwork, Dwarvencraft and Mastercraft)
3) Make it more effecient (10% less chance of jamming or other effects that would be negative)
4) Increase it's range by 25%
They may also make a special type of ammunition. By making a DC 16 Craft(Weaponsmith) and Craft(Chemical) checks, and spending 25gp, they can enhance a set of 10 bullets to deal Int Mod bonus (Acid, cold or Fire) damage.
Greater Archtype power; Gain Weapon focus, Greater weapon focus and weapon specilzation (Firearms). This only applies to guns you made yourself. Also, by doubling the price, you may add a extra Moderate archtype power effect to a gun your making. You also gain rapid reload(Firearms).

Surgeon
Lesser Archtype power; They also apply the Tech Savvy to heal checks, and can heal 1d6 hp with a special healers kit, 1 round and a DC 10 heal check.
Moderate Archtype power; They've gotten better at healing. They may create a special type of medicine 2/day. Make a DC 18 Craft(Medical) Check then roll a 1d6.
1) Delay disease
2-4) Lesser restoration
5) Remove disease, neutralize poison or remove paralysis
6) Restoration.
It costs 250gp and takes 2 hours to brew.
Greater Archtype power; They've learned to make a wonder Drug. 1/Week, they may brew a powerful drug, it costs 1000gp and takes 2 days. It combines the effects of a heal spell and a greater restoration spell, but is EX. Its a wonder Drug.

Steamlord (Say Gandariel, you want to do steamlord? Seems up your alley)
Lesser Archtype power; They've learned to make steam powered contraptions!

Gandariel
2012-06-20, 08:44 AM
It's not actually what you request, but i'm currently working on a steampunk-y mercenary camp (http://www.giantitp.com/forums/showthread.php?t=246342).
You may want to check it out :) i'd love if you end up including it :)

tr1ger
2012-06-20, 08:57 AM
check out Gorman s Engineer. It's good. Or I could try something. However, I suck at tabling.

Can you post a link?


It's not actually what you request, but i'm currently working on a steampunk-y mercenary camp (http://www.giantitp.com/forums/showthread.php?t=246342).
You may want to check it out :) i'd love if you end up including it :)

Looks awesome. I just might use some of those guys :smallbiggrin:

Grimsage Matt
2012-06-20, 09:05 AM
http://www.giantitp.com/forums/showthread.php?t=215986 Heres the link, and editing in me E6 Artificer. Based of his and some dndwiki gun stuff to be honest.

Veklim
2012-06-20, 09:08 AM
Hrrrmmmm, what exactly do you want this class/PrC/feat chain to do? Are you looking for something capable of making mundane but magic-like weapon, armour and equipment enhancements (i.e. are you wanting to use any of the enhancements at all from the PHB or others)? Do you want a non-magic parallel for unique contraptions and devices (barebones utility and combat capability from outside existent magic item material)? What sort of balance do you want to strike with the item/equipment capabilities (aim at an unoptimised wizard-level creation ability, or come from the craft skill end and make things masterworked+)?

In my experience people mean one of two things when they say 'low magic'.Either they mean there's not much of any magic anywhere, nobody in living memory of the majority of the world's population has any spellcasting ability, and magical items are closer to myth than reality in all but a few cases, making them nice but ultimately unnecessary for a group to 'kit out' to stay effective.
Or they mean there will be a few NPC spellcasters who will irritate the group no end, there's very little magic goes on but a group member or two may end up with a couple of low level spells one way or another, and magic kit is rare, but not unusual, and is needed by a party to stay effective at higher levels.

Answer me these questions and I'll see what I can cook up for thee :smallbiggrin:

tr1ger
2012-06-20, 09:22 AM
In my experience people mean one of two things when they say 'low magic'.Either they mean there's not much of any magic anywhere, nobody in living memory of the majority of the world's population has any spellcasting ability, and magical items are closer to myth than reality in all but a few cases, making them nice but ultimately unnecessary for a group to 'kit out' to stay effective.
Or they mean there will be a few NPC spellcasters who will irritate the group no end, there's very little magic goes on but a group member or two may end up with a couple of low level spells one way or another, and magic kit is rare, but not unusual, and is needed by a party to stay effective at higher levels.

Answer me these questions and I'll see what I can cook up for thee :smallbiggrin:

The first: Magic is myth. Not necessary for PC.

I need a non-magic parallel, i.e. a stun/shock stick, flamethrower, poison bullets so forth.

Veklim
2012-06-20, 09:41 AM
E6, completely mundane, range of magic-alternative steam-tech based abilities... gotcha. I shall see what I can come up with for you! :smallbiggrin:

tr1ger
2012-06-20, 09:42 AM
E6, completely mundane, range of magic-alternative steam-tech based abilities... gotcha. I shall see what I can come up with for you! :smallbiggrin:

Awesome! Can't wait :smallbiggrin:

Grimsage Matt
2012-06-20, 09:47 AM
edited in a steampunk WIP Artificer. Just need to finish a Archtype, which I'm asking the guy with the Steam Camp to do, sounds like he has some good ideas, and then need to do the inventions. Which will be the hardest part.

Edit; It's in me first post.

tr1ger
2012-06-20, 10:40 AM
Gun Nut
Lesser Archtype power; Gains Exotic Weapon profeciny(Fire Arms). Can also improve guns into a Mastercraft weapon with a total equilvent bonus equal to 0+Int mod as if they were enchanting it normally.
Moderate Archtype power; When making a Gun, choose one of the following abillities to add to it.
1) Decrease the time to make it by 50%
2) Give it a +1 Bonus to attack or damage rolls (Stacks with Masterwork, Dwarvencraft and Mastercraft)
3) Make it more effecient (10% less chance of jamming or other effects that would be negative)
4) Increase it's range by 25%
Greater Archtype power; Gain Weapon focus, Greater weapon focus and weapon specilzation (Firearms). This only applies to guns you made yourself. Also, by doubling the price, you may add a extra Moderate archtype power effect to a gun your making. You also gain rapid reload(Firearms).


Every class has Fire arms proficiency. Pistols and rifles are common. Otherwise I'm loving the Surgeon :D Good job man!

Grimsage Matt
2012-06-20, 01:57 PM
k then, will edit the gun nut. They will still have a obsession with guns, but might add something.

Veklim
2012-06-20, 06:01 PM
You might wanna check out a PDF I got hold of a while back, if you haven't already. It's called Legends & Lairs, Sorcery & Steam, from here (http://www.4shared.com/office/78EIBolM/legends__lairs_-_sorcery__stea.html).
It's got a fair bit of funky stuff you might wanna consider, including Animal Lords, who would possibly make a better fit than Rangers.

I sat down this evening and wrote up a whole bunch of stuff, which is actually wanting to be a full 3.5 20 level class eventually. I've never done an E6 class before, and I'm thinking carefully about what I can make useful from existent material for anything I make. It may be a lot more involved than Grimsage's Artificer, since he's tweaked an existant brew very nicely to remove magic. If you're happy with that one then let me know, it certainly looks to be coming along solidly. Otherwise I shall cobble together a WIP by Friday for you. Notes on idea are spoilered below.



Good Fortitude and Reflex, Poor Will (good at surviving their own devices and experiments, not so hot against magic and mind affecting stuff)
Poor BAB, but with their Intelligence bonus (max equal to their level) to attacks made with weapons and grenade-like weapons they made themselves.
Essentially has same skills per level and skill list as the Eberron Artificer, except spellcraft and knowledge arcana would be removed, and setting-appropriate knowledges should be added (dunno yet if E6 has different skill list, will adjust as appropriate for WIP).
Proficiencies; all armour, shields including tower shields, simple weapons, firearms and grenade-like weapons
Couple of ability thoughts:

I was going to offer a choice of 1 of 3 specialities;
Alchemy (acids, explosives, tonics for positive effects and hallucinogens as a kinda specialised set of poison effects like confusion and nausea)
Cryonics (cold damage chemicals, slowing/debuffing effects, preservation/storage)
Harmonics (sonic damage and deafening devices, muffling machines to cancel out sounds, stun effects, amplification and sound recording)

Each of these specialities will have a short list of recipes and schematics for alchemical substances and devices with associated effects. You have full access to all recipes and schematics of your chosen speciality, and 1/level from either of the other two.

Theory & Application. At 1st, 3rd and 5th levels, you can choose a single Craft or Knowledge skill you do not have any ranks in. You are henceforth treated as if you had a number of ranks in that Craft or Knowledge skill equal to your level. These virtual ranks count towards your maximum ranks if you later decide to put ranks into this skill. You must choose a different skill each time you gain this ability.

Devices. Gained at 2nd level. Small mechanical devices (lock grinders to bypass pesky high-quality locks!) and grenades for a single use purpose (think alchemist's fire with added shrapnel), or a simple weapon or modification i.e. balanced weapon for +1 to hit & damage (stacks with masterwork quality) or lightweight construction to reduce ACP 1 and spell failure by 5% (stacks with material bonus like that of mithral).

Contraptions. Gained at 4th level. Traps which maim and kill, complex machinery like mechanised looms and calculators, clockwork rapid-fire light crossbows, steam powered heavy crossbows, ablative armour (DR 1/-, stacks with material bonus like that of adamantine) and simple robotic stuff like walking bombs, clasping grappling hooks, etc.

Constructs. Gained at 6th level. Not true constructs, but impressive none-the -less, includes steam powered vehicles, flying machines (almost certainly clumsy and slow), auto-tracking and firing ballistae for city defences and elaborate vaults, maybe even a steam-powered lightning cannon (15ft cone) or a grenade which detonates an EMP-type effect to temporarily force incorporeal creatures to manifest.

All multiple use and permanent items will have a maintenance value, you can only maintain so much at once (numbers to crunch for balance later), and every item will have a specific craft (maybe even 2 or 3) which serves as a requirement. Build prices and times would follow with crunch.

Like I say, a little more involved than Grimsage's approach, and undoubtedly I'd have to cut out a fair bit of that for just 6 levels, this is just a transcription of my first notes really!

tr1ger
2012-06-21, 04:24 AM
I sat down this evening and wrote up a whole bunch of stuff, which is actually wanting to be a full 3.5 20 level class eventually. I've never done an E6 class before, and I'm thinking carefully about what I can make useful from existent material for anything I make. It may be a lot more involved than Grimsage's Artificer, since he's tweaked an existant brew very nicely to remove magic. If you're happy with that one then let me know, it certainly looks to be coming along solidly. Otherwise I shall cobble together a WIP by Friday for you. Notes on idea are spoilered below.

I'd love to see what you come up with. I've got a couple of ideas for you:

I want the inventor to replace the utility aspect of the wizard, so you could look at the wiz/sor spell list for inspiration. Grease, shock bomb, smoke bomb, granade, a decoy clockwork device that makes a noise, gun silencer (one use), poison bullets, dart gun, shock glove...

Inventions don't all need to be steam based. Electricity was invented, and experimented with by the late 19th century. I know it's not exactly steampunk but it's too cool to pass up.

In my mind the inventor can be anything from a mad scientist experimenting on himself (Alchemist (http://www.d20pfsrd.com/classes/base-classes/alchemist)) to a Sherlock Holmes type inventor (Guy Ritchie's Holmes (http://www.youtube.com/watch?v=MtLmujqzpzk)).

My suggestion for specialities:
Pharmacy (dart gun, poisons, scarecrow (http://www.youtube.com/watch?v=HjrcrrlHRng) like hallucinogens, tonics, smart drugs, can employ the dart gun to administer various poisons,debuffs and buffs)
Chemistry (grenade launcher, explosives, time bombs, acids that eat through metal, use of extremely hard metals like titanium, platinum, war gas)
Engineering (pneumatic gun, decoy device, silencer, traps, parachute, spring heels, shock stick, grapple gun, gun scope, goo gun that disables with an adhesive...)

I like the idea of a multi-purpose gun. The Pharmacist has the dart gun, the Chemist may have a grenade launcher, the Engineer has his pneumatic gun he can use as a grapple gun, goo gun, shock wire gun...

EDIT: or maybe just one gun. A pneumatic multi-purpose gun. Easy to implement I imagine. And the speciality abilities could overlap at some points.

This is just an idea of what I have in mind. Hope you use some of it.

Ernir
2012-06-21, 10:50 AM
I just updated my Tinkerer (http://www.giantitp.com/forums/showthread.php?t=232069) class.

I never intended for most of the Gadgets to make sense without Supernatural effects, but the flavor includes a lot of steam and general technobabble, at least. It's there for you to take a look at if you want.

tr1ger
2012-06-21, 12:40 PM
I just updated my Tinkerer (http://www.giantitp.com/forums/showthread.php?t=232069) class.

I never intended for most of the Gadgets to make sense without Supernatural effects, but the flavor includes a lot of steam and general technobabble, at least. It's there for you to take a look at if you want.

I would gladly use it in a different campaign, but for now it's not what I'm looking for. Too fantastic for me. I need more realism.

Veklim
2012-06-24, 11:47 AM
Steam-Tech Adept Hit Dice: D6
Alignment: Any. Scientific genius cares little for morality.

{table=head]LEVEL|BAB|FORT|REF|WILL|SPECIAL|MAINTENANCE
1st|
+0|
+2|
+0|
+2|Substance Abuse, The Workman's Tool, Necessity|
4|
2nd|
+1|
+3|
+0|
+3|Expert in the Field (1st Tier)|
6|
3rd|
+1|
+3|
+1|
+3|Advancements, Theory & Application|
8|
4th|
+2|
+4|
+1|
+4|Expert in the Field (2nd Tier)|
10|
5th|
+2|
+4|
+1|
+4|Breakthroughs, Theory & Application|
12|
6th|
+3|
+5|
+2|
+5|Expert in the Field (3rd Tier)|
14|
[/table]

Class Skills (4+Int): Appraise (Int), Concentration (Con), Craft (including Alchemy) (Int), Disable Device (Int), Heal (Wis), Knowledges (Architecture & Engineering, Technology, The Planes) (Int), Open Lock (Dex), Profession (Wis), Search (Int), and Use Technological Device (Int) (see spoiler)
Use Technological Device functions exactly like UMD in most aspects, except it applies to unknown technology instead (and therefore runs off intelligence, since charisma makes no sense). The higher your check, the more easily you can discern the function/purpose of a specific device, and therefore know how to use it.
Weapon and armour proficiencies: Inventors are proficient in the use of all firearms and simple weapons. They are also proficient with the use of light, medium and heavy armour, and all shields including tower shields.

Maintenance (Ex):
All Adepts, no matter who, what or where, have one thing in common, their unique use of schematics. Each schematic requires maintenance once every 24 hours or it becomes inert/useless until such time as it has been maintained. You may create and maintain a limited number of schematics up to the number listed on the class table above. If you have a full allowance of schematics and you wish to create a new one, you must choose one to dismantle to make room. You must spend one hour of uninterrupted work every day doing maintenance or you lose the use of your schematics until such time as you can do so. Creation of new schematics is done in this time as well (although your DM may require you spend more time on certain things). Any weapon or armour which you apply a schematic to must already be of masterwork (or comparable) quality and the benefits stack.
Although Schematics do not have listed material components or the like, it is assumed that an Adept is constantly salvaging, scavenging and improvising to gather the materials required to create their inventions. You should assume at least 10lbs of 'random gubbins' will always be present in an Adept's backpack, and some of the bigger schematics (Chem Thrower for instance) will require the Adept finding suitable quantities of material for their creation.
How much is largely up to DM fiat, it could be ignored, or it could be an amusing way of entering side quests or an extra layer to the Adept player's experience, I leave this open so each DM can decide exactly how much free reign an Adept player has, or slot this class into settings other than a low/no-magic steampunk setting.

Substance Abuse (Ex):
At 1st level, the Adept may use Craft (Alchemy) even though he is not a spellcaster, and never risks accidentally poisoning himself when creating or using a poison. This ability counts as poison use for the purposes of feat requirements.
In addition, the Adept may use any of these upgrades when crafting weapons, shields and armour. These count as a special material bonus, and any equipment being made must be of masterwork (or comparable) quality. Applying one of these upgrades increases the craft DC of the item by 5 (in addition to the DC increase for the masterwork quality), and any item using one of these upgrades counts as a schematic for the purposes of maintenance values. Equipment may only ever have one such upgrade.


Balanced Weapon (upgrade, melee weapon):
A weapon with this upgrade gains a +1 to all damage rolls and rolls to confirm critical hits.

Rifled Barrel (upgrade, firearm):
A weapon with this upgrade gains a +1 to all damage rolls and +25% to it's base range increment.

Lightweight Materials (upgrade, weapon, armour or shield):
A weapon with this upgrade weighs half as much as a normal weapon of it's type, and counts as one size category smaller whenever this would be beneficial.
Armour or shields with this upgrade weigh half as much as normal for their type and have reduced armour check penalties by 2.
(None of these benefits stack with the benefits of mithral).

Toughened Materials (upgrade, weapon, armour or shield):
A weapon with this upgrade weighs 50% more than normal for it's type, but gains +2 hardness, and counts as one size category larger whenever this would be beneficial.
Armour or shields with this upgrade grant the user DR 1/- and gain +3 hardness, but weigh 50% more than normal for their type.
(None of these benefits stack with the benefits of adamantine).



The Workman's Tool (Ex):
At 1st level, the Adept constructs his own personal tool. This can take many forms from a large and intricate looking gauntlent, a bulky pistol-like device, or even a seemingly harmless physician's bag, but however it appears it is one thing in certainty, a tool. This tool only works for the Adept who created it (although one can be dismantled for parts easily enough) and requires one day of work and materials costing 100gp to create. If it is ever lost, stolen or destroyed, the Adept need merely create a new one, but you may only ever have one tool at any given time. This tool always counts as a one handed weapon when making an attack (see the table), but you gain a bonus equal to your class level to any opposed checks you make to avoid disarm and sunder attempts against it. The tool has a number of HP equal to your own, and a Hardness equal to your class level + Intelligence modifier.

The tool grants the following bonuses, based on the class level of the Adept (abilities explained in spoiler):


{table=head]Adept's Level|Craft Bonus|Tool Damage|Attack Bonus|Special

1-2|+2|1D4|+1|Weaponised Tool, Random Attachments

3-4|+3|2D4|+2|Expert Interface

5-6|+4|3D4|+3|Extraordinary Function
[/table]

Craft Bonus:
You gain this as a competence bonus to all craft, open lock and disable device checks. (This is a universal masterwork tools bonus, so masterwork tools would not stack benefits with this effect)

Tool Damage:
You may use your tool as a ranged weapon (firearm) with range increments of 30ft. Choose from piercing, slashing or bludgeoning damage, and chose one elemental damage (cold, fire, acid or electricity). The tool deals damage of the chosen types as per the table above. Once you chose damage types, you will always do damage of that type, it may never change (if you create a new tool however, you may chose new damage types for it).

Attack Bonus:
You gain this as a bonus to any attack rolls made with your tool.

Weaponised Tool:
You may add your Intelligence modifier instead of Dexterity to any ranged attacks made with your tool.

Random Attachments:
These include a whole manner of small and seemingly pointless, but occasionally useful little attachments. These may include a mechanical corkscrew, a set of small mirrors, a magnifying glass, a tiny pair of scissors, a pointlessly small saw blade, etc. Basically, your tool is a Swiss Army Knife, full of stuff which will almost certainly never save your life, just make life a little bit easier. You may have 1 random attachment/level, it is suggested players talk to their DMs about what is both flavourful and acceptable as a random attachment.

Expert Interface:
You have upgraded your tool with a permanent secondary function, depending upon your field of expertise.
Pharmacy
You may use your tool to detect poisons and diseases in a creature. Doing so requires you touch the subject and remain in contact for 1 full round. Your tool will inform you of poison with a green light and disease with a yellow light (or both a green and a yellow light if the subject is particularly unlucky that day), but cannot tell you what poison or disease they suffer from.
Chemistry
Your tool has a small mask attached to it, which you can don as part of any move action. This mask filters the air around you, giving you a +5 equipment bonus to all saves against gases and inhaled poisons.
Engineering
As a full round action, you may use your tool to power any device of dormant or un-powered technology within 5ft/class level. You may also use this ability to overload (and therefore shut down) an already functioning piece of technology. Either way, this effect lasts for a maximum of 1 round per class level, after which time there is a 1D4+1 rounds cooldown before you may use it again. You may end the effect at any time as a free action, only one such device may be affected at any one time.

Extraordinary Function:
Your tool's secondary function improves to an impressive ability.
Pharmacy
2/day your tool may be used in an attempt to neutralise one poison or disease in a creature. You must touch the subject and remain in contact for 1 full round, in which time the creature touched is granted a new save against the disease or poison (even if another save is not normally allowed) with a bonus to this save equal to 2 x your Intelligence modifier (minimum 2).
Chemistry
As long as you wear your tool's mask, you are now immune to gases and inhaled poison. 1/day you may breath underwater with your mask for a number of hours equal to 2 x your Intelligence modifier (minimum 2).
Engineering
1/day you may use your tool to create an affect almost identical to the Make Whole spell, except where noted here. This takes between 1 and 10 minutes (DM's choice, depending on what precisely is being repaired), and may only be applied to crafted items and steam-tech. You must remain in physical contact or reach of the object you are repairing.



Necessity (Ex):
At 1st level, the Adept has access to only the most basic of steam-tech creations, known as universal schematics. All constructed schematics, including universal ones, fall into one of two types; gadgets (multiple use creations like armour upgrades and unique weapons) and devices (single use creations like grenades). All substance schematics which are designed to be ingested or injected in some way like potions, some poisons, injections, etc are similarly split into 2 categories, Tonics (beneficial) and Jabs (harmful). You must have an Intelligence score of at least 10 + Tier of the schematic to be able to create a schematic (universals count as Tier 0 for this purpose). Any schematic which requires a save uses the following DC; 10 + 1/02 class levels + Intelligence modifier (This becomes 10 + 1/2 CR + Intelligence modifier at 6th level).
Universal schematics listed in next post.

Expert in the Field (Ex):
Beginning at 2nd level, the Adept chooses an area of study and research which he intends to devote himself to, opening up more specific and advanced steam-tech schematics. This choice should influence the appearance of his Workman's Tool item in some reasonable way. Once made, this choice can never be changed. Choose from Pharmacist, Chemist or Engineer, you may use any of the schematics on the appropriate list in the next post, at the corresponding levels (see class table) depending on your choice.

Additionally, an Adept of at least 2nd level may teach others how to maintain gadgets and upgrades (never devices, jabs or tonics), so the rest of the party may use a small portion of his expertise themselves. With one day's instruction per item from the Inventor, any character may learn to maintain a number of weapons, shields or suits of armour with a schematic or upgrade applied, up to their Intelligence modifier (minimum of 1). Doing so allows the Adept to create items for the party without gimping his limited maintenance points per day.

Advancements (Ex):
You have refined your efforts towards making the perfect tool, learning how to add layers of functionality.
At 3rd level, choose one device schematic from amongst your list of known schematics. As a free action, you may add the benefit of that schematic to your tool's next attack a number of times per day equal to your Intelligence modifier (up to a maximum of your character level). You may retro-fit your tool with a different device schematic you know at any time, but you may only ever have one such upgrade in effect (it replaces the previous upgrade). Doing so requires 1 hour of uninterrupted work and uses 1 maintenance point.

Theory & Application (Ex):
You have learned to apply your knowledge and skill in new ways, broadening your horizons of scientific endeavour.
At 3rd level, and again at 5th level, you can choose a single Craft or Knowledge skill you do not have any ranks in. You are henceforth treated as if you had a number of ranks in that Craft or Knowledge skill equal to your level. These virtual ranks count towards your maximum ranks if you later decide to put ranks into this skill. You must choose a different skill each time you gain this ability.
In addition, you may add 2 schematics to your known list. These may be of any tier equal to or lower than the highest tier schematic for which you have access, chosen from any list in the Expert in the Field entry above.

Breakthroughs (Ex):
At 5th level, you have become far more efficient when producing technological items. All Craft checks/uses the Adept makes take half the normal time, and uses up half the normal materials to create (this does not stack with the feats Exceptional Artisan and Extraordinary Artisan).

Veklim
2012-06-25, 09:00 AM
Schematics

UNIVERSAL SCHEMATICS

Bio-Grease.
Pharmacy (Alchemical Substance)
Universal
Range: Thrown (10ft increment)
Effect: One object or a 10ft square
Duration: 1 round/2 levels (minimum 1)
This bacterial culture exhibits remarkable slippery tendencies en-mass, but only for a short time after exposure to air or water
Except where noted above, this functions exactly like the Grease spell.

Buzz Box.
Engineering (Device)
Universal
Effect: Loud noises once triggered
Duration: 1 round/level
This device is the size and weight of a tinderbox, with a single clockwork dial on the front. When the dial reaches zero, the box emanates a set of loud clicks, buzzes and whistles.
This requires a standard action to set the timer (anywhere from 1 round to 1 hour) and a move action to place it. Once the timer runs out, the device produces a series of loud sounds for the duration listed above, which can be heard from a great distance. Listen DCs are as follows:
Automatic success within 50ft,
DC 10 up to 100ft,
DC 15 up to 150ft,
DC 20 up to 200ft,
DC 30 beyond 200ft (up to a maximum of 400ft).
This device is destroyed once the duration ends.
Special: You may put a tripwire or pressure plate on this device instead of a clockwork timer. If you do so it may be used as an intruder alarm instead of a distraction device.

Choking Gas.
Pharmacy (Alchemical Substance)
Universal
Range: Thrown (10ft increment)
Effect: 10ft square
Duration: 1 round
Saving Throw: Fortitude negates
This small vial holds a dark green liquid which bursts forth as a thick, foul smelling gas as soon as the vial breaks.
All creatures within the cloud must make a Fortitude save or be sickened for 1 round.

Dazing Juice.
Pharmacy (Jab)
Universal
Range: Touch
Duration: 1 round
Saving Throw: Will negates
This injection renders the subject temporarily dazed as they get an enjoyable but ill-timed head rush.
The injected target becomes dazed for 1 round on a failed Will save.

Epoxy.
Chemistry (Alchemical Substance)
Universal
Range: Touch
Effect: 5ft square area
Duration: 1D4 minutes or permanent (see text)
This gooey substance looks very similar to the contents of a Tanglefoot bag, but there is far less of it, and it's a lot stickier!
By applying this substance to any surface (5ft square) you turn that surface into difficult terrain for 1D4 minutes. Alternatively this may be used simply as an adhesive, and is capable of holding up to 50lbs/square inch. The glued surfaces must be held together for 30 seconds to ensure they stick, but once secure only enough force (more than 50lbs/square inch) or an application of Solvent will seperate the two surfaces.

Flash Grenade.
Chemistry (Device)
Universal
Range: Thrown (20ft increment)
This diminutive orb looks like a badly mended glass bauble, with lots of small cracks all over it's surface.
This functions exactly like a thunderstone except it blinds instead of deafens.

Lighter.
Engineering (Gadget)
Universal
Effect: Produces a small flame
This diminutive gadget creates a small flame when the catch is depressed.
The gadget requires a swift action to ignite, but lighting a fire may take longer (DM discretion). It may be used 10 times before it needs refuelling (can be refuelled by anyone, not just an Adept), but otherwise functions like a tindertwig.

Lock Grinder.
Engineering (Device)
Universal
Effect: Destroys lock
This cylindrical contraption has a series of tiny blades on one end which spin when activated.
The lock grinder is a tiny clockwork device which can destroy any lock with a DC 20 or less. To do so requires a move action to attach and a standard action to function, but doesn't require manual operation and so may be left to it's own devices (ah-hah, a pun!) once attached. Both the lock and the grinder are destroyed in this process.

Pressurised Casing.
Engineering (Device)
Universal
Effect: One empty vial or flask
This schematic uses a reaction of mildly explosive gases between layers of glass to increase the area of effect when it breaks.
This doubles the range and damage of the splash or radius effect of any substance inside it. This may be applied to any appropriate alchemical item. It may also be applied to appropriate schematics (like grenades), in which case the finished result counts as two schematics for the purposes of determining maintenance limits.

Solvent.
Chemistry (Alchemical Substance)
Universal
Range: Touch
Effect: 5ft square area
Duration: Instantaneous
This liquid is clear and colourless but has a strong, distinctive odour.
This substance is capable of instantly dissolving any highly sticky substance like Epoxy, Tanglefoot bags, or the Adhesive created by Kuo-Toas. Solvent also makes it easy to remove ink, paint and oil from most surfaces.

Stimulant.
Pharmacy (Tonic)
Universal
Range: Touch
Duration: 1 round
This simple injection helps the body recover from heavy trauma, and allows wounds to clot effectively.
The injected subject instantly stabilises if bleeding out, and gains Fast Healing 1 for 1 round.

Whisper Shots.
Chemistry (Device)
Universal
Effect: 1D4-1 bullets (minimum of 1)
These bullets use an odd and highly unstable chemical formula which makes virtually no sound when they are fired.
These bullets fit most types of firearm and reduce the sound of firing dramatically. Anyone wishing to hear one of these bullets being fired must succeed a listen check, DC dependant upon the listener's distance from the shot as follows:
DC 20 up to 10ft away,
DC 30 up to 30ft away,
DC 40 beyond 50ft.
Each bullet is destroyed upon use, and becomes useless anyhow 24 hours after creation.


TIER 1 SCHEMATICS

PHARMACY

Antibiotic.
Pharmacy (Tonic)
Tier 1
Range: Touch
Duration: 24 hours or until used
The effects of this tonic are subtle, and unless you come into contact with a disease, you'll never even know it was in you.
This tonic grants the recipient a +4 bonus to the next save they make against a disease. This effect ends after 24 hours or once the bonus has been applied, whichever comes first.

Bio-Corrosive.
Pharmacy (Device)
Tier 1
Range: Thrown (10ft increment)
Effect: Target, splash damage
Duration: Instantaneous
Saving Throw: None
This intricate pressurised vial shatters gracefully, but the dark orange liquid inside burns through all it touches like a ravenous sludge.
This splash weapon deals 2D4 + 1/level acid damage to the target, and 1 acid damage/level to all adjacent creatures. May be applied to an object (no larger than 5 cu.ft) instead, ignoring DR of the object.

Hallucinogen, Weak.
Pharmacy (Jab)
Tier 1
Range: Touch
Duration: 1 round/level
Saving Throw: Will negates
As soon as the target is injected with this substance, their eyes glaze over and a deep confusion seems to come across their features.
This injection makes the target hallucinate suddenly, making them believe they are bound in mid-air, and the whole world is a fuzzy illssuion around them. If they fail a will save, they are instantly dazed for 1 round/Inventor level.

Microscope.
Pharmacy, Chemistry (Gadget)
Tier 1
This device allows magnification of very small objects, as you're all probably aware...
Whenever the user of a microscope uses it to make an appraise check relating to alchemy, medicine or minerals, they gain a +5 insight bonus to the check.

Needle Gun.
Pharmacy (Gadget)
Tier 1
Range: 25ft + 5ft/level
With a quiet hissing puff of air, a small syringe dart is launched across the battlefield, delivering kindness or death.
This gadget allows the Inventor to administer any injection as a ranged attack. Treat this as a light crossbow for the purposes of attacking and reloading. When injecting an ally, treat this as a ranged touch attack instead.

Nootropic.
Pharmacy (Tonic)
Tier 1
Range: Touch
Duration: 1 minute/level or until used
The moment this tonic hits your bloodstream the world seems to slow down around you, allowing you to react to danger much faster than normal.
This injection functions as the Anticipate Peril spell from Pathfinder.

Painkiller, Mild.
Pharmacy (Tonic)
Tier 1
Range: Touch
Duration: Int modifier rounds
This tonic produces a cool rushing sensation which staunches bleeding and reduces pain significantly.
This injection grants the subject Fast Healing 2 for a number of rounds equal to your Intelligence modifier.

Tranquilliser.
Pharmacy (Jab)
Tier 1
Range: Touch
Duration: 1D4 rounds
Saving Throw: Fortitude negates
The goblin was almost cute as he dropped his spear and curled up on the floor, it was the first and the last cute thing it ever did
This injection renders the target asleep unless they succeed a Fortitude save. Only creatures with HD equal to or less than yours are affected. This counts as a sleep effect to any creature resistant or immune them.

CHEMISTRY

Adhesive Coating.
Chemistry (Device)
Tier 1
Effect: One flask, vial or appropriate alchemical substance
You have learned there are many uses for a good glue.
When the flask or grenade this is applied to is thrown, it sticks to the target on a direct hit (but not if you miss and roll for scatter). This denies the stuck target any save against the effects of the item. Creatures not directly hit, but within any area of effect may save as normal. This may be applied to any appropriate alchemical item. It may also be applied to appropriate schematics, in which case the finished result counts as two schematics for the purposes of determining maintenance limits.

Coolant.
Chemistry (Alchemical Substance)
Tier 1
Range: Thrown (10ft increment)
Effect: 10ft radius
Duration: Instantaneous and 1 round (see text)
Saving Throw: Fortitude partial
This small vial contains a blue gel-like substance which evaporates rapidly when unpressurised, cooling the surrounding area.
When this vial is thrown and shatters, it deals 1D6 + 1/level cold damage to all creatures inside the area. Targets struck must make a Fortitude save or take a -10ft penalty to their base speeds for 1 round.

Explosive Putty.
Chemistry (Alchemical Substance)
Tier 1
Range: Thrown (10ft increment) or Touch (see text)
Effect: 10ft Radius or 15ft Cone (see text)
Saving Throw: Reflex partial
This putty looks rather like bread dough, but smells vaguely of cinnamon, and shouldn't be put in an oven.
When this putty is ignited, either with some fusewire, a fire or any other reasonable source of ignition, it explodes suddenly and violently. It may either be thrown like a grenade (10ft radius, 10ft range) or shaped on a surface (15ft cone), but either way it deals 1D4/level (maximum 5D4) fire and bludgeoning damage to any creature within the area. A successful Reflex save halves the damage.

Flashbang.
Chemistry (Device)
Tier 1
Range: Thrown (20ft increment)
A little larger than a flash grenade, and slightly elongated, this device seems innocent enough until it goes off...
This device has the effects of both a flash grenade AND a thunderstone simultaneously, each target must save against each effect seperately (once for blindness, once for deafness).

Microscope.
See entry above in Pharmacy.

Pyrogas.
Chemistry (Alchemical Substance)
Tier 1
Range: Thrown (10ft increment)
Effect: 10ft radius
Duration: Instantaneous and 1 round (see text)
Saving Throw: Reflex partial
This flask contains a gas which reacts violently upon contact with air, bursting forth with flames.
When the gas inside this flask makes contact with the air in any way, it explodes dealing 1D6 + 1/level fire damage to all creatures inside the area. Targets struck must make a Reflex save or take half this damage again in the following round.

Smoke Grenade.
Chemistry (Device)
Tier 1
Range: Thrown (10ft increment)
Effect: 20ft radius
Duration: 1 minute/level
The moment this device goes off, a loud hissing starts, and a thick, white smoke engulfs the area.
This device functions exactly like an obscurring mist spell, except the effect starts wherever the grenade lands, not necessarily centred on you.

Sonic Crystal, Small.
Chemistry (Device)
Tier 1
Range: Thrown (10ft increment)
Effect: 10ft radius
Duration: Instantaneous and 1 round (see text)
Saving Throw: Fortitude partial
This misshapen crystal looks like a small lump of rock salt, and hums very quietly when you hold it to your ear.
When this device hits it's target, it releases the stored sonic energy like a crack of thunder dealing 1D4 + 1/level sonic damage in a 10ft radius. All creatures affected must make a Fortitude save or be deafened or 1 round.

ENGINEERING

Low Light Goggles.
Engineering (Gadget)
Tier 1
Effect: Pair of goggles, 120ft max range
Duration: 1 hour/day, see text
These goggles resemble normal riding goggles, but have a small eliptical module beside each lens and seem to have a subtle tint.
Once donned (move action) and activated (free action) these goggles grant the wearer Low Light Vision out to 120ft. This effect lasts for a total of 1 hour before the goggles require charging (done in your maintenance period), but this time may be used in shorter bursts by turning them on and off.

Reloading Mechanism.
Engineering (Gadget)
Tier 1
Effect: Attaches to virtually all known firearms
This small gadget fits to the underside of muzzel-loaders or by the slot for revolvers or similar firearms and sports a small, folding crank-handle on each side.
When attached to any firearm, this machine adds 3lbs to it's weight, but grants the benefit of the Rapid Reload feat to it's weilder. If the weilder already has the feat and is proficient with the weapon's use, they may reload 2 steps faster instead (to a minimum of immediate action).

Shock Box.
Engineering (Device)
Tier 1
Effect: 30ft line
Duration: Limited charges, see text
Saving throw: Reflex partial
This small device looks a lot like a modern taser gun.
When you fire this device a bolt of electricity arcs forward 30ft, striking all creatures in it's path for 1D6 + 1/level electricity damage. A successful Reflex save halves this damage.

Steam Engine, Simple.
Engineering (Gadget)
Tier 1
Effect: Provides power for basic steam technology
Duration: See text
You can construct basic steam engines with little-to-no fuss, and understand how to apply them in a few ways.
This gadget allows you to power many simple inventions, tools and devices such as winches, pumps, battering rams and drills. It counts as having a Strength score equal to you Intelligence score for uses like lifting, pulling and pushing, and works for 1 hour/1sp of fuel. It weighs 30lbs, but may be used to create a simple tracked cart (3ft square gadget) which can carry loads as if it were a medium sized quadruped with a speed of 30ft. The player and DM are encouraged to be inventive when using this schematic.

Target Scope.
Engineering (Gadget)
Tier 1
Effect: Enhanced firearm use
This small scope simply looks like a telescope strapped to the top of the firearm, but is carefully calibrated to allow accuracy at a far greater range than normal.
When installed on any firearm, this gadget adds 3lbs to it's weight, but increases your accuracy over longer ranges. You only take a cumulative -2 penalty for every 2 full range increments your shot covers, instead of -2/increment (so the 1st & 2nd increment take no penalty, the 3rd & 4th are at -2, 5th & 6th at -4, etc). This does not increase the range or number of increments for the weapon.

Ventrilloquist's Toy.
Engineering (Device)
Tier 1
Effect: Pre-selected sounds once triggered
Duration: Up to 1 minute/level
This device looks similar to the Buzz Box, only a little larger.
Functions like the Buzz Box does, except it may be used to mimic most sounds including voices, and lasts for up to 1 minute/level. You may also use this device to record up to 1 minute/level of sounds and speach, in which case the sounds may be played back only once. After use this device is rendered useless.

Water Cannon.
Engineering (Gadget)
Tier 1
Effect: 10ft line
Duration: Limited charges, see text
Saving Throw: Reflex partial
This unusual weapon looks much like a compact modern flamethrower, connected via a hose to a small backpack sporting a mechanical pumping arm.
When you pull the trigger of this weapon, a high-pressure burst of water leaps forth, striking everything in a 10ft line and dealing 1D4/level subdual damage. Creatures struck by this must make a Reflex save or be knocked prone in their square. You may use this gadget any number of times, but it must be charged between each use. This requires access to a source of water and a full round of pumping the handle to charge up.


TIER 2 SCHEMATICS

PHARMACY

Memory Block.
Pharmacy (Jab)
Tier 2
Range: Touch
Duration: 1 round, Instantaneous, see text
Saving Throw: Will partial
The only upside of receiving this jab is that you don't remember how horrible it feels as long as you give in to it
The moment this jab is injected it's recipient becomes sickened for 1 round and must make a Will save. If they pass, nothing more happens, if they fail they lose all memory of the last minute permanently.

Mutagens.
Pharmacy (Tonic)
Tier 2
Range: Touch
Duration: 1 minute/level
These injections temporarily enhance either your physical or mental prowess in one particular area, but only for a limited time.
This allows the creation of mutagens, which mimic the following spells: Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendour, Fox's Cunning & Owl's Wisdom. Each time you prepare this schematic you must choose one of these spells to replicate. These are injections and the effects are non-magical, but otherwise function exactly like the spells.

Painkiller, Moderate.
Pharmacy (Tonic)
Tier 2
Range: Touch
Duration: Int modifier rounds
This tonic produces a cool rushing sensation which staunches bleeding and removes pain almost completely.
This injection grants the subject Fast Healing 4 for a number of rounds equal to your Intelligence modifier.

Panic Gas.
Pharmacy (Device)
Tier 2
Range: Thrown (10ft increment)
Effect: Splash weapon
Duration: 1 round/level
Saving Throw: Will partial
This vial contains a liquid which vapourises in a blue haze once broken.
When this vial smashes open, any creature hit directly must make a Will save or become frightened for 1 round/level. If they succeed they are shaken instead. All creatures caught in the splash area of this device must pass a Will save or become shaken.
Special: Only creatures with HD equal to or less than your Adept level may be affected by this, creatures with more HD are immune.

Truth Serum.
Pharmacy (Jab)
Tier 2
Range: Touch
Duration: 1D4 minutes
Saving Throw: Will partial
This jab doesn't seem to do anything until the recipient attempts to lie or deceive in some way.
For 1D4 minutes after the target is injected, they must succeed a Will save every time they wish to speak a lie or make a lie of omission. Every save they fail means they have spoken truthfully instead, this is a compulsion effect.

CHEMISTRY

Asphyxiation Gas.
Chemistry (Device)
Tier 2
Range: Thrown (10ft increment)
Effect: 10ft radius cloud of dense gas
Duration: 1 round/level
Saving Throw: See text
Almost all Adepts who know the sercet of this gas have at least one flask of it to hand, in case of fire, of course.
Any creatures caught inside the area of this device immediately behave as if suffocating, following all appropriate rules. The gas also puts out any fire inside the radius which requires oxygen in the air to burn.

Catalytic Crystals.
Chemistry (Alchemical Substance)
Tier 2
Effect: Schematic or Alchemical Substance additive
These tiny white crystals are made of several generic catalysts which enhance many different reactions.
When added to any device or alchemical substance which allows a save, the DC of that device/substance is increased by 4 on it's next use. Adding these crystals is a move action which provokes attacks of opportunity.

Chem Thrower.
Chemistry (Gadget)
Tier 2
Effect: 30ft line
Saving Throw: Fortitude or Reflex partial, see text
This gadget looks like a heavy crossbow with 2 pressure bottles instead of a bow. At the rear of the thrower is a hole where the ammunition goes.
This gadget is an exotic two handed firearm (with which you are considered proficient) weighing 7lbs. You do not provoke attacks of opportunity for using it. As a move action (or swift if you have the Rapid Reload feat) you may load this weapon with either Pyrogas or Coolant. Doing so allows you to fire the substance in a 30ft line in front of you dealing 2D6 + 1/level damage of the appropriate type.
If you used Pyrogas then all affected creatures must succeed a Reflex save or take 1D6 + 1/level fire damage the next round.
If you used Coolant then all affected creatures must succeed a Fortitude save or take a -10ft penalty to their base speeds for 1 round.

Glitterdust Grenade.
Chemistry (Device)
Tier 2
Range: Thrown (20ft increment)
Effect: 10ft radius
With little more than a pop, this pressurised bladder bursts with sparkling motes of photoluminescent dust.
Functions exactly like the spell Glitterdust except as noted above.

Sonic Crystal, Medium.
Chemistry (Device)
Tier 2
Range: Thrown (10ft increment)
Effect: 10ft radius
Duration: Instantaneous and 2 rounds, see text
Saving Throw: Fortitude partial
This crystal is about 50% larger than it's small counterpart, and hums a little louder.
When this device hits it's target, it releases the stored sonic energy like a crack of thunder dealing 3D4 + 1/level sonic damage in a 10ft radius. All creatures affected must make a Fortitude save or be deafened and dazed for 2 rounds.

ENGINEERING

Chain Claw.
Engineering (Gadget)
Tier 2
Range: 40ft
This small pistol-like device has a three-pronged claw on the front, a small canister at the back and a winch on top.
When used, the claw of this gadget is propelled at high speed until it hits something, whereupon it attempts to grab hold. Roll a 'purchase check' (D20 + level + Intelligence modifier) and treat the result as a climb check, if the result would be high enough for a character to climb the surface/object hit, then the claw takes hold.
This gadget can hold up to 250lbs + 50lbs/level, and can winch this amount in or out at a speed of 20ft as a move action.

Shock Glove.
Engineering (Gadget)
Tier 2
Range: Touch
Saving Throw: Fortitude partial, see text
This gauntlet seems ordinary enough until you insert a Shock Box into the top, whereupon it crackles with energy.
This simple looking gauntlet is designed to use a Shock Box for power, which takes a move action to insert. The next successful melee touch attack you make with the gauntlet deals 1D6/level electricity damage, and the struck creature must make a Fortitude save or be paralysed for a number of rounds equal to your intelligence modifier. The Shock Box is rendered useless after one charge and ejects automatically once used.

Shrapnel Blast.
Engineering (Device)
Tier 2
Range: Thrown (20ft increment)
Effect: 10ft radius
Saving Throw: Reflex partial
This device is covered in tiny cracks, ridges and lumps which are designed to break apart roughly upon impact.
This device deals 1D4/level piercing, slashing & bludgeoning damage (it counts as all 3 types) to all creatures within a 10ft radius. A successful Reflex saves halves this damage.

Spring Boots.
Engineering (Gadget)
Tier 2
These boots have thick soles which seem to house some sort of suspension system inside them.
Anyone wearing these boots gains a +5 equipment bonus to jump and tumble checks, and a +5ft bonus to their base land speed.

Steam Engine, Standard.
Engineering (Gadget)
Tier 2
Effect: Provides power for more advanced steam technology
Duration: See text
You can construct quality steam engines with little-to-no fuss, and understand how to apply them in more ways.
This gadget can power larger things like locomotives and drawbridges, but takes a lot longer to create than the simple model, and isn't mobile unless powering a vehicle. It counts as having a Strength score equal to double your Intelligence score for uses like lifting, pulling and pushing, and works for 1 hour/1gp of fuel. You can create a tracked wagon (5ft x 10ft) which can carry loads as if it were a large sized quadruped with a speed of 40ft. The player and DM are encouraged to be inventive when using this schematic.

Ventrilloquist's Tool.
Engineering (Device)
Tier 2
Effect: Transmitted voice or pre-recorded sounds
These two identical devices look just like a Ventrilloquist's Toy, except there is a small funnel on the top next to the timer.
This pair of devices function just like the Ventrilloquist's Toy except they may also transmit and receive live voice and sound, allowing for two way communication or more complex distraction and surveillance tactics. This communication has a range of 1 mile.


TIER 3 SCHEMATICS

PHARMACY

Hallucinogen, Powerful.
Pharmacy (Jab or Device)
Tier 3
Target or Effect: Touch (if a Jab) or 15ft cone (if a Device), see text
Duration: 1 hour or 3 rounds, see text
Saving Throw: Will partial or negates, see text
As a jab, this drug is a more concentrated version of the Hallucinogen, Weak, but as a device it looks like a miniature fire extinguisher which creates a cone-shaped cloud of head-messing chemicals.
This schematic can be applied one of two ways:
Jab. When injected, the target must make a Will save. If they fail, they are sent into a catatonic state (paralysed and unconscious) for 1 hour. If they succeed, they are instead stunned for 3 rounds.
Device. When used in a canister this becomes a 15 ft cone of gas. All creatures inside the area must succeed a Will save or become frenzied (attacks nearest creature, doesn't recognise allies, treats everything as an enemy) or panicked for 3 rounds. Flip a coin for each creatue affected, heads means they frenzy, tails means they panic.

Hypnosis Gas.
Pharmacy (Device)
Tier 3
Range: Thrown (20ft increment)
Effect: 10ft radius
Duration: 2D4 rounds
Saving Throw: Will partial
This gas is colourless and odourless, and held in a small fabric bag so as not to make a noise when it's thrown. Often, the gas isn't noticed at all.
All creatures within the area of this gas take a -10 penalty to spot, listen & sense motive checks for 2D4 rounds and must make a Will save. If they fail this save their disposition towards you improves by two steps immediately and you may make a single reasonable request of them. This attitude change doesn't stop at the end of the duration, but only with regards to the request made.

Needle Driver.
Pharmacy (Gadget)
Tier 3
Effect: Armour upgrade
This gadget fits onto the chest area of any armour and looks like nothing more than a slightly bulky chest-piece.
You may load this armour with up to 3 Tonics of your choice, each taking a full round action. Once loaded, the Tonics stay there indefinitely and no longer count towards your maintenance limits. As a free action which may be taken at any time, you may have the armour administer one of the three Tonics, you may only do so 1/round

Painkiller, Strong.
Pharmacy (Tonic)
Tier 3
Range: Touch
Duration: Int modifier rounds
This tonic produces an all-body chill which instantly starts to rejuvenate and heal you.
This injection grants the subject Fast Healing 6 for a number of rounds equal to your Intelligence modifier.

Tranquilliser Gas.
Pharmacy (Device)
Tier 3
Effect: 15ft cone
Duration: 2D4 rounds
Saving Throw: Fortitude negates
You pull the release trigger on this small canister and a fine green mist sprays out, putting creatures to sleep almost instantly.
This device renders all creatures within a 15ft cone asleep unless they succeed a Fortitude save. Only creatures with HD equal to or less than yours are affected. This counts as a sleep effect to any creature resistant or immune to them.

CHEMISTRY

Chem Cannon.
Chemistry (Gadget)
Tier 3
Range: 100ft
Area: 20ft radius
Duration: Instantaneous and 3 rounds, see text
Saving Throw: Fortitude or Reflex partial, see text
This gadget looks like a bulkier version of the Chem Thrower. At the rear of the cannon is a hole where the ammunition goes.
This gadget is an exotic two handed firearm (with which you are considered proficient) weighing 11lbs. As a move action (or swift if you have the Rapid Reload feat) you may load this weapon with either Pyrogas or Coolant. Doing so allows you to fire the substance up to 100ft away, where it explodes in a 20ft radius dealing 1D4/level damage of the appropriate type.
If you used Pyrogas then all affected creatures must succeed a Reflex save or take 1D4 + 1/level fire damage every round for 3 rounds, they get a new save every round.
If you used Coolant then all affected creatures must succeed a Fortitude save or take a -10ft penalty to their base speeds for 3 rounds, they get a new save every round.

Goo Grenade.
Chemistry (Device)
Tier 3
Range: Thrown (20ft increment)
Effect: Splash weapon (10ft radius)
Duration: 2D4 rounds
Saving Throw: Reflex partial
This pressurised canister contains some of the stickiest goo ever to grace the world. It's harder to get in the canister than most people know.
The target of this device must make a Reflex save or be pinned helpless in place. If they pass the save, they are considered entangled instead. All creatures within splash range (10ft radius around target) must make a Reflex save or be entangled themselves. All these effects last for 2D4 rounds, entangled creatures may attempt to break free with a Strength or Escape Artist check DC = 20 + Intelligence modifier.

Miasmic Defense.
Chemistry (Gadget)
Tier 3
Effect: Armour upgrade
Area: All adjacent squares
A suit of armour with this upgrade sports dozens of little nozzles all over it's surface, and has a complex looking belt attached.
You may load this armour with any one of the following schematics (as long as you have access to it): Asphyxiation Gas, Bio-Corrosive, Coolant, Glitterdust Grenade, Panic Gas, Pyrogas.
Loading takes a move action which provokes attacks of opportunity. Once loaded, the substance stays there indefinitely and no longer counts toward your maintenance limits. Whenever you are struck in melee combat, you may choose to release the substance as a free action, applying it's effects to each creature in an adjacent square to you. This may only be done 1/round.

Sonic Crystal, Large.
Chemistry (Device)
Tier 3
Range: Thrown (10ft increment)
Effect: 10ft radius
Duration: Instantaneous and 3 rounds, see text
Saving Throw: Fortitude partial
This crystal is twice the size of it's smallest counterpart, and hums loud enough to need wrapping in cloth if you wish to remain unheard.
When this device hits it's target, it deals 5D4 + 1/level sonic damage in a 10ft radius. All creatures affected are automatically deafened and must make a Fortitude save or be stunned for 3 rounds.

ENGINEERING

Kevlar.
Engineering (Gadget)
Tier 3
Effect: Armour upgrade
Armour with this upgrade looks no different to normal, however, the lining of this armour is reinforced to add extra protection.
Armour with this upgrade has DR 2/-. This stacks with any special material benefit DR.

Night Vision Goggles
Engineering (Gadget)
Tier 3
These goggles look and function exactly the same way Low Light Goggles do, except they grant Darkvision instead of Low Light Vision, and give you a +5 equipment bonus to spot and search checks.

Shock Gauntlet.
Engineering (Gadget)
Tier 3
Range: 100ft Ranged touch
Effect: Target and 20ft radius area, see text
Saving Throw: None and Reflex partial, see text
This device looks like a Shock Glove on steroids, far bulkier across the back of the hand, and with more obvious gadgetry all over it's surface.
This must be loaded with a Shock Box to fire (see Shock Glove for details). Make a ranged touch attack against a creature within 100ft (this requires line of effect) and if you hit, the target takes 1D6/level electricity damage, if you miss they take half damage instead. All creatures within 20ft of the target must make a Reflex save of take half damage.

Tracking Device.
Engineering (Gadget)
Tier 3
Range: 20ft increment (has 10 increments like a firearm)
Effect: One creature or object struck
Saving Throw: None but Spot may negate, see text
This small device looks like a slim-line pistol with a compass strapped to it, but is far more impressive than first appearances would suggest.
This gadget comes in two parts, the gun piece which weighs 3lbs, and the tracking dart, a fine sized highly sticky device. When you fire this gadget at a creature or object the dart sticks where it lands. It may be spotted with a DC 30 + Intelligence modifier spot check, but even if seen, it's significance may well be missed. The compass dial on the back of the gun part will point in the direction of the tracker dart anywhere up to 10 miles away, and can tell you roughly how far away the target is (accurate to half a mile until 1 mile away, then accurate to 50ft).

Ventrilloquist's Triumph.
Engineering (Device)
Tier 3
Effect: Transmitted voice, pre-recorded sounds and images.
Duration: 10 minutes/level (audio only), 1 minute/level (video and audio)
These two identical devices look much like Ventrilloquist's Tools, except they each have a lens and what looks like a clouded mirror.
Except for the durations listed above, this pair of devices function just like the Ventrilloquist's Tool except they may also transmit and receive live images, allowing for two way visual communication and surveillance.




Feats

Specialist Adept
Requirements: Necessity class feature.
Benefit: Choose from Pharmacy, Chemistry or Engineering. Schematics from the chosen field gain +1 to their DCs
Special: This feat may be taken multiple times. Each time it applies to a different field.

Focused Adept
Requirements: Specialist Adept, 1st Tier schematics.
Benefit: Schematics from the field chosen for your Specialist Adept feat considers your Adept level to be 1 higher for the purposes of calculating schematic effects, duration and range.
Special: This feat may be taken multiple times. Each time it applies to a different field for which you have the Specialist Adept feat.

Lateral Thinking
Requirements: Specialist Adept, 2nd Tier schematics.
Benefit: 1/day as a full round action, you may alter any one of your prepared schematics from your Specialist Adept field to function like a different schematic you know. You must choose a schematic from the same field and it must be of a lower Tier (i.e. a pharmacist could take a Panic Gas schematic he has prepared, and turn it into any Universal or Tier 1 pharmacy schematic). Doing so provokes attacks of opportunity.
Special: This feat may be taken multiple times, granting an additional 1 use/day for each time you take it.

Veklim
2012-06-25, 09:59 AM
OK, so here's my proposals for the tweaks!

Re-work Necessity to remove the unwanted attack/effect mechanic. Replace this with the '0th level' schematics (all the basics like simple weapon/armour enhancements, grenades, smoke bombs, temporary HP tonics, low end status effect gases, etc). Make it so you choose your specialist field with it at 1st level, and give 1 or 2 unique schematics depending upon your choice. This should keep the Expert in the Field at even levels, meaning the 6th level schematics may act as the capstone for the class.

I propose this as a solution to the 'basic tool attack' problem:
Choose one type of damage; bludgeoning, piercing or slashing. This is your standard damage type for the tool's attacks (which should always be ranged I think, can't see any Inventor wanting to hit things with his prized, high-tech tool!). I still think you should at least consider avoiding uses/day or /encounter for the basic attack function of the tool, since all the other stuff the class does is equipment based and much of that will be for single use items (bear in mind every item needs time and money to create, it's like telling the wizard that nearly every spell he gets in a day has to be scribed onto a scroll if he wants to cast it. We have to give these guys a break somewhere!). A cooldown or reloading period after a certain number of shots may be appropriate, but since the tool does so little damage in comparison to most options for other classes (1D4/2 levels is tiny honestly, especially when it never goes above 3D4 and has no bonus from anywhere to damage) it certainly won't break the game to allow it without either cooldown or reload. As it currently stands, it's basically a low-damage, mundane tech version of Eldritch Blast.

Of course, this means Advancements is now a redundant feature so I'd propose it allows you to upgrade your tool with any one relevant schematic on your list (which can be swapped out for better stuff at higher levels, but only ever have 1 upgrade chosen at a time), allowing you to add a single status effect or bonus elemental damage to the tool's basic attack for instance. This bonus should have limited uses/day or /encounter I think, for point of balance if nothing else. I don't think the tool should be upgradable any other way though, since it already has a progression of abilities/bonuses which make it better over time.

Speaking of which, still looking for an idea for a small bonus to give to the tool at levels 5-6, don't want anything too fancy, just something small and nice to add utility I think. Any ideas?

EDIT

OK, Necessity has been re-written, Workman's Tool has been updated slightly (weapon damage entry and damage type choice is now there) and Advancements has been changed to come in line with the schematics mechanic.

If all that is OK, then I think we can move onto the business of designing the actual schematics!

tr1ger
2012-06-25, 11:41 AM
Good job! I like the feel. Designing schematics... that's the hard part. :smallfrown:

If you're up for it, start small, design the Universal Schematics. I can run ideas by you when I get a feel for it. I'm not a game designer, not by far :smallbiggrin:

Veklim
2012-06-25, 01:25 PM
Sounds good to me. Got a fair few ideas already so I'll cherry-pick a utility/combat support selection for your approval!:smallbiggrin:

Veklim
2012-06-26, 10:09 AM
OK, here we are at the crux of the matter...universal schematics, go!

I've only made a few, but see what you think, some of these might be better suited to new entries under the Alchemy skill rather than as 'Substance Schematics', but I wanna see what you think of this lot first so you can tell me if I'm on the right track!

First off, a note about weapon and armour schematics. All of these require that the base item be of masterwork quality, and therefore the resultant enhancements are meant to stack. Unless otherwise noted you can only ever have 1 schematic applied to any individual item, but some of the later schematics will be there to upgrade or modify an existent schematic effect. These will note as such, and only require half the normal amount of gold to apply to an item with the pre-requisite schematic already in place. All universal schematics have a Craft DC of 18 unless otherwise stated, the stuff in parentheses refers to what type of item it is, or any item type-specific enhancement, you can't rifle a longsword for instance! Gold piece requirements should be tripled to determine market prices.

Weapon Schematics:

Balanced Weapon (melee only):
Requires: 50gp in materials
A weapon with this upgrade gains a +1 to all damage rolls and rolls to confirm critical hits.

Rifled Barrel (firearm only):
Requires: 100gp in materials
A weapon with this upgrade gains a +1 to all damage rolls and +25% to it's base range increment.

Lightweight Materials (any):
Requires: 15gp/size category of weapon (so a tiny weapon costs 45gp, small costs 60gp, medium costs 75gp, etc)
A weapon with this upgrade weighs half as much as a normal weapon of it's type, and counts as one size category smaller whenever this would be beneficial. (Doesn't stack with the benefits of mithral).


Armour Schematics:

Toughened Materials (any):
Requires: 100gp for light armour, bucklers and light shields, 200gp for medium armour and heavy shields, 300gp for heavy armour and tower shields.
Armour or shields with this upgrade grant the user DR 1/- and gain +3 hardness, but weigh 50% more than normal for their type. (Doesn't stack with the benefits of adamantine).

Lightweight Materials (any):
Requires: 100gp for light armour, bucklers and light shields, 200gp for medium armour and heavy shields, 300gp for heavy armour and tower shields.
Armour or shields with this upgrade weigh half as much as normal for their type and have reduced armour check penalties by 2. (Doesn't stack with the benefits of mithral).


Device Schematics:

Pressurised Casing (splash and grenade-like items only):
Requires: 5gp, Craft DC (see text)
This schematic doubles the range and damage of the splash/radius effect of any substance inside it. This may be applied to any alchemical item or appropriate schematic substance by increasing the item's Craft DC by 5.

Flash Grenade (new item, splash weapon):
Requires: 10gp, Craft DC 25
This item functions identically to a thunderstone, except it causes blindness instead of deafness.

Lighter (item, equipment):
Requires: 5gp (1gp to refuel)
This is a diminutive item which makes a small flame as a swift action. It may be used 10 times before it needs refuelling (can be refuelled by anyone, not just an Inventor), but otherwise functions like a tindertwig.

Buzz Box (item, single use):
Requires: 10gp, Craft DC 15
This device makes a series of high-pitched buzzing and whistling noises for 3 rounds when activated, and can be heard up to 200ft away (Listen check, automatic success up to 50ft away, DC 10 up to 100ft away, DC 20 up to 200ft away). It is activated by a simple clockwork timer which may be set for any period of time between 1 round and 1 hour. Very useful for distractions!

Simple Lock Grinder (item, single use):
Requires: 30gp
The lock grinder is a tiny clockwork device which can bypass any lock with a DC 20 or less. This requires a move action to attach, and a standard action to function. Both the lock and the grinder are destroyed in this process.

Silencer (item, single use):
Requires: 15gp, Craft DC 15
This device is essentially just a small, closed tube which may be fitted over the end of any standard firearm as a move action. It reduces the sound of firing the weapon dramatically (Listen check, DC 20 up to 10ft away, DC 30 up to 30ft away, practically silent beyond 30ft). The silencer is utterly destroyed when used.

Chem-Gun (item, light weapon):
Requires: 100gp, Craft DC 25
This weapon may be loaded with a flask or vial of any gas or liquid. When fired (ranged attack, firearms proficiency) it produces a 30ft line of the substance rather than a radius effect. All other effects of the substance are unchanged.

Noob-Tube (item, one-handed weapon):
Requires: 150gp, Craft DC 25
This weapon may be loaded with any grenade-like or splash weapon/item. When fired (ranged attack, firearms proficiency) it launches the weapon/item up to 60ft away. You may use this weapon with a parabolic trajectory at half range (30ft) for indirect fire at a 5ft square as long as there is no overhead cover, allowing you to ignore cover between you and the square you are aiming for.


Substance Schematics:

Lubricant (substance):
Requires: 15gp, Craft DC 20
This substance may be used as a splash weapon (target square/creature and all adjacent squares), or may be applied to an item as a standard action which provokes attacks of opportunity (surface area no greater than 10ft squared). This substance remains for 3 rounds before dissipating beyond effectiveness in most combat situations. This functions just like the grease spell once applied.

Choking Gas (substance):
Requires: 30gp, Craft DC 25
This substance releases a noxious gas which Sickens any creature within the gas cloud for 1 round unless they pass a Fort save, DC 15.

tr1ger
2012-06-27, 09:22 AM
The crafting system is so complex... Do you think there is any way to work around that? The Inventor could craft these items without a craft DC maybe?

Noctivagent
2012-06-27, 11:17 AM
I also run an e6 steampunk campaign, for the "inventor" class(and many other steampunk classes) I use the Dragonmech books from Goodman Games.
http://www.dandwiki.com/wiki/DragonMech

Specifically, the Coglayer is perfect for inventors. They get Steam Powers that function as strange little devices that can be pieced together. A few steam power examples include: Amplifier, Animator, Automator, Billows, Discriminator, Light Generator, Nozzle, Pilot Light, Spark Generator, Scanner, Targeter, Voice Command.

Now the Coglayer can combine those together to create some pretty unique items. A Pilot Light combined with Billows makes a small flamethrower that does 1d4 fire damage, add a nozzle onto that and you can switch between cone fire and line fire, add a amplifier to it so the range increases and damage doubles to 2d4. Add 2 more amplifiers to make it go up to 4d4 damage. You could easily do something similar with a Spark Generator, creating a lightning gun.

I should note that for e6, it's been established that Coglayers have the ability to combine ONLY up to 6 steampowers per device. So in the above example, Pilot Light, Billows, Nozzle, and 3 Amplifiers is a full device. You can, however, offer a capstone feat that allows them to increase that number to 7 if you want.

More details on the coglayer, he has access to all steampower "blueprints", but has to craft them(except at first level), and can only have as many active as his level dictates(at level 1 its 2+Int, at level 6 its 7+int)
He can make as many devices as he pleases, but 1 day after he switches devices, the old one ceases to function due to lack of maintenance. He needs to maintain his steam powers(adding oil, tightening springs and screws, etc) for 1 hour every day.

There are some other really interesting classes like Clockwork Ranger(with steampunk spells), Constructor(variant wizard specialized in building constructs), Mech Jockey, Stalker(variant rogue mech saboteur), Steamborg, and some PRCs that wont mean much for e6.

Almost needless to say, I highly recommend the Dragonmech books.

Noctivagent
2012-06-27, 11:44 AM
Also, this may not be in the necessary format, but this is a steampunk PRC I made that is inspired by WH40k Tech-Priests. I didn't include pre-reqs because it was specifically for one of my players, but it could easily be made into an e6 core class. Mind you, it might not be exactly what you're looking for to replace the utility of a caster, but I figured I'd throw it in here anyway since I hadn't realized this is a Homebrew forum.

Tech-Smith
HD: d6
Base Fort Ref Will
Level Attack Save Save Save Special
1st +0 +2 +0 +0 Forbidden Tech, Master Churgeon
2nd +1 +3 +0 +0 The Flesh is Weak
3rd +1 +3 +1 +1 Forbidden Tech
4th +2 +4 +1 +1 The Flesh is Weak
5th +2 +4 +1 +1 Forbidden Tech
6th +3 +5 +2 +2 The Flesh is Weak
7th +3 +5 +2 +2 Forbidden Tech
8th +4 +6 +2 +2 The Flesh is Weak
9th +4 +6 +3 +3 Forbidden Tech
10th +5 +7 +3 +3 Mechanika Apotheosis, The Flesh is Weak


Master Churgeon: By studying the human form to improve upon it with technology, you know how to perform surgery and knit flesh with deft mastery. At 1st level, you gain a +5 to any heal checks involving surgery(bleeding wounds, dismemberment, etc.)

Forbidden Tech (Su): Your continuous self-experimentation in mechanika-grafting results in occasional improvements to your form. At 1st level and every two levels thereafter, you make a powerful discovery in your research and learn how to improve your body in a subtle, minor way. Choose one forbidden tech from those described below when you reach 1st, 3rd, 5th, 7th, and 9th level.


-Baleful Eyes: Augmetic replacement of both eyes and a neurally linked datavault and image-capture array that records information of people or scenes viewed. An intricate system of laser lights projected out of the pupil can produce holographic images in front of you for others to see images from your neural datavault. Your eyes protrude grotesquely from your head and move independently of each other. Under close inspection, your iris is visibly clockwork. You gain a +5 racial bonus on Search and Spot checks, and you can’t be flanked.

-Augur Arrays: These implanted devices duplicate the effects of sensor systems that go beyond normal human senses. You become preternaturally quick and alert to danger, able to sense radiation, electromagnetism, gases, and heat. You gain a +4 racial bonus on initiative checks and a +4 racial bonus on Reflex saving throws.

-Cranial Armor: This augmentation covers or replaces most of the skull with layers of steel and gel padding to better prevent concussion and other brain injuries. You gain immunity to damage from sonic energy.

-Volitor Implant: The subject has cranial surgery to work in neural receptors and artificial nerve routing, and can be compelled not to reveal certain items of information. You gain a +10 bonus on saves against mind-affecting spells and abilities

-Mechanithreading: Your fingertips are implanted with microscopic synthetic threads that act as sticky hairs. You gain a climb speed equal to your base land speed and a +10 bonus on Climb checks, and you can always choose to take 10 on Climb checks even if rushed or threatened.

-Bionic Heart and Respiratory System: Common bionic lungs and implanted respiratory systems mimic the action of human lungs and keep the body supplied with oxygen. You gain +10 fortitude against airborn toxins and gases. Your form becomes partially mechanical. You have a 25% chance to ignore the extra damage dealt by a critical hit or a sneak attack.

-Micro Immune System: Programmed synthetic cells are injected into your bloodsteam to combat parasites and diseases. You gain immunity to disease.

-Subskin Armor: Thin carapace plating is inserted under the skin in various locations, giving the user added protection against damage. You gain +2 damage reduction.

-Mechanikal Locomotion: Common locomotion bionics are integrated into the spine and nervous system to function properly; you will not suffer any loss of function over the human norm. You gain a +10 bonus to jump.

-Mechanikal Arms: These systems mirror the function of the human arm and hand exactly, retaining strength, dexterity, and sense of touch. You gain a +10 bonus on Dexterity checks requiring delicate manipulation (such as Sleight of Hand) and add a +10 bonus to Strength checks using the arm.

-Calculus Cortex Relay: Internal cerebral relay implants which aid in data retention and processing. The user can rapidly sift through books and parchments, applying intuition to vast reams of data far beyond the capabilities of a normal man. This implant grants the user a +10 bonus to any Knowledge check.

-Utility Tendril: This 3 foot long limb houses a variety of tools and attachments designed to assist a tech-smith in the course of his experiments. The tendril counts as a multi-tool, granting a +10 bonus to all craft mechanika checks. The limb also houses six injector pistons, each of which may be filled with one dose of any stimulant. These must be supplied separately. In addition to this, the limb contains a cutting blade. This counts as a dagger with the keen property.

The Flesh Is Weak: As a Tech-Smith, you understand the way machinery works inside and out. You also understand how humans work, and that the human form is imperfect. You start to develop an attachment to machinery that supercedes your social behavior among humans. You may now communicate with machinery, but there is a chance that you become less human. The whirs, clicks, and hisses of steamworks and clockworks alike speak to you in a supernatural form. You may ask the machinery 1 question for every 2 Tech-Smith levels you have. At 10th level, the machinery does not have a limit to the amount of questions you may ask, and it is under your command so long as it is operational. As you become more and more aligned with machines, you risk losing your own identity. Starting at 2nd level, the techsmith must make a charisma check every morning. Failure indicates that you lose your identity for the day. Malfunctioning in normal speech patterns, repeating words, inability to understand human emotion, and friendship being evaluated only in terms of immediate utility.

Mechanika Apotheosis: At 10th level, you undergo transformation into a machine. Your type changes to construct, granting the following traits:
-No Constitution Score
-Low-light Vision
-Darkvision 60 feet.
-Immunity to all mind-affecting effects
-Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
-Cannot heal damage on your own, but can be repaired through use of the Craft Construct feat.
-Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
-Immunity to any effect that requires a Fortitude save
-Immediately destroyed when reduced to 0 vitality
-Cannot be raised or resurrected
-Gain 20 bonus hit points

Veklim
2012-06-27, 02:07 PM
The crafting system is so complex... Do you think there is any way to work around that? The Inventor could craft these items without a craft DC maybe?

Simplification will be easy enough. Already talked about maintainence points for max devices and such, and made the lubricant as a universal schematic for good reason. Craft DCs can be removed once I have an idea on the level of power we want at each tier of schematics. Not all of what I presented is even getting used I'm sure, some of it will end up in a list of new Alchemy items and a couple will need to be higher level stuff. This list of schematics is simply for ideas, balanced roughly by DC and cost.

It's a commission piece for you, so I need guidance at development stages first. It'll get a re-write before the schematics are done, I just need your opinions on the ideas so I know where to go...or you could just use the book suggested...up to you! Either way, I have a fair few ideas on how to progress, will probably continue this in development either way now so don't feel like you have to stick with this if you got something better!

tr1ger
2012-06-30, 06:51 AM
Sorry I couldn't reply faster.

I like the design so far but would like to stress the importance of streamlined gameplay (streamlined, but not 4E). The class should be designed so that the player doesn't require a great amount of knowledge to play it. Crafting is ok if included (great as a guideline) but I would like the Inventor to be able to build gadgets without it.

Firstly, let's try to categorize the gadgets the same as specializations: pharmacy, chemistry, and engineering. This would give the player some time for experimentation and familiarization with different fields. He can then easily decide on one at second level. So weapon, armmor, and most of device schematics would fall into the engineering field. Lubricant would fall in chemistry and Choking gas in pharmacy or chemistry, maybe both?

My suggestions for Chemistry: explosive clay (2d6 fire/piercing for every two levels, 10 ft. radius), smoke bomb (http://www.d20pfsrd.com/magic/all-spells/o/obscuring-mist), flame thrower (http://www.d20pfsrd.com/magic/all-spells/b/burning-hands), Flashbang (http://www.d20pfsrd.com/magic/all-spells/f/flare-burst), Acid (http://www.d20pfsrd.com/magic/all-spells/a/acid-arrow) (if tool deals acid damage), Adhesive (http://www.d20pfsrd.com/magic/all-spells/w/web), Coolant (http://www.d20pfsrd.com/magic/all-spells/f/frigid-touch) (if tool deals cold damage), Sonic grenade (http://www.d20pfsrd.com/magic/all-spells/s/shatter), Bomb (http://www.d20pfsrd.com/magic/all-spells/e/explosive-runes), etc.

Pharmacy: Nootropic (http://www.d20pfsrd.com/magic/all-spells/a/anticipate-peril), Memory block (http://www.d20pfsrd.com/magic/all-spells/m/memory-lapse), Tranquilizer (http://www.d20pfsrd.com/magic/all-spells/s/sleep), Painkiller (http://www.d20pfsrd.com/magic/all-spells/d/delay-pain), Hypnotizing gas (http://www.d20pfsrd.com/magic/all-spells/h/hypnotism), Sedative spray (http://www.d20pfsrd.com/magic/all-spells/c/color-spray), Panic gas (http://www.d20pfsrd.com/magic/all-spells/c/cause-fear), strength tonic, dexterity tonic, wisdom tonic, hallucinogenic drug, etc.

Engineering: Alarm sensor (http://www.d20pfsrd.com/magic/all-spells/a/alarm), Hydraulic push (http://www.d20pfsrd.com/magic/all-spells/h/hydraulic-push), shock (http://www.d20pfsrd.com/magic/all-spells/s/shocking-grasp), Ventrilloquist's toy (http://www.d20pfsrd.com/magic/all-spells/v/ventriloquism), Spring boots (http://www.d20pfsrd.com/magic/all-spells/j/jump), Voice changer (http://www.d20pfsrd.com/magic/all-spells/v/vocal-alteration), Kevlar (http://www.d20pfsrd.com/magic/all-spells/b/bullet-shield), Reloading mechanism (http://www.d20pfsrd.com/magic/all-spells/r/reloading-hands), Shrapnel blast (http://www.d20pfsrd.com/magic/all-spells/s/stone-call), tracking device, Defensive shock (http://www.d20pfsrd.com/magic/all-spells/d/defensive-shock), grapple gun (like batman's), nightvision googles, spider climb?, etc.

The links to pathfinder rules are just to save time in the designing process. The gadgets should have no magical properties. Many of the linked powers should be redone into ranged, or close, vs. AC instead touch, and so on.

What do you think?

Destro_Yersul
2012-06-30, 07:00 AM
It's pathfinder, right? What about the Alchemist? Or is that too 'magic-y' for you?

tr1ger
2012-06-30, 09:53 AM
It's pathfinder, right? What about the Alchemist? Or is that too 'magic-y' for you?

Regrettably the Alchemist is a magic user. Besides, I like where this class is going. It does have a 19th century scientist feel coupled with a slightly heightened reality that just screams comic book hero/villain. One could build a Scarecrow-like inventor that uses panic gas. That alone is awesome! :smallcool:

Veklim
2012-06-30, 09:59 AM
Sorry I couldn't reply faster. No worries, we all got real life to content with too!

I like the design so far but would like to stress the importance of streamlined gameplay (streamlined, but not 4E). The class should be designed so that the player doesn't require a great amount of knowledge to play it. Crafting is ok if included (great as a guideline) but I would like the Inventor to be able to build gadgets without it. What I produced above was to get a feel for what you wanted, as before, nothing is set in stone yet, not even the mechanics. I put the DCs for crafting in there at this stage because I wanted to show roughly what level the things I presented were at, some things being far more potent and complex than others!

Firstly, let's try to categorize the gadgets the same as specializations: pharmacy, chemistry, and engineering. This would give the player some time for experimentation and familiarization with different fields. He can then easily decide on one at second level. So weapon, armmor, and most of device schematics would fall into the engineering field. Lubricant would fall in chemistry and Choking gas in pharmacy or chemistry, maybe both? That was going to be my next step, wanted to see what you liked from the mock-list I put up first though.

Chemistry:
explosive clay (2d6 fire/piercing for every two levels, 10 ft. radius) sounds like a 1st tier effect, nice and easy
smoke bomb again, 1st tier, like a mini Obscuring Mist effect
flame thrower either 2nd or 3rd tier methinks, depending on how snacky I make it, might have a 1st tier version as well and make it one of the scaling schematics actually...
Flashbang 1st tier, the logical progression from thunderstones and my flash grenade, simple enough
Acid (if tool deals acid damage) 1st tier, probably ignore the tool damage honestly, but leave the option open of upgrading your tool damage by one die size by using this formula.
Adhesive should really be in universal I think.
Coolant (if tool deals cold damage) 2nd tier, again ignoring tool damage, nice idea but needlessly restrictive, this would give a slowing effect as well as cold damage I reckon.
Sonic grenade this is another one I'd like to scale through all 3 tiers, starting with 1st tier, sonic damage + one round of deafened, 2nd tier, sonic damage + one round of dazed, 3rd tier, sonic damage + one round of stunned.
Bomb

Pharmacy:
Nootropic Again, pretty easy to implement, sounds good as 1st tier
Memory block At least a 2nd tier effect here, but still pretty easy to implement.
Tranquillizer Single target sleep, 1st tier, then up it to a small area at 2nd tier and finally increase DC at 3rd tier
Painkiller Can do, probably the other scaling one in this list, start with small amount of HP regain at 1st tier, give slightly more HP and a small bonus to Fort saves at 2nd tier, then finally reasonable HP regain and perhaps give a bonus save against ongoing poison/disease/effect at 3rd tier?
Hypnotizing gas Interesting, make people more malleable in social interactions I guess...will think some more on this one. Might merge this with my 'Truth Serum' idea. Probably 2nd-3rd tier.
Sedative spray Covered by scaling tranquillizer I think.
Panic gas Nice...got it I think, maybe 2nd tier..?
strength tonic 2nd tier, just like the spells I guess...
dexterity tonic ...ditto...
wisdom tonic ...once more, with feeling!
hallucinogenic drug Some sort of confusion effect I guess, will look into this.

Engineering:
Alarm sensor Nice and simple, tier 1 gadget.
Hydraulic push Water cannon....nice. Tier 1 to begin with, maybe with extra charges at higher tiers.
shock Tier 1 gadget, extra charges at higher tiers
Ventrilloquist's toy upgrade of my Boombox idea, transmits/amplifies voices instead of just making noise, tier 1 or 2, depending on how much you want it to do
Spring boots tier 2 device, no charge limit (purely mechanical) for a +5 to jump checks and +5ft speed perhaps..?
Voice changer Tier 2 device, complex, but highly useful in some situations
Kevlar Tier 3 armour upgrade, piercing/slashing resistance and DR 2/- maybe?
Reloading mechanism Tier 1, simple device, speeds up firearm reload speeds by one action type (stacks with rapid reload)
Shrapnel blast Tier 2 grenade, easy enough to implement
tracking device ooooooh! Tier 3 device, highly complex, limited range but certainly do-able
Defensive shock tier 3 armour upgrade.
grapple gun (like batman's) tier 2 gadget, nice thought on the batman front btw...
nightvision googles tier 1 for low light vision, tier 3 for darkvision, limited range/duration
spider climb? Already got climbers kits, adhesives and random gadgets, this should be simple enough for tier 1-2 somewhere

What do you think?Comments in bold! :smallbiggrin:


It's pathfinder, right? What about the Alchemist? Or is that too 'magic-y' for you?
Aye, the brief was 'No magic at all, ever not even a cantrip, or else!'....paraphrased slightly of course! :smalltongue:

Shall get cracking on that lot when I get some free time, likely tomorrow afternoon some time! :smallwink:

tr1ger
2012-06-30, 10:27 AM
Comments in bold! :smallbiggrin:

I actually agree with everything (in bold), glad we're on the same page. :smallsmile:

Veklim
2012-06-30, 12:27 PM
Excellent, shall balance, fluff and transcribe the stuff from your suggestions, put in the decent ones from my shortlist and sort into universal, chemist, engineer and pharmacist, with tiers noted. Then we can discuss further! :smalltongue:

Kydell
2012-06-30, 08:46 PM
If you're looking for simplicity, maybe you ought to make an alchemist archetype, switching out the things your Steampunk Inventor might not use, or what might be inappropriate for your campaign. Allow them to take the goblin specific 'Rocket Bomb' Discovery, give them a more mechanical homunculus familiar option rather than the tumor familiar. Also, switching out mutagens and extracts for crafting bonuses, free craft feats, specialized modifications for weapons, or a supernatural ability to create things on the spot. Just a thought. The **** you guys have come up with is badass already.

Veklim
2012-07-03, 09:56 AM
OK, new list for the universal schematics, using your suggestions and returning the simplest of my first drafts. Also, the class has been updated slightly, simplifying the schematic mechanic to a set number you may have at any one time, added the maintenance clause into the same mechanic for ease of use, and put in a universal DC for all schematics (tiers 0-3) to simplify further without too many numbers. Also have an idea for a 'generalist' ACF, a few feats and perhaps another partial field of expertise (icky stuff to incorporate undead/constructs a-la Dr. Frankenstein's monster using mundane rulings). Will post as and when the time emerges. For now, here's the universals, just what I've done so far anyhow. This is not a comprehensive list, but it's close now I hope...:smallamused:

Universal Schematics
Engineering Basics:

Balanced Weapon (gadget, melee weapon):
A weapon with this upgrade gains a +1 to all damage rolls and rolls to confirm critical hits.

Rifled Barrel (gadget, firearm):
A weapon with this upgrade gains a +1 to all damage rolls and +25% to it's base range increment.

Lightweight Materials I (gadget, weapon, armour or shield):
A weapon with this upgrade weighs half as much as a normal weapon of it's type, and counts as one size category smaller whenever this would be beneficial.
Armour or shields with this upgrade weigh half as much as normal for their type and have reduced armour check penalties by 2.
(None of these benefits stack with the benefits of mithral).

Toughened Materials I (gadget, weapon, armour or shield):
A weapon with this upgrade weighs 50% more than normal for it's type, but gains +2 hardness, and counts as one size category larger whenever this would be beneficial.
Armour or shields with this upgrade grant the user DR 1/- and gain +3 hardness, but weigh 50% more than normal for their type.
(None of these benefits stack with the benefits of adamantine).

Buzz Box (device, single use):
This device makes a series of high-pitched buzzing and whistling noises for 3 rounds when activated, and can be heard up to 200ft away (Listen check, automatic success up to 50ft away, DC 10 up to 100ft away, DC 20 up to 200ft away). It is activated by a simple clockwork timer which may be set for any period of time between 1 round and 1 hour. Very useful for distractions!

Simple Lock Grinder (device, single use):
The lock grinder is a tiny clockwork device which can bypass any lock with a DC 20 or less. This requires a move action to attach, and a standard action to function. Both the lock and the grinder are destroyed in this process.



Chemistry Basics:

Adhesive (device, single use, alchemical substance):
----to be done----

Flash Grenade (device, single use):
This item functions identically to a thunderstone, except it causes blindness instead of deafness.

Lighter (device, limited charges):
This is a diminutive item which makes a small flame as a swift action. It may be used 10 times before it needs refuelling (can be refuelled by anyone, not just an Inventor), but otherwise functions like a tindertwig.

Silent Rounds (multiple devices, single use):
This schematic produces 3 'silent bullets' using a strange chemical formula in the powder. These bullets fit most types of firearm and reduce the sound of firing dramatically (Listen check, DC 20 up to 10ft away, DC 30 up to 30ft away, practically silent beyond 30ft). Each round is destroyed upon use.

Pressurised Casing (device, single use, flask or phial upgrade):
This schematic uses a reaction of mildly explosive gases between layers of glass when it breaks. This doubles the range and damage of the splash or radius effect of any substance inside it. This may be applied to any appropriate alchemical item. It may also be applied to appropriate schematics, in which case it counts as part of that schematic for the purposes of determining maintenance limits.



Biology Basics:

Bio-Grease (device, single use, alchemical substance):
Essentially, this is a selectively bred bacteria which exhibits remarkably slippery tendencies en-mass, but only for a short time after contact with air or water. This substance may be used as a splash weapon (target square/creature and all adjacent squares), or may be applied to an item as a standard action which provokes attacks of opportunity (surface area no greater than 10ft squared). This substance remains for 3 rounds in air or water before drying out or diluting beyond effectiveness in most combat situations. This functions just like the grease spell once applied.

Stimulant Jab (multiple devices, single use, alchemical substance):
This schematic produces 3 doses of an injection much like an adrenaline shot, instantly stabilising one dying character, and granting one round of fast healing 1. You must touch the character you wish to revive.

Daze-Darts (multiple devices, single use):
This schematic produces 2 dart syringes which are designed to be thrown (20ft range, 1D3 damage, x2 critical). If it hits the target it becomes dazed for one round. Each dart is destroyed once used, whether it hit or not.

Choking Gas Grenade (device, single use):
When thrown, this grenade expels a thick, foul smelling gas in a 10ft radius around the point of impact, sickening anything within. All creatures in the area must make a fortitude save or be sickened for one round. Even if they pass this save, they take half the normal penalty for being sickened (-1 instead of -2). This device is destroyed upon impact.

----Got a couple more to put in here when I get more time!----

Mangles
2012-07-04, 04:45 AM
You know what was surprisingly fun/steampunk. The Dragon Lance campaign gnomish inventions. They have a full set of rules for creating them and take a DC check to keep them working otherwise have a variety of fun effects. They are also useless in direct combat, meaning lots of kiting and range manuevers are used to keep them at safe distance. Makes them great for battlefield control and not so over powered in direct battle.

I had a gnome running around in a mechanical walker, with tree chop and ground digging attachments. Two little mechanical helpers to make it all work. In the end I intended to use the walker to literally catapult me into battle after I was done with it so it would be safe while my guy engaged in melee.

tr1ger
2012-07-04, 06:05 AM
You know what was surprisingly fun/steampunk. The Dragon Lance campaign gnomish inventions. They have a full set of rules for creating them and take a DC check to keep them working otherwise have a variety of fun effects.

Thanks. I'll look into it.

Veklim
2012-07-04, 09:45 AM
Just had a rather interesting thought.

Once the basic ideas we have for the Tiers 1-3 abilities have been written up (working on it, will try and bulk post the lot so we can talk balance and control), we should think about other options for the mad scientist and gothic inventor archetypes we can think of, and create a shortlist of schematic options for each one. Then we make these options as feats which expand a particular theme (Dr. Frankenstein), or allow for mundane item creation crossovers for arms & armour, brew potion & wondrous.

This way, we don't need to bog down the basic class with 150 schematics, we just focus on the ones which fit most simply in engineering, chemistry and pharmacy.

Also added a paragraph to Expert in the Field explaining how other characters can maintain weapons, etc which have been made for them.

tr1ger
2012-07-04, 09:59 AM
This was something I always intended to do with the class once it was done, but it needs to be balanced first. Man, this class is becoming a truly unique badass. :smallbiggrin:

Kydell
2012-07-04, 09:58 PM
You've inspired me.

I am creating a steampunk inventor for my personal PF campaigns. I thought I'd put my ideas for inventions on this thread. So far this is what I've got:

Gadgets
Crank - Holds rope. Can lift loads and auto-retract/lengthen.
Air Tank - Underwater Breathing.
Camera - Remote Viewing.
Vehicles
Bicycle
Wheeled-Chair
Automobile
Glider
Flyer
Climber
Boat
Submarine
Constructs
Walker - Uses legs to navigate, may use stairs or ladders.
Roller - Uses wheels or tracks to move quickly or steadily over flat surfaces.
Hoverer - Uses propellers, lighter-than-air gases, downward thrust to achieve minimal flight.
Adherer - Uses small sticky feet to move on walls and ceilings.
Weapons
Boom Stick - Does elemental damage with added effect/range.
Electric - line effect, 1d12
Fire - cone effect, 2d6
Cold - 2x2 adjacent square, 3d4
Acid - one square w/in 20 ft, 1d8 @ 2 rounds.
Sonic - all 8 squares contiguous with your own, 2d4
Armor
Light Armor
Squirrel Suit - Leather armor with wings, reduces fall damage, may move horizontally while falling.
Medium Armor
Shifting Armor - Constantly moving small plates all across armor surface, penalty to enemies confirming a critical hit.
Layered Plate Armor
Upgrades
Armor
Mount - Mount an item or weapon with remote use, increases armor check penalty, decreases max dexterity bonus.
Magnetic Deflectors - Specially placed rare earth magnets gives percentage miss chance.
Retardant - Fabric layer, must be prepared ahead of time, gives Acid, Fire, Cold or Electrical resistance 5.
Weapon
Multi-Lens Scope (Range)
Pressurized(Dmg)
Modified Construction (Capacity)
Rifled Barrel (Accuracy)
Lightweight Composition (Quick ****)
Spring Crank (Increased Threat Range) *preparation needed
Misc.
Spring Loaded - May draw item as a free action, needs preparation.

Constructs would use a simplified construction system as the droids in Star Wars Saga Edition, with several options for locomotion, attack, defense, and utility. Each adding to the DC of construction. These options would be able to be used by the Artisan Alchemist Archetype I'm developing. Tell me what you think.

Edit: I'm thinking this might actually work as a non-magical Summoner Archetype that "summons" contraptions as the eidolon class feature, points and all. Take away spells and add skills/proficiency with anything crafted/the ability to craft more than one thing.

Veklim
2012-07-05, 02:07 PM
Here's what's currently on the list, with a brief synopsis of my understanding for each schematic and relevant mechanics (rough guide only, balances pending). Mid-process writing them out so let me know if there's anything which looks wrong to you, or any additions you may want make, then you can do so before I chuck out the long crunchy versions!

PHARMACY

TIER 1
Needle Gun. (May be loaded with any single-dose injection )
Nootropic. (Initiative boost)
Tranquilliser Shot. (Touch attack, Fortitude save or sleep for 1D4 rounds)
Painkiller, Mild. (Injected subject gains fast healing 2 for rounds equal to your Int modifier)
Hallucinogen, Weak. (Injected target is dazed for 1 round/level on a failed save)
Bio-Corrosive. (Acid, 2D4 + 1/level, ignores hardness, single target)
Antibiotics. (+4 to next save vs. disease for next 24 hours)
Microscope. (...exactly like it sounds)

TIER 2
Painkiller, Moderate. (Injected subject gains fast healing 4 for rounds equal to your Int modifier)
Memory Block. (Completely wipes memory of previous minute on failed Will save)
Truth Serum. (Subject must make a Will save every time they are untruthful, tell truth instead if they fail, duration 1D4 minutes)
Mind Tonics. (Fox's Cunning, Owl's Wisdom & Eagles Splendour potions, CL = Class level)
Body Tonics. (Bull's Stength, Cat's Grace & Bear's Endurance potions, CL = Class level)
Panic Gas. (Creature with equal or fewer HD than your class level becomes frightened if fail Will save, on success are shaken instead)

TIER 3
Tranquilliser Gas. (20ft radius, Fortitude save or sleep for 2D4 rounds)
Painkiller, Strong. (Injected subject gains fast healing 6 for rounds equal to your Int modifier)
Hallucinogen, Powerful. (Cloud or Injection, Targets within 10ft radius cloud frenzy or flee for 3 rounds, Injected target becomes catatonic for 1 hour on failed Will save, stunned for 1 round/2 levels if save successful)
Hypnosis Gas. (Targets within cloud take -10 spot, listen, sense motive, failed saves allow a single suggestion to be made)
Needle Driver. (Self-administering armour upgrade)


CHEMISTRY

TIER 1
Explosive Putty. (10ft radius OR 15ft cone, 1D4/level fire and piercing damage, reflex for half)
Smoke Grenade. (Works like obscurring mist spell)
Flashbang. (Effects of both Thunderstone and Flashbang, separate saves for each effect)
Coolant. (10ft burst, 1D6 + 1/level cold damage, targets make Fortitude save or have -10ft base speed for 1 round)
Sonic Crystal, Small. (Sonic, 1D4, deafened on failed fortitude save for 1 round, 10ft radius)
Pyrogas. (10ft burst, 1D6 + 1/level fire damage, targets make Reflex save or be on fire dealing half damage on next turn)
Microscope. (see similar entry in Pharmacy, Tier 1)
Sticky Grenade. (makes any grenade, flask or vial highly adhesive when it strikes. Struck target gets no save against the effects of the item, counts as a separate schematic for maintenance purposes)

TIER 2
Pyrogas/Coolant Thrower. (When loaded with either Pyrogas or Coolant, becomes 2D6 + 1/level damage in 30ft line, Reflex half)
Asphyxiation Gas. (Removes all oxygen within cloud, 10ft radius, puts out/negates fire, creatures (even aquatic ones!) behave as if drowning)
Catalytic Crystals. (When added to any schematic with a save (move action), increases the DC of that effect by 4 for the next use only)
Glitterdust Grenade. (As per the spell, but in grenade form)
Sonic Crystal, Medium. (Sonic, 2D4 + 1/2 levels, deafened and dazed on failed fortitude save for 2 rounds, 10ft radius)

TIER 3
Pyrogas/Coolant Cannon. (When loaded with either Pyrogas or Coolant, becomes 1D6/level in either 20ft burst, 100ft range OR 50ft long, 10ft wide line)
Miasmic Defense. (Armour upgrade which deploys alchemical or schematic substances when hit)
Sonic Crystal, Large. (Sonic, 3D4 + 1/level, stunned on failed fortitude save and deafened regardless for 3 rounds, 10ft radius)
Goo Grenade. (Single target, on a failed Reflex save they are pinned helpless, on a successful save they are entangled, either effect lasts Int mod rounds)


ENGINEERING

TIER 1
Steam Engine, Simple. (Covers simple steam devices like winches, pumps, and drills)
Water Cannon. (Deals 1D4/level subdual damage in 10ft line, Reflex save to avoid being knocked prone)
Shock Box. (Electricity, 1D6 + 1/level, 20ft line)
Ventrilloquist's Toy. (Pre-made Sounds)
Reloading Mechanism. (Allows reloading of firearms 1 action-type faster, stacks with rapid reload)
Low Light Goggles. (+5 Spot checks, grants Low Light Vision 120ft, 10 minutes/day)
Target Scope. (You only take a cumulative -2 penalty for every 2 range increments)

TIER 2
Steam Engine, Standard. (Covers more complex devices like locomotives and steam-powered seige weaponry, takes much longer to produce than other schematics, i.e. hours or days)
Ventrilloquist's Tool. (Recorded/Transmitted Voice)
Spring Boots. (+5 Jump & Tumble, +5ft base speed)
Shrapnel Blast. (Piercing, Slashing and Bludgeoning damage, 1D4/level, 10ft radius)
Chain Claw. (40ft max range, holds 250lbs + 50lbs/level, winch in/out at 20ft as move action)
Shock Glove. (As shocking grasp spell, except target must succeed a fortitude save or be paralysed for Int mod rounds)

TIER 3
Steam Engine, Superb. (Covers highly intricate and complex steam-powered creations like simple robots, rudimentary steam-computers and other high steam-tech objects, should take weeks if not months or even years to produce)
Ventrilloquist's Triumph. (Device may move and commit 2-way communications)
Kevlar. (DR 2/- and Slashing/Piercing resistance 5 armour upgrade)
Night Vision Goggles. (+10 Spot checks, Darkvision 120ft, 10 minutes/day)
Tracking Device. (Pistol gadget, ranged touch attack (10ft increment) to hit, tiny sticky projectiles (DC 30 to notice) detectable by tracker up to 10 miles away)
Shock Gun. (Electricity, 1D6/level to single target (ranged touch), all other creatures within 20ft get reflex save or take half damage, creatures in metal armour incur -4 penalty on save)

Veklim
2012-07-05, 02:30 PM
Kydell, nice list of ideas, I have a feeling we may wish to hijack more than a few for the 'specialisation' feat schematics lists :smallbiggrin:
Probably 3 schematics per feat, one of each tier. Then maybe feat chains for larger lists of related stuff so you start with basic weapons and armour, then go into a weapon list and an armour list, an elemental damage/defence upgrade list, etc...

What you think of the stuff I've posted above btw? The more feedback the better! :smallwink:

Kydell
2012-07-05, 03:11 PM
Your ideas are pretty good. I really like the idea of the specialized tool, and the branch specialization. You ought to add functionality to their tool, specific to their chosen branch every few levels.
I think I'm going to use the ideas from the coglayer in the dragonmech books that was posted earlier, mixed with the summoner giving the maximum amount of creativity.

To create a mechanical item, you would choose from several varied parts to create something with a unique ability, for example:
Steam engine + two wheel appendages + seat = motorcycle
Steam engine + two legs + two arms + controls + seat = mech
Armor base model + steam engine = powered armor
Melee weapon base model + ranged weapon base model = gunsword
Ranged weapon base model + adhesive = wall turret

Each piece is worth a certain amount of steam points, and you start play with a number of machines made of parts allotted by your steam point pool. What you can make is dependent on your parts, your pool and your imagination. I feel you could make anything on my above list, as well as add singular parts to items as upgrades.

tr1ger
2012-07-05, 03:33 PM
A fine job indeed.

Maybe a higher level adhesive grenade that glues (helpless) anyone in place or impairs movement (entangled)?

I would also like a rifle scope, +10ft. range maybe? :smallbiggrin:

Veklim
2012-07-05, 05:50 PM
Right then, microscope and target scope are both in, spider suit (+10 Climb, grants a climb speed of 20ft) is out, it's going into the feat for crafting armour upgrades, along with the gliding suit, reactive armour upgrade, power armour and stealth armour.

Craft weapon feat is going to contain a melee list and a firearm list. All enhancements and new weapons count as magic +1 for purposes of DR.
Melee list:
Vibro-blade slashing melee upgrade (bleeding critical bonus effect)
Steam-sledge bludgeoning melee upgrade (attack and defence penalty critical bonus effect)
Piston-striker piercing melee upgrade (movement/action penalty critical bonus effect)
Ranged list:
Alchemical bullets ammo upgrade (list of schematics which may be applied to ammunition for specific effects, may be fired from any gun)
Revolver (pistol upgrade which speaks for itself and should DEFINITELY be an enchantment-equivalent weapon, especially with alchemical ammo)
Power Rifle (my personal favourite *maniacal laughter*...ahem. Prodigious damage, long range, very long reloading time, takes one round to aim and secure, a second round to actually fire. Begs to have a scope put on it, Deepwood Sniper and Cragtop Archer, eat your hearts out. Each bullet costs an extra maintenance point, so for even one shot you need 2 maintenance points):smallamused:

Sorry, kinda sounding out ideas as I type now. Will get some full crunch done for the schematics over the next few days, trying to block post by Tier. Will put them directly into the class post to reduce the number of windows I need open at once! :smalltongue:

Thinking of revising the device/gadget definition too, may make a substance entry to go with them, and stick to universal mechanics for each of the 3 types. Present as a paragraph on it's own explaining mechanical minutiae once, then applying to all in the category. Means a re-write to a few universals but that needs doing anyhow, and then the mechanics will be expansive but unified, and hopefully fill the void left by magic...kinda!

EDIT:


Your ideas are pretty good. I really like the idea of the specialized tool, and the branch specialization. You ought to add functionality to their tool, specific to their chosen branch every few levels.


That's the plan with the abilities on The Workman's Tool, but that's been left as it is for now because the schematics need to be finished to a certain degree before I can be sure what's appropriate both mechanically and thematically with the rest of the class and more specifically the Tool. Originally the draft had an element of the above which was removed when the corresponding mechanic was removed, but the revisions and new mechanics need to take precedence, hence my blithering on about them so much just now! :smallbiggrin:

Kydell
2012-07-06, 02:54 PM
This is a list of base parts I've come up with. Split into form, function and locomotion, these parts can be combined to create quasi-magical gadgets.

Tier 1
Form
Melee Weapon (simple, martial)
Ranged Weapon (simple, martial)
Backpack
Belt/Bandolier
Glove(s)
Boots
Equipment
Mask
Function
Adhesive
Lens
Resonator
Pneumatic Arm
Crank
Pulley
Trigger
Nozzle
Seat
Canister
Spring
Speaker
Microphone
Inflatable Bladder
Light Generator (Chemical, Electrical)
Charcoal Filter
Magneto Rotor
Locomotion
Wheels/Tracks – 2
Tier 2
Form
Melee Weapon (Exotic)
Ranged Weapon (Exotic)
Shield (light, medium)
Cart
Chest
Function
Air Foil/Fin
Steam Engine
Pump
Water-Proofing
Card Puncher
Radio Transmitter/Receiver
Vacuum Tube
Electrode
Supercooler
Locomotion
Legs – 2
Arms – 2
Propeller
Tier 3
Form
Fuselage – Medium Size
Function
Alchemical Engine
Locomotion
Rocket Propulsion

I have been making this list for a bit, and decided to post what I had. Possibly to give ideas for your class.

Veklim
2012-07-06, 03:42 PM
Thanks, plenty of inspiration to be running with actually...

Have plans to make a bunch of triggers and assemblies for a trapsmithing feat which gives them trapfinding too, so that's on the way. I think what's needed is a set of simple unifying mechanics, getting close now, may present schematics in a spell-like format though, would possibly make things clearer... Gonna have to present the finished article in a new post methinks!

Veklim
2012-07-08, 12:25 PM
Pharmacy Tier 1 schematics are up, in the new spell-like format, which should make things run smoother. The universals are going to get a rewrite and re-edit before I go too much further.

Also added small amount of text to Necessity for the introduction of tonics and jabs (to go with gadgets and devices) for the purposes of defining schematic types. Each will have a brief section describing universal rules for the use of each schematic type, and many of the gadgets and devices will be used to improve and alter the tonics, jabs and other alchemical substances presented.

Believe it or not, I'm actually steaming through this, it's a lot of work basically creating a whole series of 'non-magic spells' from scratch, not sure if I'd have pursued this route had I realised how much there would be to do! :smallwink:

Universals will be updated next, along with the other tier 1 schematics. expect by mid-week! In the meantime, have a look through the Pharmacy lot presented and lemme know if I'm still on the right track!

tr1ger
2012-07-08, 12:45 PM
So far so good :smallcool:

Veklim
2012-07-10, 08:07 AM
Universals are up, changed the name of the class to Steam-Tech Adept, seemed more fitting and sounds much better :smallbiggrin:

Also added the weapon-specific enhancements to the Substance Abuse class feature and made them count as special materials bonuses to allow limited stacking with later schematic effects from the feats being planned.

Couple of minor wording issues resolved, work continues! :smalltongue:

tr1ger
2012-07-10, 08:54 AM
At the risk of sounding like a broken record... Good job :smallbiggrin:

Who knew that making a E6 class would be so much work? I sure didn't. :smallamused:

Veklim
2012-07-10, 11:08 AM
I imagine they're a lot easier when you're not writing a whole 'spell list' from scratch to go with them! :smallwink:

Kydell
2012-07-10, 08:11 PM
I'll be posting my summoner archetype as its own thread within the next couple of days. Check it out.

Veklim
2012-07-11, 11:38 AM
EDIT UPDATE
Tier 1 & 2 both up, presentation edit done, Tool abilities progressed somewhat.

Pending: Tier 3, possible picture (suggestions/links would be sweet), some fluff, level 5-6 Tool benefit.


I'll be posting my summoner archetype as its own thread within the next couple of days. Check it out.

Aye, that I shall! :smallbiggrin:

Veklim
2012-07-12, 10:32 AM
Right, that's all 3 tiers up, very VERY nearly 50000 characters of post now, so can't add much of anything more in one post, although the last Tool ability still isn't there, because I'm running out of brain... Shall probably re-post separately with 2nd post reserved for Schematics lists, then can make you fluff and try to find a picture (except I've never put a picture on anything before...)

Did you wanna write fluff for it or shall I, or shall we not bother and say we did, or shall I stop typing...? Yes. I shall stop typing now. :smallsigh:

Veklim
2012-07-30, 03:22 PM
Ok, let's start putting down these feats then...go my trusty smartphone of pseudo-functionality!! This is a post in progress so bear with me!

Craft Steam-Tech Weaponry
Requirements: Steam-Tech Adept level 3+, Craft (Weaponsmith) 6 ranks
Benefits: You may craft power weapons, which count as magical for the purposes of defeating damage reduction, and each one deals force damage on a successful hit equal to it's total bonus (Power weapons count as a +1 weapon).
Power Weapons
Vibro-blade. This may be applied to any slashing melee weapon.
Steam-striker. This may be applied to any bludgeoning melee weapon.
Piston-penetrator. This may be applied to any piercing melee weapon.
Accelerator Coil. This may be applied to any firearm weapon.
The cost for making any of these weapons is the same as if you were crafting a magical weapon (so a shortsword Vibro-blade costs the same to make as a +1 magical shortsword)

Furthermore, when you attain 3rd Tier schematics, you may create certain special effects to apply to these power weapons. Use the rules in the DMG for enchanting weapons to calculate times and costs, each special effect is equivalent to either a +1 or +2 bonus for these purposes, and also for the bonus force damage all Power Weapons deal. No weapon may have more than a +5 total bonus.
Special Effects

Thundering. +1
Requires: Vibro-blade or Steam-striker, Sonic Cystal, Large
Functions like the property from DMG

Bane. +1
Requires: Piston-penetrator or Accelerator Coil, Needle Gun, Antibiotic, A drop of blood from the creature type you wish to harm.
This weapon is designed to harbour and disseminate biological cultures which prey on specific types of creature, dealing 2D6 extra damage with every successful hit which deals damage. Use the table in the DMG for Bane types.

Scalding. +1
Fire/water damage from steam, also causes intense pain

Shocking. +1
Requires: Melee Power Weapon, Shock Gauntlet
Functions like the property from DMG





More coming!

Veklim
2012-07-31, 05:57 AM
3 feats up in the post with the schematics, more coming. The weapon one above is still under construction (since it's the entire 'Weapon Enchantments' section of a book being condensed and explained mundanely!), and I'll probably need feedback once I get the first few Special Effects going.

Once that's done, the armour one will come up and undergo the same process, it's a lot more work than I originally anticipated, sorry! The 'Archetype feats' will add schematics known, and an extra 1 to your maintenance pool (which may need tweaking before the class is truly ready, but we are getting there, I promise!). For example, the Frankenstein-esque feat will require you be a Pharmacist, have access to Shock Box and have 5 ranks in Heal and any one Craft. It will add 1 schematic known of each Tier (including Universal) and grant you a 'free' maintenance slot which must be filled with one of these schematics.

Also, if anyone could find time to PEACH the schematics already up, it would greatly help! :smallbiggrin: