PDA

View Full Version : The BEST inventor type class



AkumaWolf
2007-08-29, 03:37 PM
My DM complained to me one day:

"Why don't you ever play a gnome... what's wrong with the gnomes?!?!"

To which I reply:

"Show me a kick-ass inventor class... and I'll play a kick-ass gnome for you..."


Which really sparks the question which this tread is all about.

What IS the best inventor class out there? (balanced and legal I might add)

Personally, I'm looking for a class that doesn't focus on attack rolls and magic to aid him as he levels, but rather his technological know-how.

Someone who on later levels shrugs off a magic weapon, cause he favors his newly developed steampunk style machine-gun or rocket launcher.


The classic half-crazy gnome tinkerer is what I had in mind.
It might not have the be the most powerful class, but I'd be very happy with the cool, classic flavored inventor.
The type of class that stops a charging orc regiment with confusion as he takes out a little doo-hicky... and after they ask him "uuuhh... what's that?", he shows them with spectacular results :smalltongue:

Nero24200
2007-08-29, 03:44 PM
Arteficer from the Ebberon Player's Handbook.

It's pretty much a character mixing magic and technology, they get just about every craft skill their is, and they can use "Use Magic Device" to replicate spells for the purposes of crafting.

Works well with gnomes, hell, the picture next to the class is of a gnome

AkumaWolf
2007-08-29, 03:49 PM
Arteficer from the Ebberon Player's Handbook.

It's pretty much a character mixing magic and technology, they get just about every craft skill their is, and they can use "Use Magic Device" to replicate spells for the purposes of crafting.

Works well with gnomes, hell, the picture next to the class is of a gnome

Yeah... I've heard of the Arteficer...

I actually hoped for something without magic (yes, I know the term *without magic* spells 'doom' from lv. 10 and up)

You know... all nitty-gritty mechanical stuff with cogs and gears ect.

I hope I don't have to go make one eventually :(

Nerd-o-rama
2007-08-29, 03:52 PM
Artificer is wonderful if you're looking for a magical class. I'd highly recommend it as well, but if you're definitely looking for something more "steampunk" as opposed to "magicpunk", you'll want to look elsewhere.

The "Maester" class in Complete Adventurer is...well, crappy. Never mind. There's nothing in D&D proper that really fits the bill, but you could look at the Iron Kingdoms (http://privateerpress.com/ironkingdoms/default.php) RPG for ideas; it's one of those games that's not technically D&D but close enough (and in the d20 game syste) that you could borrow things straight out of it. IK has, particularly, a lot of steampunk aspects, including steam-powered mecha (yay!)

Overlard
2007-08-29, 03:53 PM
Yeah... I've heard of the Arteficer...

I actually hoped for something without magic (yes, I know the term *without magic* spells 'doom' from lv. 10 and up)

You know... all nitty-gritty mechanical stuff with cogs and gears ect.

I hope I don't have to go make one eventually :(
I think there's one in Complete Arcane that creates effigies of monsters to fight for him. Effigy master or something.

Archpaladin Zousha
2007-08-29, 04:10 PM
Yes, but again, that relies on magic, since the effigy master uses magic to build his/her constructs. I agree with Nerd-o-Rama. Apart from the Aritificer (which I regrettably only know through hearsay, as I've never had the opportunity to play in a campaign setting), there really isn't any class that really uses mundane crafting to that degree of effectiveness. But then again, this is D&D, magic is to be expected, I suppose. *shrug*

Zincorium
2007-08-29, 04:13 PM
Gnome Artificer (not regular artificer) from Magic of Fearun. Creates non-magical complicated gizmos.

Stormcrow
2007-08-29, 06:58 PM
Might be worth your time to investigate Techsmith of Gond, or Gondsmen.
I believe they are in Faiths and Pantheons.

Mr Pants
2007-08-29, 08:06 PM
Might be worth your time to investigate Techsmith of Gond, or Gondsmen.
I believe they are in Faiths and Pantheons.

It's just Techsmith. They gain a Gondsman as a companion. The class seems really weird though. It grants an extra domain but requires being able to cast a spell thats only on the Sor/Wiz list. It also grants special abilities that aid in physical combat, yet the class has d6 hit dice and half bab progression. I'm having trouble figuring out who this class is actually for.

Rachel Lorelei
2007-08-29, 08:08 PM
Why not just reflavor the Artificer? Your "wand of fireballs" is a doohickey that launches explosive thingummies.

Mr Pants
2007-08-29, 08:15 PM
That's what I usually do with inventor types.

TroyXavier
2007-08-29, 09:41 PM
Dragonlance has the Master and Gnome Tinker...a base and prestige class that works for inventing types. I enjoy both of those and they go together quite well.

RTGoodman
2007-08-29, 09:50 PM
Or you could just play a Rogue and put skill points in a bunch of knowledge and craft skills.

If you're into traps, you could PrC into Combat Trapsmith (Complete Scoundrel) and Trapsmith (Dungeonscape, I think).

Complete Scoundrel and I think Complete Adventurer have all sorts of MacGuyver-type (non-magic) items. You could make a lot of those, and then just have as many as possible.

Oh, by the way, one of the things that would be coolest for the character would be to always have some Marvelous Pigments. from the SRD (spoilered to save space):


Marvelous Pigments: These magic emulsions enable their possessor to create actual, permanent objects simply by depicting their form in two dimensions. The pigments are applied by a stick tipped with bristles, hair, or fur. The emulsion flows from the application to form the desired object as the artist concentrates on the desired image. One pot of marvelous pigments is sufficient to create a 1,000-cubic-foot object by depicting it two-dimensionally over a 100-square-foot surface.

Only normal, inanimate objects can be created. Creatures can’t be created. The pigments must be applied to a surface. It takes 10 minutes and a DC 15 Craft (painting) check to depict an object with the pigments. Marvelous pigments cannot create magic items. Objects of value depicted by the pigments —precious metals, gems, jewelry, ivory, and so on— appear to be valuable but are really made of tin, lead, paste, brass, bone, and other such inexpensive materials. The user can create normal weapons, armor, and any other mundane item (including foodstuffs) whose value does not exceed 2,000 gp.

Items created are not magical; the effect is instantaneous.

Strong conjuration; CL 15th; Craft Wondrous Item, major creation; Price 4,000 gp.

BardicDuelist
2007-08-29, 10:05 PM
Well, I am currently playing a gnome tinkerer who is like a McGuyver.

I use the Factotum class and just have him make craft checks. For inventions, I use RoF, CAd, and CS for ideas and just run anything new past my DM.

He made a veritable tank out of a bathtub when imprisoned. He managed to make rope out of the bed spread, wheels out of the table and footlocker (using a multitool which he invented and smuggled in) and similar things.

The above post by rtg ninja'd the rest of my advice.

GryffonDurime
2007-08-29, 10:11 PM
I've said it before: the D20 Modern Past (Oxymoron) supplement has the best tinkerer I've seen in the form of the Pulp Scientist advanced class...true, the inventions use magic as a mechanical basis, but all their Discoveries are actually just understanding how to do with science what magic already does.

It's Agatha Heterodyne all rolled up into a nice 10-level package.

Fizban
2007-08-29, 11:51 PM
In the Warcraft campaign setting they introduced a Tinker class that crafts technological devices. The rules were clunky but it could be something to start with. Baisically it was a craft skill with rules for pricing and determining the DC of devices, but they had a lot of grey areas. The best devices of course had nothing to do with the set rules.

Iku Rex
2007-08-30, 05:27 AM
It grants an extra domain but requires being able to cast a spell thats only on the Sor/Wiz list."Craft" is one of Gond's domains, and gives a cleric the minor creation spell.

Skyserpent
2007-08-30, 05:38 AM
The Warcraft d20 has a Tinker Class... but that's a bit obscure

Attilargh
2007-08-30, 05:40 AM
There's nothing in D&D proper that really fits the bill, but you could look at the Iron Kingdoms (http://privateerpress.com/ironkingdoms/default.php) RPG for ideas; it's one of those games that's not technically D&D but close enough (and in the d20 game syste) that you could borrow things straight out of it.
Y'know, that's like saying Forgotten Realms or Eberron isn't D&D. IK is a campaign setting just like they are, the only real difference is that it's not published by the spooky Wizards.

Kurald Galain
2007-08-30, 05:40 AM
In the Warcraft campaign setting they introduced a Tinker class that crafts technological devices.

I was going to say the same. WOW d20 is different from regular d20 in numerous subtle ways, but they're alike enough to make adding this class to a non-WOW setting feasible. You do have to read the entire chapter on tech, though.

Optimator
2007-08-30, 01:47 PM
Totally the Artificer.

Lord Tataraus
2007-08-30, 01:55 PM
Dragonlance has the Master and Gnome Tinker...a base and prestige class that works for inventing types. I enjoy both of those and they go together quite well.

Darn, you beat me.

I would highly suggest looking into the dragonlance Master class and PrCs. I know there are a few PrC in the various Dragonlance books that cater to this type of build. We utilize the multiple levels of masterwork in my games and any reputable smith has Master levels. I mean come on, +5 to hit for 1500gp? can't beat that (even though that is a 15th level Master).

Randalor
2007-08-30, 02:00 PM
There's always the Iron Kingdom's Arcane Mechanic. Nothing like making battery-powered magical items.

EDIT: And now that I've re-read the original post: If you want steampunk, I would say go with the Arcane Mechanic, and see if the GM would allow you to use stuff from the IK books for inventing :P

AtomicKitKat
2007-08-31, 02:55 AM
You need Stoneblessed(Dwarf) to qualify, but Ollam works with weapons/armour, and I think Dwarven Battlesmith.

Closet_Skeleton
2007-08-31, 04:00 AM
I was going to say the same. WOW d20 is different from regular d20 in numerous subtle ways, but they're alike enough to make adding this class to a non-WOW setting feasible. You do have to read the entire chapter on tech, though.

There are two versions of that Tinker class, the Warcraft d20 version and the WoW d20 version. The first would need less 'tinkering' but is in an out of print book.

Doklahar
2007-09-04, 07:45 PM
For the McGuyver type you actually want the Bodger from the Iron Kingdoms Setting. One of their main abilities is to use a Craft (Tools) Check to make literally anything that they can think of. The outlandish things like a self propelled airplane just have a DC of about 42.... But your able to take a pile of random stuff and turn it into a working telescope, or a Trebuchet.

Zim
2007-09-04, 11:01 PM
I know that Ptolus has some pretty serious clockwork items. You could look to it for inspiration.

icthius
2007-12-14, 04:41 PM
I have a character in my game who wants the same thing, so I'm overhauling the infusion list. Basically, she has a generator that fills a capacitor (one for each level of infusion) that holds a number of charges per day equal to what the artificer gets. As she grows in levels, she upgrades the inventions. Now, I have to create an "Inventions" list that's the same as the "Infusions" list, only with different flavor. I've done levels 1-3 here:


1st Level
Smal Armor Reinforcer: Armor Enhancement, Lesser(Eb p109) –
• Armor or shield gains special ability with a +1 bonus market price modifier.
• A small piece of custom made plastic to go over armor or shield.

Energy Transmuter: Energy Alteration(Eb p111) –
• Item using one kind of energy uses another instead.
• A small lense surrounded by circuitry

Enchantment Surplanter V. 1.0: Enhancement Alteration(Eb p111) –
• Magic shield’s enhancement bonus applies to shield bas attacks; or magic weapon’s enhancement bonus applies to Two-Weapon Defense, Combat Expertise, Full Defense action, etc.
• A small, circular marble on a circuit board which sticks to the item

Inspection lens: Identify(PH p243) –
• Determines properties of a magic item.
• Looks like a monocle attached to the Artificer’s head gear

Light Sabotage: Inflict Light Damage(Eb p112) –
• Deals 1d8 +1/lvl (max 1d8+5) to a Construct.
• Hit it with a wrench

Light Emitting Diode: Light(PH p248) –
• Object shines like a torch.
• Simple LED

Metal Rock: Magic Stone(PH p251) –
• Three stones become +1 projectiles, 1d6+1 damage.
• Stones are reinforced by steel

TechnoShield ฎ ฉ ™: Magic Vestment(PH p251) –
• Armor, shield, or clothes gain +1 enhancement per four levels.
• A shiny bubble appears around the person

Laser Sword: Magic Weapon(PH p251) –
• Weapon gains +1 enhancement bonus.
• A small light engulfs the weapon

Light Repair: Repair Light Damage(CArc p120)(Eb p114)(DR317 p35) –
• Restores 1d8 + 1/lvl (max +5) points of damage to a Construct.
• Fix it with a wrench

Item improvement conflagulator: Skill Enhancement(Eb p115) –
• Item bestows circumstance bonus on skill checks.
• Depends on skill

Magic Capacitance Enhancer: Spell Storing Item(Eb p115) –
• Store one spell in an item.
• Small Add-On that looks shiny

Personal Dangerous Contraption: Weapon Augmentation, Personal(Eb p117) –
• Your weapon gains a special ability with a +1 bonus market price modifier.
• Adds random effects based on circumstance


2nd Level
Armor Reinforcer: Armor Enhancement(Eb p108) –
• Armor or shield gains special ability with a +3 bonus market price modifier.
• Small circuit board attaches to armor or shield

Hard Liquor: Bear’s Endurance(PH p203) –
• Subject gains +6 Constitution, -2 Intellegence for 1 minute per level
• A drink

Steroids: Bull’s Strength(PH p207) –
• Subject gains +6 Strength, -2 Wis for 1 minute per level.
• Sometimes it makes me SO ANGRY

Energy Drink: Cat’s Grace(PH 3.5 p208) –
• Subject gains +6 Dexterity, -2 Charisma for 1 minute per level.
• Rockstar

Metal Freeze ray: Chill Metal(PH p209) –
• Cold metal damages those who touch it.
• A freeze ray gun that works on metal

Sparky Mk. I: Construct Essence, Lesser(RoE p184) –
• Grants a Living Construct qualities of the Construct type.
• Applied programming for the Sparky Mk. I

Small Holographic Image: Eagle’s Splendor(PH p225) –
• Subject gains +6 Charisma, -2 Dex for 1 minute per level.
• A very Heavy holo projector

Mind Elixir: Fox’s Cunning(PH p233) –
• Subject gains +6 Intelligence, -2 Con for 1 minute per level.
• Makes you smart, but nerdy

Welding Torch: Heat Metal(PH p239) –
• Makes metal so hot it damages those who touch it.
• Welding torch, ‘nuff said

Moderate Sabotage: Inflict Moderate Damage(Eb p113) –
• Deals 2d8 +1/lvl (max 2d8+10) to a Construct.
• Hit it with a bigger wrench

Adrenaline Suppressor: Owl’s Wisdom(PH p259) –
• Subject gains +6 Wisdom, -2 Strength for 1 minute per level.
• Calms the user down

Moderate repairs: Repair Moderate Damage(CArc p120)(Eb p114)(DR317 p36) –
• Restores 2d8 + 1/lvl (max +10) points of damage to a Construct.
• Fix it better

Upgrade Construct: Toughen Construct(Eb p114) –
• Grants a Construct a +2 (or greater) enhancement to Natural Armor.
• A few special modifications on a construct

Small Dangerous Contraption: Weapon Augmentation, Lesser(Eb p117) –
• Touched weapon gains a special ability with a +1 bonus market price modifier.
• Adds random effects based on circumstance


3rd Level
Massive Armor Reinforcer: Armor Enhancement, Greater(Eb p109) –
• Armor or shield gains special ability with a +5 bonus market price modifier.
• Large circuit board attaches to armor or shield

Energy Absorption Ball: Construct Energy Ward(Eb p109) –
• Construct gains resistance 10 to specified energy type.
• A small colored sphere follows the recipient

Sparky Mk. II: Humanoid Essence, Lesser(RoE p187) –
• Imposes upon a Construct some of the weakness of the Humanoid type.
• The programming chip for Sparky Mk. II

Serious Sabotage: Inflict Serious Damage(Eb p113) –
• Deals 3d8 +1/lvl (max 3d8+15) to a Construct.
• Hit something with a wrench, really hard

Bigger Laser Sword: Magic Weapon, Greater(PH p251) –
• +1 bonus per four levels (max +5).
• A brilliant light engulfs the weapon

Magic Magnification Marble: Metamagic Item(Eb p113) –
• Imbue spell trigger item with metamagic feat.
• Small, metal marble that increases magical power


Magic item Magnification Powder: Power Surge(Eb p114) –
• Charged spell-trigger item gains temporary charges.
• Powder from a ground Magnification Marble, sprinkled on item

Serious Repairs: Repair Serious Damage(Eb p114)(DR317 p36) –
• Restores 3d8 + 1/lvl (max +15) points of damage to a Construct.
• Repair it with a wrench (seriously)

Hardening Oil: Stone Construct(Eb p116) –
• Construct gains DR 10 /adamantine.
• Oil poured over a robot makes it harder to damage

Easy Use 3000: Suppress Requirement(Eb p116) –
• Item that requires lass feature, race, ability score, or alignment to unction to its fullest potential no longer carries hat requirement.
• A gizmo to make magic items easier to use


Feel free to help me by suggesting different names/flavor for any of the stuff I've done, or by doing any of the infusions from levels 4-6, found here:

4th Level
Construct Energy Ward, Greater(Eb p109) –
Construct gains immunity to specified energy type.

Globe of Invulnerability, Lesser(PH p236) –
Stops 1st – 3rd level spell effects.

Humanoid Essence(RoE p186) –
Imposes upon a Construct some of the weakness of the
Humanoid type.

Inflict Critical Damage(Eb p113) –
Deals 4d8 +1/lvl (max 4d8+20) to a Construct.

Iron Construct(Eb p113) –
Construct gains DR 15 / adamantine & takes half damage from acid and fire.

Item Alteration(Eb p113) –
Item that provides a certain type of bonus provides a different type of bonus of the same value or roll.

Minor Creation(PH p253) –
Creates one cloth or wood object.

Natural Weapon Augmentation(Eb p188) –
Touched Natural Weapon gains a special ability with a +3 bonus market price modifier.

Repair Critical Damage(Eb p114)(DR317 p36) –
Restores 4d8 + 1/lvl (max +20) points of damage to a Construct.

Rusting Grasp(PH p273) –
Your touch corrodes iron and alloys.

Shield of Faith, Legion’s(Eb p115) –
Allies gain +3 or higher AC bonus.

Weapon Augmentation(Eb p117) –
Touched weapon gains a special ability with a +3 bonus market price modifier.




5th Level
Construct Essence(RoE p183) –
As Lesser Construct Essence, but grants more qualities of the Construct type.

Disrupting Weapon(PH p223) –
Melee weapon destroys undead.

Dominate Living Construct(RoE p184) –
As Dominate Person, but affecting a Living
Construct.

Fabricate(PH p229) –
Transforms raw materials into finished items.

Inflict Light Damage, Mass(RoE p187) –
Deals 1d8 + 1/lvl (max 1d8+25) hp of damage to many Constructs.

Major Creation(PH p252) –
As Minor Creation, plus stone and metal.

Repair Light Damage, Mass(RoE p189) –
Repairs 1d8 + 1/lvl (max 1d8+25) hp of damage to many Constructs.

Wall of Force(PH p298) –
Wall is immune to damage.

Wall of Stone(PH p299) –
Creates a stone wall that can be shaped.


6th Level
Blade Barrier(PH p205) –
Wall of blades deals 1d6 per level damage.

Disable Construct(Eb p111) –
Deals 10 per level damage to a Construct.

Globe of Invulnerability(PH p236) –
As Lesser Globe of Invulnerability, plus 4th level spell effects.

Hardening(MoF p99)(Eb p112) –
Permanently increases target object’s hardness by 1 per 2 levels.

Humanoid Essence, Greater(RoE p186) –
Gives a Construct the Humanoid type.

Inflict Moderate Damage, Mass(RoE p187) –
Deals 2d8 + 1/lvl (max 2d8+30) hp of damage to many Constructs.

Move Earth(PH p257) –
Digs trenches and builds hills.

Natural Weapon Augmentation, Greater(RoE p188) –
Touched Natural Weapon gains a special ability with a +5 bonus market price modifier.

Repair Moderate Damage, Mass(RoE p189) –
Repairs 2d8 + 1/lvl (max 2d8+30) hp of damage to many Constructs.

Total Repair(Eb p116) –
Repairs 10 per level damage to a Construct.

Wall of Iron(PH p299) –
30 hp per 4 levels; can topple onto foes.

Weapon Augmentation, Greater(Eb p117) –
Touched weapon gains a special ability with a +5 bonus market price modifier.