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DapperReaper
2017-07-05, 01:55 AM
So, I've written a number of Hombrew things for pathfinder but for this particular thread I'm trying to get feedback on a crafting focused class I've written up, I've gotten some feedback from friends I play with and made changes accordingly, but I would like to get outside perspective in case we've missed something

(I apologize about formatting, I'm unsure how to post files outside of links)

the class is called Mad Scientist, it uses the optional sanity rules as well as much of the technology rules

edit: made some changes, not completed yet but wanted to update

hit dice: d8
alignment: any
Starting Wealth: 5d6 × 10 gp (average 175gp.) In addition, each character begins play with an outfit worth 10 gp or less.


skill points: 3 + int


lvl bab fort ref will special
1 0 0 0 2 inherent madness, mad genius, ingenuity
2 1 0 0 3 innovation, Swiss army wrench
3 2 1 1 3 bonus feat, Master Inventor+1
4 3 1 1 4 innovation
5 3 1 1 4 combat crafting
6 4 2 2 5 innovation, laboratory
7 5 2 2 5 bonus feat, Master Inventor+2
8 6 2 2 6 innovation
9 6 3 3 6 mad scientist laboratory
10 7 3 3 7 innovation, Master Inventor+3
11 8 3 3 7 bonus feat
12 9 4 4 8 innovation
13 9 4 4 8 simplicity of complexity
14 10 4 4 9 innovation, Master Inventor+4
15 11 5 5 9 bonus feat
16 12 5 5 10 innovation
17 12 5 5 10 Master Inventor+5
18 13 6 6 11 innovation
19 14 6 6 11 bonus feat
20 15 6 6 12 innovation, Master Inventor+7, grand inventor


class skills: appraise, craft(all), disable device, heal, knowledge(all), profession

mad scientists are proficient with simple and technological weapons, and light and technological armor

inherent madness
at first level the mad scientist gains a madness rolled from the lesser madness table, this madness is never dormant and cannot be cured, even by wish or miracle, however the mad scientist never suffers penalties to rolls from any madness, all other effects from madness apply as normal

mad genius
the mad scientist can come up with new and inventive ways to deal with problems, this is represented by 2 pools, one of genius points, and one of madness points. the genius pool has a max equal to his intelligence modifier while his madness pool has a max equal to his wisdom modifier. the genius pool recovers 1 point each round per madness affecting him, while the madness pool refills by 1 point for each point of sanity damage incurred. by spending a point from his genius pool a mad scientist can add 1d4 to any rolled d20 value, multiple points may be spent to add multiple d4 to a single roll, however the mad scientist may never spend more points per roll than half his intelligence modifier. by spending a point from his madness pool a mad scientist may lower the DC(or AC if an attack roll) for a roll by 1d4, like genius points, multiple points may be spent to reduce the DC by a further 1d4, however the mad scientist may not spend more madness points on a single roll than half his wisdom modifier. he also gains technologist and prodigy as bonus feats

ingenuity
at first level the mad scientist can make something out of almost anything, he gains a +2 bonus to all craft rolls, and the DC of all craft rolls are 1 lower than normal, these bonuses increase at 4th level and every 4 levels after, gaining an additional +2 to craft rolls and reducing the DC by an additional 1. additionally the mad scientist's level counts as her caster level for the purpose of meeting the prerequisites for item creation feats and can use those feats to craft magic items without any of the spell components(increasing the DC by +5 per missing component) and then increasing the DC by the amount of caster level you are missing. additionally it is worth noting that while the things crafted by the mad scientist may replicate magical effects they are not magical, they are counted as technological even if crafted by normally magical means. finally the mad scientist receives 1 bonus skill points each level, however these bonus skill points may only be put into craft skills

innovation
at 2nd level and every 2 levels after the mad scientist comes up with a new innovation, selected off the list below. additionally, if the mad scientist ever gains a new madness, he may gain a new innovation, however if that madness is cured the associated innovation is also lost. unless specifically stated within the description, each innovation may only be taken once

100% of the time, it works 50% of the time
when you craft something you may reduce the cost by 25% but if you do, the item you craft is considered broken and timeworn and the DC to repair it is twice as high as normal

adrenaline injection
by spending 2 genius points you can pull out a syringe and inject a target with pure adrenaline as a standard action, this forces them into a rage, as the barbarian class feature with the added benefit of fast healing 2 for its duration. this rage lasts 4 rounds and the target is fatigued afterward. using this ability on a barbarian does not consume her rage rounds, however she gains the full bonuses as if she had entered rage herself, additionally she may spend rage rounds to maintain it when it would end

always on hand
you can keep your tools in your pockets as if you were wearing a robe of wonders, even if you are not. actually wearing a robe of wonders grants it double its normal capacity. you can also pull out any material component for crafting worth 1gp or less at any time, you cannot pull out more than 10gp worth of materials per hour in this way

armor plating
requires: quick! to the science mobile!
your science mobile gains armor plating, granting it +4 DR/- and granting its passengers partial cover as well as half its total DR value, this DR counts as twice as much hardness against sunder attempts. this innovation may be taken multiple times, each additional time beyond first grants an additional +2 DR/-

amphibious!
requires: quick! to the science mobile!
your science mobile gains a water speed equal to half its land speed

auto-repair
requires: quick! To the science mobile!
Your science mobile is equipped with an auto-repair system and can recover from damage, this system repairs 4 hp worth of damage each round, this system continues to function even if your science mobile becomes broken, but stops working if it is destroyed. Auto-repair may be taken multiple times, each additional time increases the hp restored each round by an additional 2

behold!
you can reveal one of your creations in an overly dramatic fashion, doing so provides a bonus to impress people equal to your level

beyond repair? no such thing!
you can repair destroyed items, by expending 75% of the items material cost, you can restore the remains of the destroyed item to a broken state from which it can be repaired normally, the DC to do so is the same to make a normal repair check on the item, repairing destroyed items in this way consumes all remaining genius points the mad scientist has, each genius point consumed restores 1 hit point to the item.

bio-engineering
requires: knowledge engineering 5+, knowledge nature 8+, heal 4+
you have learned to augment living things, this allows you to apply eidolan evolutions onto others(or even yourself) doing so costs 1 genius point and 1 madness point per evolution point the evolution would require and the effects last for 8 hours. the process of applying the evolution takes 10 minutes and requires a craft check DC 10 + 5 times the total evolution point cost every minute of the procedure(10 checks total)

biological warfare
requires: brew potion feat
whenever you make poison, you can expend 3 genius points to increase the DC of that poison, the increase is equal to +1 per 5 you beat the craft check to make it

brilliant!
increases max genius pool by +2, may be taken multiple times, effect stacks

can do attitude
you can craft sealed storage containers to extend the life of perishable materials, a sealed container requires 12 cp worth of materials per cubic foot of storage it can hold, perishable items in the sealed container last 50 times longer than normal

cardiac reset
requires: heal 6+
when a living being would die due to loss of hit point within half your normal movement, within 2 rounds you may spend a swift action to rush over to them, and then a full round action to resuscitate them by making a heal check DC 20 + target's total hit dice, this sets them into a stable condition 1 hp away from death. if you fail the check but are still within 1 round of the death you may expend another full round on your next turn to try again with a +2 circumstance bonus. Resuscitating the same individual more than once per day increase the DC cumulatively by +10 each time

cheapen
reduce the cost to make technological items by 2% but reduce the item's max hp by 4, cheapen may be taken multiple times, its effects stack

chemical cooker
requires: brew potion feat
you can use craft(alchemy) to craft alchemist extracts, the DC to do so is 20 plus 5 times the extract level. You may craft up to 3 extracts per day. Chemical cooker may be taken additional times, each additional time increases the number of extracts you can make per day by 3

compact design
requires: craft cybernetics feat
you can implant multiple weapons into a single arm or cybernetic arm, up to 2 weapons in a normal arm or 3 weapons in a cybernetic arm, doing so increases the DC by the number of weapons your installing beyond the first. Additionally you can implant weapons into legs and cybernetic legs, up to 2 weapons into a leg or 3 weapons into a cybernetic leg, these implants have the same cost and DC as their arm counterparts

cybernetic conversion
requires: craft cybernetics feat, craft construct feat, knowledge engineering 10+, heal 10+
normally implanting cybernetics is limited by implant value, however you can overcome that limitation in a very unique way, when you want to implant beyond a subject's normal implant limit you may expend 3 madness points to make a knowledge engineering and a heal check, both having a DC equal to 20 plus the subject's total hit dice, success on both checks successfully installs the implant and adds the half construct subtype to the subject, they become half construct half their normal race, after this you may continue to install implants however if the subject's total implant value exceeds twice their normal implant limit they become a full construct, loosing their con score as well as any racial effects they had that didn't come from being a half construct, once the subject is full construct they retain all their implants but any further implants becomes impossible

cyborg time!
requires: craft cybernetics feat
you add half your level to craft checks to make cybernetic implants and to the heal check to install them

divine inspiration
you gain access to the artifice cleric domain or one of its sub domains(chosen when this innovation is taken), you do not gain the associated spells, but the abilities treat your mad scientist level as cleric level for the purpose of their potency and duration. these effects count as technological for all purposes

demolition man
requires: chemical cooker
you can craft alchemist bombs at DC 20 + 15 per effective alchemist discovery affecting it. Unlike normal alchemist bombs, these can be stored and then used later by anyone, however they only do their base damage unless you spend 2 genius points when you use them, then they treat your mad scientist levels as half as many alchemist levels

don't do drugs, except when you take all the drugs!
requires:craft pharmaceutical feat
you can bind or mix pharmaceuticals together so that multiple kinds may be taken simultaneously, combining 2 pharmaceuticals in this way takes a move action

drink holders
requires: quick! to the science mobile!
your science mobile gains robotic arms to hold your beverages, while using your science mobile the action required to drink a potion is reduced by 1 step and requires no skill check, even if moving at high speed

dye dye dye!
by expending 2 genius points, you can pull out a vial of colored dye and toss it at someone as a swift action, this marks them and grants a +5 bonus to track them, it also causes them to incur a -2 penalty on all disguise checks

efficiency
you can spend genius or madness points to supplement the material cost of a craft check, 1 genius point can supplement 1gp worth of materials, while 1 madness point can supplement 10gp worth of materials. Points must be spent at the beginning of the craft

efficient brewery
requires: brew potion feat
you can brew 1 additional potion simultaneously per day, may be taken multiple times, each allowing an additional potion to be brewed

efficient repair
when you repair something you may either reduce the material cost by 50% or increase the amount you repair the item by 50% at the cost of 3 genius points and a madness point

electrician
requires: knowledge engineering 6+, laboratory
you've fine tuned the wiring in your lab, this reduces the necessary energy expenditure to progress in your technological labs by 25%, electrician may be taken 3 times, the second time increases the energy expenditure reduction to 50% and the third time increases it to 75%

evolution in a bottle
requires: bio-engineering
you can distill eidolon evolutions into serums, these serums may be injected with a med-lance. distilling an evolution is much like brewing a potion, using the evolution point cost as the spell level. these serums effects last only 1 minute

expedience
requires: combat crafting
when using combat crafting you can expend 2 extra genius points at the beginning of your craft to reduce the total number of craft checks required by 1, you may expend further genius point to reduce the number of craft checks required, a further 1 reduced craft check for each 2 additional genius points. this cannot reduce the number of required craft checks below 1

F@#king condos
requires: laboratory
adding additional living quarters to your laboratory costs half as much as normal, however they don't provided any additional bonuses from improved laboratory or count toward the limit on expansion bonuses

fixer
you are unusually adept at repairing things, the DC for you to repair things is 4 less than normal, this innovation may be taken multiple times, each additional time further reduces the DC to repair things by 4

fool! that will never work!
by expending 3 madness points you may make a ranged touch attack against an object within 30 feet, if successful, that object gains the broken condition

full speed ahead
requires: quick! to the science mobile!
increase the speed of your science mobile by 10ft, this innovation may be taken multiple times, its effects stack

get the ax
requires: bio-engineering
you can perform the procedure for bio-engineering in half the normal time(5 min) and can apply multiple evolutions at once by performing an extra check per evolution each minute, the point cost does not increase for multiple evolutions, only the evolution with the highest point cost counts

hold this for me
you can make a diplomacy check and spend a madness point, success compels someone to hold something for you for a minimum of 1 minute per 5 you beat the dc (minimum half a minute)

i am 1 can short of a 6 pack!
increase max genius pool and madness pool by +1, may be taken multiple times, effects stack

i built this place from the ground up!
by expending a genius point, your bonuses to craft from ingenuity now also apply to a knowledge(engineering) check

i built this town
requires: laboratory, total bonus technology level 2+
your technology spreads to the surrounding area, improving its technology level by half your increased technology level, granting the reduced bonus to inhabitants exposed to the area for at least a month, this effect spreads from your laboratory +50ft per mad scientist level, +5ft per non mad scientist level, and +300ft per mythic tier. once this bonus raises technology level by more than +1, an additional iteration spreads out from this radius granting 1 less bonus technology level than the previous radius(a level 14 mad scientist would have a 700ft radius around her lab of technology level +2 and a 700ft radius beyond that of technology level +1)

i can build anything!
requires: master inventor +1
increase your technology level bonus from master inventor by +1, additionally reduce the DC of all craft checks by 2. this innovation may be taken multiple times, its effect stacks

improved laboratory
requires: laboratory
your laboratory is a lot more extravagant than normal, improved laboratory may be taken multiple times, each time you select a new bonus to gain off the following list, taking a bonus multiple times causes the bonus to stack
+3 bonus to repair checks
+2 bonus to a chosen knowledge check
+1 additional secret room, requires DC 10 + half level + int mod perception check to find and uses a complicated lock that cannot be picked
+1 simultaneous potions can be brewed
+3 bonus on checks to make schematics
+1 secret storage compartment
+1 secret passage connecting 2 rooms in your laboratory
+2 DC to find secret passage
+2 bonus to a chosen craft check
+10 charge produced from generator
+1 specialty room that counts as a medical lab
+1 specialty room that counts as a graviton lab
+1 specialty room that counts as a cybernetics lab
+1 specialty room that counts as a military lab
+1 specialty room that counts as a nanotech lab

injection master
requires: craft technological item feat
nanite hypo-guns and med-lances you create have twice as many charges or uses as normal. when you use a nanite hypo-gun or med-lance you use half as many charges or uses as normal(do not round fractle charges/uses)

insane productivity
every point of sanity damage you have reduces craft check DCs by 3

irregular weaponry
requires: craft magical arms and armor feat or craft technological arms and armor feat
you can craft some strange and sometimes absurd weapons, such as a gun that fires tacos instead of bullets, doing so increases the cost of the weapon by 10% but also treats its enhancement bonus as 1 higher than normal for the purpose of overcoming damage reduction

its a trap!
you gain a +2 bonus to craft and arm traps, you can also disarm traps as if you had trap-finding

its gonna blow!
requires: demolition man
you can craft timers for explosives with a craft check DC 30, attaching a timer to an explosive requires a craft check as a standard action with half the DC of that needed to craft the explosive, timers may be set in minutes, hours, or rounds, up to a maximum of 72 hours and a minimum of 1 round

lasers!
requires: craft technological arms and armor feat
laser weapons your create have 4 times as much charge as normal and deal 25% more damage with each shot

lets experiment
when you fail a knowledge check, you can take 1 point of nonlethal damage and try again, gaining a +1 competence bonus, this bonus increases by +1 for each successive failed attempt. additionally you also gain the scholar feat

like clockwork
requires: craft mechanical 12+
when you craft something technological, increase your bonus to craft mechanical by half the DC of the item your trying to craft

math
you gain a +1 bonus to knowledge engineering checks per skill point you have in knowledge engineering, this bonus is doubled while in your laboratory

measure once, cut twice
each point in a craft skill you have provides a +1 bonus to knowledge engineering checks for schematics or mad scientist laboratory

mechanism
requires: craft mechanical 6+
you've learned to more efficiently use your resources, you gain a pool of mechanism points, max equal to twice your level, by spending 1 mechanism point you can supplement 10gp worth of crafting materials on a craft mechanical check, you may spend up to half your craft mechanical rank in mechanism points on a single check. each point of mechanism spent gives you a stack of paradox, spending mechanism points that would result in you having more than twice your level in paradox result in a 50% chance to gain a lesser madness(rolled on the table), if you are expending your remaining mechanism points there is a 50% chance to gain a greater madness instead. half your paradox stacks decay after 8 hours of rest(a single paradox stack decays to 0, round up otherwise). your mechanism points refill after 8 hours of rest. mechanism may be taken multiple times, each additional time after first increases your max mechanism points by half your level and increases the amount of materials each point can supplement by 10gp worth

mechanist
the DC to craft constructs is reduced by 1 per 4 levels you have and the time it takes you to craft constructs is half normal, additionally you gain a +4 bonus to repair constructs and repair them by 50% more than normal. these bonuses are enhanced for constructs of the clockwork and robot sub-types, reducing the craft DC by 1 per 2 levels you have, taking 1/4 normal construction time, granting +8 to repair and repairing by 100% more than normal

mind like a steel hay stack
you are more adjusted to madness than most, when you would take sanity damage, you take half as much, but gain madness points as if you took the full amount

moment of mad inspiration
when you take sanity damage, you gain the benefit of the investigator's inspiration class feature for a number of rolls equal to the total sanity damage incurred, or 1 minute, whichever comes first

monologue
in traditional mad scientist fashion, you can spout off exposition about your plans and what you intend to do as a full round action, doing so restores 1 genius point and 1 madness point per turn spent doing so, however you must truthfully express your plans to gain this benefit and there must be someone else present to hear you. you can try to bluff a fake monologue to mislead enemies and get a +2 circumstance bonus to do so, however you recover no genius or madness points if you do. this ability is language and sound based

murderous intent
when you craft a weapon, you can increase the material cost by 300gp to give it a murderous intent, this causes the weapon to deal +1 damage and gain a +1 to critical confirmation rolls, these bonuses stack with similar bonuses, but may only be applied to a given weapon once

muwahaha!
increase maximum madness pool by +2, may be taken multiple times, effect stacks

my time space manip--
requires: combat crafting
by expending a madness point during combat crafting as a swift action, that turn you can perform twice as many crafting checks as normal(default 6 instead of 3) but there is a 50% chance afterward you will be frozen for 1d4 rounds, this effect is how someone under the effects of time stop would see the rest of the world

nanite redesign
requires: craft technological items feat, knowledge engineering 10+
nanite canisters you create hold 50% more nanites than normal, resulting in 50% more uses per canister.

Non-intrusive implants
requires: craft cybernetics feat
when crafting cybernetics, you can expend a genius point to increase the material cost by 10%, this also increases the DC of required heal check to install the resultant device by 2, but it reduces that items implant value by 1, to a minimum of 0. you can expend additional genius points to further increase the cost and reduce the implant value, but the implant value may never be reduced below 0

oh my gawd!
when a plan of yours would go wrong or one of your inventions would cause something bad to happen, you realize right before it happens, and by expending 5 genius points you can make a full round worth of actions before things go bad

over time!
requires: combat crafting, expedience
expedience reduces the number of craft checks required by 2 per 2 genius points spent instead of just 1, over time! may be taken multiple times, each time further increases the craft check reduction for expedience by 1 per 2 genius points spent, this still cannot reduce the number of craft checks required below 1

pain converter
when you would take ability damage or ability drain to int, wis or chr, you can instead take an equal amount of sanity damage

physics
you can spend a full round action to calculate positioning of a target and trajectory angles, by making a knowledge engineering check DC equal to a target's AC your next attack within 4 rounds gets a bonus to hit equal to +1 per 5 you beat the check by. physics may be taken additional times, each additional time reduces the time it takes to make the check (full>standard>move>swift>free)

pill factory!
requires: craft pharmaceutical feat
unlike potions, pharmaceuticals have no limit on how many can be crafted each day, you've used this freedom to learn how to maximize your efficiency when making them, when you make pharmaceuticals your production time is 1/10 normal

power saver
requires: craft technological item feat
batteries you create are exceptional, they can hold 4 times as much charge as normal batteries and recharge twice as fast as normal. Additionally the chance for them to break when recharging is only 5% instead of the normal 10%

presentation
by expending 2 madness points you can make a craft check instead of a performance check at the same DC

put it back!
when you succeed on a perception check to notice a theft in action(such as someone trying to pick pocket you), you can issue an ultimatum to the thief, if they continue with their theft you can spend 3 genius points and 2 madness points to cause them to provoke 3 attacks of opportunity from you, these attacks of opportunity don't count toward your normal per round limit

quick! to the science mobile!
you gain a robotic steed or other form of mechanical transportation, this functions statistically as a normal horse. each innovation that upgrades your science mobile increases its size by 1 square

remote control
by expending 2 genius points, you can manipulate a device you created that normally requires direct input from 30 feet away

remote laboratory
requires: mad scientist laboratory with rapid transit upgrade
you can have a secondary off site laboratory, its bonuses and that of your main laboratory are tracked separately, however your rapid transit system from your main laboratory connects to it at half its normal capacity. additionally, if you've taken the improved laboratory innovation, you may grant different bonuses to your remote laboratory from it. remote laboratory may be taken additional times, each time allows you to designate an additional remote laboratory connected to your main laboratory by your rapid transit system(or one of your other remote laboratories if it has its own rapid transit system)

remove memory
by expending 3 genius points you can lobotomize memories out of people by making a heal check DC20, this also has the side effect of curing sanity damage, removing 2 sanity damage for every 5 by which you beat the DC

reverse engineering
add your bonus to knowledge engineering to your disable device checks

robotic mass production
requires: craft construct feat, craft mechanical 10+, knowledge engineering 10+
you are well on your way to making a robotic army of sorts, when you would craft a construct, you may craft additional constructs of the same kind at no additional cost or time, the number of additional constructs you can make this way is equal to the lower of your intelligence modifier or your wisdom modifier. Robotic mass production may be taken multiple times, each additional time increases the number of additional constructs you can create simultaneously by an additional iteration of the lower of your intelligence modifier or wisdom modifier

rocket science
requires: craft technological item feat, knowledge engineering 10+, quick! to the science mobile!
you've discovered the secrets of rocket science, you can attach rockets to your science mobile, this gives it the ability to activate a once per rocket burst of speed, as a swift action you can activate the rockets to grant +100ft move per rocket for 1 round to your science mobile. The DC and cost of each rocket is the same as that for a rocket launcher.

sabotage
your disable device checks gain a bonus equal to your craft bonus to make the relevant device(you would add your craft mechanical bonus to disarm a mechanical trap, etc)

schematic
you can make a schematic to help when you craft, making a schematic requires a knowledge(engineering) check DC equal to craft DC of the thing you want to craft. referencing a schematic when crafting something provides a +2 bonus for you and a +1 bonus for anyone else trying to use it. when making the schematic, every 10 you beat the DC improves the schematic causing it to provide an additional +1 bonus. bigger projects can use multiple schematics according to the following table
total extra schematics allowed total gp cost
1 1,000
2 5,000
3 10,000
4 20,000
5 50,000
6 100,000
+1 +100,000

shield matrix
requires: quick! to the science mobile!
Your science mobile gains a force field, the force field has a strength of 20 hp and recovery of 4. this force field also protects the occupants of your science mobile and and absorbs attacks against them. shield matrix maybe taken multiple times, each additional time increases the shield strength by 10 and the recovery by 2

side car
requires: quick! to the science mobile!
your science mobile gains some extra room for passengers and luggage. this functions statistically as a horse pulling a cart

spaaaace!
requires: quick! to the science mobile!, take to the skies! rocket science
you've begun to pioneer space travel, you can fly your science mobile to the stars at its normal fly speed and can travel thru the void of space at its normal land speed. additionally your science mobile gets an advanced air filter that can keep the air breathable for 1 week

sub-nautical
requires: quick! to the science mobile!, side car, amphibious!, travel in style
your science mobile gets an air supply and can travel underwater, it can remain underwater 8 hours with 1 passenger, 4 hours with 2 passengers, or 2 hours with 4 passengers, the air supply takes 5 min to refresh above water. this innovation can be taken multiple times, each additional time provides an additional iteration of air capacity(with 1 passenger, taking it 2 times allows 16 hours, 3 times 24 hours, etc, reduce as normal for multiple passengers)

superior design
requires: craft technological arms and armor feat, knowledge engineering 10+
you can surpass normal tech designs, by expending 5 genius points at the start of each day when you begin to craft a technological item, you may increase the items base cost by 10%(round up) to select one numerical stat or value the piece of equipment has and increase it by 10%(min +1), this can be anything from AC bonus, max dex bonus, to max charges, to DC of an effect the item has, to hardness of the item or its hp, or even a weapon's damage. You may further increase the cost to increase more aspects, but increasing the same aspect has diminishing returns; increasing the same aspect by another 10% increases the cost by an additional 15% then by 20% for a third time, increasing the base cost by an additional 5% each additional time the same attribute is increased by another 10%, however increasing separate aspects by 10% will only increase the cost by 10% each(increasing 2 aspects by 10% will increase the base cost by 20% total)

sweet holy mother of tesla
whenever you craft something that has an electrical property(such as the shocking weapon property, or the charge for shots on a futuristic laser weapon) that property is twice as powerful as normal at the cost of 1 genius point each round while crafting it

surgery
requires: heal 9+,knowledge nature 4+
your knowledge of biology and anatomy extends beyond that of normal doctors, you add half your level to all heal checks

take to the skies!
requires: quick! to the science mobile!
your science mobile gains a fly speed equal to 1/3 its land speed(round up to nearest 5ft increment)

tech marvel
requires: craft wondrous item feat
by spending a madness point, you can increase the craft DC by 50%(min+1) so you can create a wondrous item with an effect normally exclusive to a different slot(such as a belt with +2 int or boots with +1 natural armor) these bonuses are still considered enhancement bonuses and similar bonuses do not stack with each other

temporal manipulator
requires:craft technological arms and armor feat, craft wondrous item feat
you can craft a technological wondrous item for the body slot that can drastically impact the wearer's action economy, the item comes in +1 to +8 versions, the +1 version costs 18,154,112gp worth of materials to make and has a craft DC of 183, each enhancement value beyond +1 increases the material cost by 9,077,506gp and increases the craft DC by 9. the device is activated as a free action and causes the wearer to have extra initiatives on the following combat round and act on each, the number of extra initiatives is equal to the enhancement value. The effect can be used for a number of rounds each day equal to the enhancement number, these rounds need not be consecutive.

there's a chance, this will work
for craft and knowledge skill checks there is a chance to auto succeed on a natural 20 even if the total roll doesn't meet the DC of the check, you may spend a genius point to apply this effect to a different skill check

toxic residue collection
requires: brew potion feat
for every 10 potions you brew, you can collect 1 dose of a random poison

toxicological enhancement
whenever you deal acid damage, you may spend 2 genius points to expend a dose of poison you have on you and apply it to the target of the acid damage, the poison must normally be administered thru touch or injury and its save DC is increased by half the amount of acid damage done(min+1) if the acid damage was aoe, you may spend 2 genius points and a dose of poison for each target hit

travel in style
requires: quick! to the science mobile!, side car
your science mobile gains a roof and comfort for traveling, this functions statistically as a carriage

ultimate plate
requires:craft technological arms and armor feat, total bonus technology level 10+
you can craft the powered armor technological artifact, doing so requires 4,538,753gp worth of materials, must be made in a military crafting lab and has a craft DC of 91. the suit may be fitted to an individual for an additional 5,000gp worth of materials and doing so removes the armor check penalty and raises the max dex bonus to +8 when worn by the tailored individual

upgrade!
by expending 1 genius point and 1 madness point and making a craft check you can convert an item to a masterwork version of the same item, the DC of the craft check is the same as the DC to make a masterwork of the original item

why is this connected here?
add half your level to disable device checks. additionally the DC on disable device checks for you is 1 lower for every 3 levels you have

work darn you!
you can shoddily repair things quickly, by expending 2 genius points you may use jury rig as a supernatural ability, using your mad scientist level as caster level to determine effect potency and duration

you think you can stop me?
requires: quick! to the science mobile!, 5+ innovations that enhance your science mobile
your science mobile gains a combat mode, as 2 full round actions you can transform it into a automated steam giant, this functions statistically as a normal steam giant except it can be piloted by a single individual instead of requiring the usual 4 man crew, the extra space may be used for additional passengers or luggage. the automated steam giant receives full benefit from any upgrades your science mobile has




Swiss army wrench
at 2nd level, you can merge crafting tools together to make them more compact, easier to carry around and generally easier to use. by making a craft check DC 20 you can combine 2 tools, the resulting tool retains the functionality of both original tools, the resulting tool weighs half of the combined weight of the 2 original tools, and is worth half the combined gp value.

Bonus feats
at 3rd, 7th, 11th, 15th and 19th level the mad scientist may select an item creation feat he qualifies for as a bonus feat. for the purpose of this list, gunsmithing, master alchemist, master craftsman, craft technological item, craft pharmaceutical, craft technological arms and armor, craft cybernetics and dragoncrafting are considered item creation feats

Master inventor
you are a genius born before your time. at 3rd level your technology level is considered 1 higher than normal. this bonus increases by +1 at levels 7, 10, 14 and 17 and by +2 at 20th, each mythic tier provides a further +1 technology level. Each increase in technology level provides a +1 to craft, knowledge, and linguistics checks related to technology as well as reducing the time it takes to craft technological items by 5% and every 3 increased technology levels reduces the material cost to craft technological items by 5%. additionally, you may add the lower of your intelligence modifier or wisdom modifier to attack rolls up to a limit of the total increased technology level.

combat crafting
at 5th level, the mad scientist really can come up with some strange and amazing things on the fly, he can use a number of items equal to his level and use their total gp value to craft something new on the spot, there are 2 primary categories of things the mad scientist can make with combat crafting, temporary and permanent, temporary things are shoddily done for the sake of time and only last 3d4 rounds(max 1 minute) but have a crafting DC 25% less than normal, examples of temporary combat crafting include(but not limited to) attaching plates to an ally's armor to give a minor boost to AC(the boost would be based on the cost of the materials used and the cost of the armor, effectively upgrading it to a more expensive armor for a short time) or reinforcing a structure(this would be as a repair check, providing temp hp to the item in place of actual hp), regardless of the type of craft done, the materials used in temporary combat crafting become scrap at the end of the duration, loosing half their gp value. permanent crafting, as the name implies has no duration, permanent crafting isn't always done because the mad scientist wants it to be permanent but sometimes because undoing it takes some difficulty, examples of permanent crafting include(but not limited to) changing a weapon into a different type of weapon, creating cover, making a tiny construct or turret, or building a siege engine. the time it takes the mad scientist to combat craft something depends on the DC of what he's trying to craft, for every 5 the DC is above 3, this requires an additional successful craft check, the mad scientist may make up to 3 craft checks per turn as a full round action to make the new item, the mad scientist may reduce the total cost of what she wants to make by increasing the craft DC, +1 DC per -1gp. combat crafting costs 1 genius point per round. additionally you gain disposable weapon and field repair as bonus feats

laboratory
at 6th level, you can designate one area as your laboratory, it has your equipment, research notes, and materials you need to be a mad scientist, while in your laboratory all dice you roll gain a +1 circumstance bonus, all knowledge checks except knowledge(arcane) have their DC reduced by 10, and you recover 1 madness point every time you consume a meal worth of food. others who enter your laboratory must make a DC 15 con check or become nauseated by fumes, additionally they must make a fortitude save every minute DC 15 + level or be afflicted by a random poison or disease, you are immune to these effects due to prolonged exposure. additionally your lab counts as a production lab with a generator capable of producing 50 charge each day for the purpose of building technological items. if you wish to change or otherwise move the location of your laboratory, doing so takes 3 days and all bonuses are lost during the move. if you wish to pay the cost of doing so, you may manually construct new sections of your laboratory, you may manually construct new sections of your laboratory at 1000gp per 5x5x10ft section added; up to 2 rooms can be added in this way per level beyond 6th, each additional room gained this way provides 2 benefits from the improved laboratory innovation, you can increase the cost of the room by 50% for it to provide a 3rd benefit from improved laboratory. most laboratories have a base size similar to a small cottage, if you choose a larger structure for your base laboratory you may treat any additional rooms as manually constructed extra rooms(against your normal limit)

mad scientist laboratory
at 9th level, you can improve your laboratory to make it truly worthy of a mad scientist, you can make up to 3 knowledge(engineering) checks a day to modify your laboratory, these checks starts at DC 10 and go up based on the type of modifications you want to make, choosing the same modification multiple times stacks the benefit but also further increases the DC, the DC increase of a given bonus is listed in parenthesis next to it
-add a secret room(1)
-increase DC to find secret room by +2(2)
-add a lock to something(1)
-increase DC to pick a lock you have on something by +2(1)
-add 10 cubic ft of storage room(1)
-add a mechanical trap that only you can auto bypass(3)
-increase DC of all traps in lab by +2(2)
-+2 bonus to make constructs(3)
-+2 DC of fumes(1)
-+2 DC of ambient poison/disease(1)
-add storage area for test subjects(4)
-+1 horrid assistant(4)
-+1 competent assistant(10)
-+1 excellent assistant(15)
-+2 DC for others to navigate around your lab(1)
-+1 effective technology level inside lab(20)
-add a sealed room that contaminants/energy cannot escape from(17)
-add a rapid transit system to your lab that can transport up to 50lb(10)
-increase the maximum capacity of a rapid transit system by 10lb(2)
-add draft room, which lowers the DC of all knowledge engineering checks by 2 and provides a +4 bonus to make schematics(8)
-add cold storage area, perishable items stored inside have double the normal life span(7)
-add garage for robotic steed/mechanical transport, routine maintenance increases their move by 5ft(6)
-add collection vat that collects all manner of liquids that seep from your experiments, each day providing 1 dose of a random potion or poison(4)
-add drainage to prevent flooding, reduces the DC increase of collection vat by 2 (5)
-automate 1 process thru machine equipment, such as brewing a potion every day or performing maintenance on equipment(10)
-add a specialty room that lets your lab count as a medical lab(30)
-add a specialty room that lets your lab count as a graviton lab(30)
-add a specialty room that lets your lab count as a cybernetics lab(30)
-add a specialty room that lets your lab count as a military lab(30)
-add a specialty room that lets your lab count as a nanotech lab(30)
-upgrade/add lab generator to provide 20 additional charge(10)
these 3 knowledge checks may be made once a day, but the work takes the entire day and other actions are not available, making new knowledge checks beyond the 3 active ones override the oldest bonuses with the new ones. if you manually constructed additional rooms, every 3 additional rooms provides 1 additional knowledge check per day. bonuses gained from mad scientist laboratory are inactive until the work from all your knowledge engineering checks is finished


simplicity of complexity
at 13th level, the crazy insight of the mad scientist can sometimes provide simple solutions to complex problems, by spending 1 genius point and 2 madness points, you can reduce the complexity of an item you want to craft by 1 step(reducing the craft dc by 5 and crafting time by half), for every 1 additional genius point and 2 additional madness points you spend you can further reduce the complexity by 1 step

grand inventor
at 20th level, the mad scientist can pull off some astonishing crafting, once per day as a standard action she may instantly craft or repair something as if the DC was 1/10 its actual value, and using 1/10 the normal amount of materials. if the mad scientist wishes to use this ability more than once per day she may do so at the cost of gaining a random madness off the greater madness table each time


favored class bonuses
human +1/5 innovation
dwarf +1/2 to a single craft
elf +1/4 max genius points
orc +1/2 max madness points
half elf +1/5 item creation feat
half orc +1/4 to repair checks
ogre +1 to hardness of items created
half ogre +2 to hp of items created

asimar -1sp cost to brew potions
tiefling -1sp cost to make poisons


new feats

bold new innovation
requires: innovation class feature
gain 1 additional innovation you qualify for. Alternatively, you can gain 2 new innovations and a lesser madness rolled off the lesser madness table

visionary
requires: master inventor class feature, 9th+ level
double the total number of bonus technology levels you have, visionary may be taken multiple times, each additional time increases this multiplier by 1

aimlessPolymath
2017-07-08, 04:01 PM
Alright. Going for a medium-detailed review.

General formatting tips:
Bold titles- this makes it much easier to read when scrolling around.


Skills:
Possibly missing Spellcraft and Use Magic Device.
6+Int is overkill in an Int focused class with this few class skills.

Level 1:
Inherent Madness: Seems cool. There's an incentive to choose madnesses which are mostly penalty-based like melancholy, so maybe remove the penalty-ignoring?

Mad Genius:
This seems rather convoluted. If I have it right:
Genius pool: Int mod max (very small!). Each madness affecting him refills this by 1/round (very fast!). You can add this to rolls, but not to DCs.
Madness pool: Wis mod max (Probably even smaller!). Recharges... when you take damage? Per round based on lost sanity? Unsure. Can reduce DCs.
You can't spend more than half of either pool in one go.
-> I'm confused. Isn't reducing a DC mathematically identical to increasing a roll? Also, any "rolled value" is poorly defined. Normally, you can add this kind of thing to d20 rolls only- are you supposed to be able to add to damage?

Ingenuity:
A +3 bonus to Craft checks. That's what this does.
Craft items without casting spells, nice.
And... more skill points? Really?

L2:
Innovations! The "rogue talents" of the class.

"problem" talents I spot:
Bio-Engineering requires genius and madness points. Depending on how madness points recharge (per round or not), the cost is trivial.
Can Do Attitude: I cannot ever imagine taking this talent. Ever.
Cardiac Reset: DC starts high and scales that way. I would suggest dropping it to a flat 25, but leave the target with 2 points of Constitution drain, and increase the DC by 10 for every time you have to rez the same guy in a day. Also, actions involved are wierd- I would suggest letting them take a standard action on the first try, so they can just take a move action to get over there normally.
Cheapen: This will either be OP or near useless, no balanced in-between. 100% of the time... does what this does but in a more interesting way- I'd drop this one.
Chemical Cooker: Needs some kind of daily limit for obvious reasons.
dye dye dye: I like the name, but far too weak for what it does- I'd suggest a +5 to track them at minimum.
Efficiency: See my notes on Cheapen, but far more so.
Efficient Repair: Again, genius points refresh per-round.
Hold This For Me: Is this a Looney Tunes cartoon?
I built this town: Um. The specified radius seems extremely specific, and brings to mind silly visual images. Suggest affecting the settlement you are in, to some maximum size.
Mechanism: *screams of madness*
My time space manip-: "as though by temporal stasis"
Pill Factory: You mean production time, not cost, right?
Ultimate plate: Bizarrely specific GP cost.

Swiss army Wrench: Sure?

L3:
Bonus Feats: Looks good.
Master Inventor: There's probably some significance to the "bonus technology levels" beyond skill check bonuses, but w/e. Decent speed bonus, minor cost reduction.

L5:
Combat Crafting:
I don't like this. It's immensely dependent on GM fiat to determine craft DCs (as well as time to create), there's an incentive to use it out of combat to get permanent benefits (see: siege engine, tiny construct/turret), and it will rely on a whole lot of DM fiat to determine what effects you get, increasing the odds that something unbalanced slips through.

L6:
Laboratory:
I sort of zoned out while reading the list. That said, it doesn't look like there's anything to keep lab construction in check other than DM-induced time pressure- a GP cost?

13th level:
This is the first I've heard of complexity levels. Is it a thing elsewhere?

20th level:
Grand Inventor: Nice... Economy-breaking, but nice.

General thoughts: There's a lot to do here. The only "problems I see are as follows:
-Cost reduction with no corresponding downside is either forgotten/irrelevant or game-breaking.
-Laboratory gives uncapped benefits for downtime. In fact, the normal advantage of crafting classes during downtime has been redoubled via innovations, with no clear limits.
-Combat Crafting is poorly defined, with effects which boil down to "DM fiat".
-This class has a mix of "better downtime" and extremely specific inventions as innovations. There's no clear separation between the two in class design. It feels as though I am peeking into a subsystem with some spellcasting-equivalent complexity, where "can do attitude" is the equivalent of knowing the gentle repose spell (and is one distinct invention among many), but it's been stapled to the magic item crafting rules. Talent design feels muddled.

DapperReaper
2017-07-09, 06:53 PM
first, thank you for the feed back
second to answer some of your questions(and will try to fix wording when i make changes to be more clear)

the madness pool refills when you take sanity damage, not every turn, while a couple innovations do allow additional methods to recover it the general intention was it to be a harder to recover but sometimes more useful

the reduction in DC vs bonus to the roll normally net out the same I wanted to allow both options mostly to prevent the bonuses from inflating to just absurd numbers too easily

the rolls you can add genius points to was d20, will fix that

on pill factory i had gone back and forth between cost and construction time reduction, construction time is probably the better option for balance purposes

ultimate plate, I had intended to reevaluate the cost at some point, but since artifacts arent normally craft-able, an unusually high if arbitrary value seemed fine for the moment

when I originally came up with master inventor I could have sworn technology levels had some predetermined effect in game already, but for the life of me I couldnt find them when I tried to look them up later, so I just defined each tech levels as a scale-able bonus

I'll look into more definitive costs for expanding the laboratory

complexity was part of an alternate crafting system, I decided to just include it since it seemed like a nice idea conceptually

I'll see about changes/replacements for the innovations you mentioned, and thank you again for your feed back :)