DapperReaper
2018-05-17, 01:21 AM
Hello! finally had time to make edits to my mad scientist class so thought I'd get around to posting it, didn't want to necro my original post so making a new one, if interested you can check the original out here (http://www.giantitp.com/forums/showthread.php?529298-Mad-Scientist-Class) (thanks again to aimlessPolymath for the initial feedback)
so I started writing this class to accomplish a few different things, the primary 2 are to have a specialized crafter that doesn't require spell casting and to flesh out the technology stuff, once I had that I thought "that's basically a scientist/inventor type deal, why not make them a zany mad scientist" so yeah, here are the results, I welcome feedback :3
Edit: made some changes based on the feedback of Quarian Rex
Edit2: moved many innovations to tech advancements under master inventor, also moved some stuff for formatting, but effect unchanged
pathfinder class mad scientist
this class uses the optional sanity rules (https://www.d20pfsrd.com/gamemastering/other-rules/sanity/)
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: 6 + int
level
bab
fort
ref
will
special
1
0
0
0
2
Inherent Madness, Mad Genius, Ingenuity
2
1
1
1
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, combat crafting
9
6
3
3
6
Mad Scientist Laboratory
10
7
3
3
7
Innovation, Master Inventor+3
11
8
3
3
7
bonus feat, combat crafting
12
9
4
4
8
Innovation
13
9
4
4
8
simplicity of complexity
14
10
4
4
9
Innovation, Master Inventor+4, combat crafting
15
11
5
5
9
bonus feat
16
12
5
5
10
Innovation
17
12
5
5
10
Master Inventor+5, combat crafting
18
13
6
6
11
Innovation
19
14
6
6
11
bonus feat
20
15
6
6
12
Innovation, Master Inventor+7, combat crafting , Grand Inventor
class skills: appraise, bluff, craft(all), disable device, escape artist, fly, handle animal, heal, intimidate, knowledge(all), linguistics, perception, profession, ride, sense motive, survival, use magic device
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 chosen randomly 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. Additionally, the mad scientist may choose to take 3 sanity damage to reroll a failed roll
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 charisma modifier. The genius pool recovers 1 point each round per madness affecting him, while the madness pool refills by 1/6th of a point for each point of sanity damage he has. By spending a point from his genius pool a mad scientist can add 1d4 to any d20 rolled 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(min 1). 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 charisma modifier(min 1). He also gains technologist and prodigy as bonus feats. Additionally, when the mad scientist would take ability damage or ability drain to intelligence, wisdom or charisma, he may instead take an equal amount of sanity damage. Finally the mad scientist can take an amount of sanity damage(max sanity score) and add an equal amount to a skill check as a competence bonus
Ingenuity
At first level the mad scientist can make something out of almost anything, he gains a +2 bonus to all craft rolls and an additional +1 for every 2 levels possessed and reduces the base DC of all craft rolls by 1 for every 3 levels possessed. 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 point 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 otherwise 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
asinine assassination
you slowly walk up and attack your enemy, it’s so unexpected there’s nothing they can do, at least that’s what you think in your mind, what actually happens thematically may vary(GM discretion) what does happen is you determine the DC to stealth up to a target unseen and you take that much sanity damage, but then can attack the target’s flat footed AC and do sneak attack damage as if your mad scientist levels were 2/3 as many rouge levels. The target must be within attack range within 1 move action of your current position. Using asinine assassination is a full round action
behold!
you can reveal one of your creations in an overly dramatic fashion, doing so provides a bonus to impress people via charisma based skill checks equal to your level. Additionally, NPCs you manage to impress with this ability gain +1 step improved attitude toward you.
beyond repair? no such thing!
you can repair destroyed items, by expending 30% 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 restores the lesser of the mad scientist’s intelligence score or half the items hp
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 you can use up to your combined genius and madness point pools in evolution points 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
brilliant!
increases max genius pool by +2, may be taken multiple times, effect stacks
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
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 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, this causes them to gain a +2 to saving throws against disease, poison, mind affecting effects, and effects that cause exhaustion or fatigue, they no longer need to breath, eat or sleep unless they want to gain some benefit from doing so, however they can no longer be raised or resurrected. 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, losing their con score as well as any racial effects they had that didn't come from being a half construct, once the subject is a 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
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
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%
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 serum effects last only 1 minute
expedience
requires: combat crafting
when crafting you may make a craft check every hour, add half of each result to your craft roll for the purpose of making progress that day
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 base DC for you to repair things is 4 less than normal, this innovation may be taken multiple times, each additional time further reduces the base 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
get the ax
requires: bio-engineering
the max number of evolution points you can apply with bio-engineering is double normal
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 round per 5 you beat the dc (minimum 1 round). They can choose to not do so, but if they do they take your roll in sanity damage
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 base DC of all craft checks by 2. This innovation may be taken multiple times, its effect stacks
Illogical argument
By spending 3 madness points, you may use your combined intelligence and charisma for a diplomacy check. If the roll succeeds the target may still reject the result, but if they do, you may transfer all of your sanity damage to them
insane productivity
every point of sanity damage you have reduces craft check base DCs by 3, craft DCs may still be increased to increase the amount of progress gained for a given craft check
it’s a trap!
you gain a +6 bonus to craft and arm traps, you can also disarm traps as if you had trap-finding
it’s 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
let’s 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 you’re 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 1 point of sanity damage. Mechanism points refresh after 8 hours of rest
mechanist
the base 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 base 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, additionally your sanity score is double normal
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
muwahaha!
increase maximum madness pool by +2, may be taken multiple times, effect stacks
my time space manip--
requires: combat crafting
you can bend reality to finish projects faster but with great risk, by expending your entire genius pool you can instantly make 6 craft checks to progress crafting something, however there is a 50% chance afterward you will be frozen for 1d4 hours, as though by temporal stasis
Non-intrusive implants
requires: craft cybernetics feat
when crafting cybernetics, you can 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 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
you are no longer limited to 8 hours of work a day for crafting, you may craft for up to 20 hours in a given day, making the appropriate progress, however working more than 8 hours causes you to become fatigued until you rest for 8 hours
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)
power bond
requires: craft construct feat, craft technological item feat
you can add templates off the following list to constructs you create at the cost of 1000gp per CR adjustment
Advanced template (https://www.d20pfsrd.com/bestiary/monster-listings/templates/advanced-creature-cr-1)
Crystal creature template (https://www.d20pfsrd.com/bestiary/monster-listings/templates/crystal-creature-cr-1)
Haunted construct template (https://www.d20pfsrd.com/bestiary/monster-listings/templates/haunted-construct/)
Hero killer creature template (https://www.d20pfsrd.com/bestiary/monster-listings/templates/hero-killer-creature-cr-5/)
Hivemind swarm template (https://www.d20pfsrd.com/bestiary/monster-listings/templates/hivemind-swarm-cr-special/)
Life spark construct template (https://www.d20pfsrd.com/bestiary/monster-listings/templates/lifespark-construct-template/)
Metal clad template(choose a metal) (https://www.d20pfsrd.com/bestiary/monster-listings/templates/metal-clad-creature)
Mighty template (https://www.d20pfsrd.com/bestiary/monster-listings/templates/mighty-cr-5/)
Timebreaker creature template (https://www.d20pfsrd.com/bestiary/monster-listings/templates/timebreaker-creature-cr-3/)
Transforming construct template (https://www.d20pfsrd.com/bestiary/monster-listings/templates/transforming-construct-cr-1/)
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 heavy horse with a number of hit dice equal to your mad scientist level. You may also select an upgrade off the list below. Quick! To the science mobile! May be taken multiple times, each additional time lets you select 2 upgrades off the list below. Each upgrade to your science mobile increases its size by 1 square. If your science mobile is destroyed, you may construct a new one, using 1,000gp worth of materials, plus an additional 800gp worth of materials for each upgrade to it
armor plating
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 upgrade may be taken multiple times, each additional time beyond first grants an additional +2 DR/-
amphibious!
your science mobile gains a water speed equal to half its land speed
auto-repair
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
drink holders
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
full speed ahead
increase the speed of your science mobile by 10ft, this upgrade may be taken multiple times, its effects stack
rocket science
requires: craft technological item feat, knowledge engineering 10+
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.
shield matrix
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 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
your science mobile gains some extra room for passengers and luggage. This functions statistically as a horse pulling a cart
spaaaace!
requires: 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: 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)
take to the skies!
your science mobile gains a fly speed equal to 1/3 its land speed(round up to nearest 5ft increment)
travel in style
requires: side car
your science mobile gains a roof and comfort for traveling, this functions statistically as a carriage
you think you can stop me?
requires: 5+ upgrades to your science mobile
your science mobile gains a combat mode, as 2 full round actions you can transform it into an 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
Relaxing work
Nothing helps you unwind like tinkering with your inventions, crafting counts as resting for the purpose of healing sanity damage or ability damage to intelligence, wisdom or charisma. Additionally, your charisma modifier counts as twice as high as normal for the purpose of healing sanity damage
remote control
by expending 2 genius points, you can manipulate a device you created that normally requires direct input from 30 feet away. Remote control may be taken multiple times, each additional time taken triples the range
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 feat, 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
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
1000
2
5000
3
10,000
4
20,000
5
50,000
6
100,000
+1
+100,000
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
tech marvel
requires: craft wondrous item feat
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
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
Utterly demented
As a swift action you can take any amount of sanity damage(max your sanity score), increase the attack and damage of your next attack by the same amount
Vial of vile fluid
Requires: craft(alchemy) 12+
Poison you craft is particularly potent and hard to resist, its base DC is triple normal, the duration is double normal, and the required number of saves is increased by 2
Vial of vile viral
Requires: knowledge(nature) 12+, vial of vile fluid
Your poisons are contagious, if someone comes into physical contact with someone under the effect of one of your poisons, they become exposed to the poison and must make the appropriate save or become poisoned as well
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
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, and 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, 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 your intelligence modifier to attack rolls up to a limit of the total increased technology level. Finally, befitting a genius, for each of your increased technology levels you gain a tech advancement off the following list
biological warfare
requires: brew potion feat
whenever you make poison, you can increase the DC of that poison, the increase is equal to +1 per 5 you beat the craft check to make it
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
cheapen
you may reduce the cost to make technological items by 10% but reduce the item's max hp by 20, cheapen may be taken up to 9 times, its effects stack. You cannot cheapen an item below 1 max hp.(i.e. if adding 5 stacks of cheapen would reduce an item below 1 hp, you may only use 4 etc.)
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
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
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 fractal charges/uses)
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
lasers!
requires: craft technological arms and armor feat
laser weapons your create have 4 times as much charge as normal and deal 100% more damage with each shot
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 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 further increase the cost and reduce the implant value, but the implant value may never be reduced below 0
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 1/10th 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%
reliable fire arms
requires: gunsmithing feat
fire arms you craft are more reliable than normal, reducing their miss fire chance by 3. This effect cannot reduce misfire chance to 0, but is applied before effects that can
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 charisma 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 charisma modifier
Scope
Requires: gunsmithing feat or craft technological arms and armor feat
You can add a scope to your ranged weaponry, this reduces the penalty for shooting beyond your range increment by half, and when looking thru a scope, penalties to perception due to distance are also halved. Making a scope requires 250gp worth of materials. A scope can be upgrade to a masterwork scope for an additional 300gp worth of materials and halves the relevant penalties again. A masterwork scope can be upgraded to a high end masterwork scope for an additional 1000gp worth of materials, a high end masterwork scope increases the range increment and distance at which perception penalties are incurred by 50%. A high end masterwork scope may be upgraded to an ultimate scope for an additional 3000gp worth of materials, an ultimate scope adds the user’s character level to all attack and sight based perception rolls while using the ultimate scope
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
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)
tech marvel
requires: craft wondrous item feat
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
ultimate plate
requires: craft technological arms and armor feat, total bonus technology level 5+
you can craft the powered armor technological artifact, doing so requires 15,000gp worth of materials, must be made in a military crafting lab and has a craft DC of 50. the suit may be fitted to an individual for an additional 1,000gp 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 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
so I started writing this class to accomplish a few different things, the primary 2 are to have a specialized crafter that doesn't require spell casting and to flesh out the technology stuff, once I had that I thought "that's basically a scientist/inventor type deal, why not make them a zany mad scientist" so yeah, here are the results, I welcome feedback :3
Edit: made some changes based on the feedback of Quarian Rex
Edit2: moved many innovations to tech advancements under master inventor, also moved some stuff for formatting, but effect unchanged
pathfinder class mad scientist
this class uses the optional sanity rules (https://www.d20pfsrd.com/gamemastering/other-rules/sanity/)
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: 6 + int
level
bab
fort
ref
will
special
1
0
0
0
2
Inherent Madness, Mad Genius, Ingenuity
2
1
1
1
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, combat crafting
9
6
3
3
6
Mad Scientist Laboratory
10
7
3
3
7
Innovation, Master Inventor+3
11
8
3
3
7
bonus feat, combat crafting
12
9
4
4
8
Innovation
13
9
4
4
8
simplicity of complexity
14
10
4
4
9
Innovation, Master Inventor+4, combat crafting
15
11
5
5
9
bonus feat
16
12
5
5
10
Innovation
17
12
5
5
10
Master Inventor+5, combat crafting
18
13
6
6
11
Innovation
19
14
6
6
11
bonus feat
20
15
6
6
12
Innovation, Master Inventor+7, combat crafting , Grand Inventor
class skills: appraise, bluff, craft(all), disable device, escape artist, fly, handle animal, heal, intimidate, knowledge(all), linguistics, perception, profession, ride, sense motive, survival, use magic device
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 chosen randomly 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. Additionally, the mad scientist may choose to take 3 sanity damage to reroll a failed roll
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 charisma modifier. The genius pool recovers 1 point each round per madness affecting him, while the madness pool refills by 1/6th of a point for each point of sanity damage he has. By spending a point from his genius pool a mad scientist can add 1d4 to any d20 rolled 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(min 1). 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 charisma modifier(min 1). He also gains technologist and prodigy as bonus feats. Additionally, when the mad scientist would take ability damage or ability drain to intelligence, wisdom or charisma, he may instead take an equal amount of sanity damage. Finally the mad scientist can take an amount of sanity damage(max sanity score) and add an equal amount to a skill check as a competence bonus
Ingenuity
At first level the mad scientist can make something out of almost anything, he gains a +2 bonus to all craft rolls and an additional +1 for every 2 levels possessed and reduces the base DC of all craft rolls by 1 for every 3 levels possessed. 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 point 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 otherwise 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
asinine assassination
you slowly walk up and attack your enemy, it’s so unexpected there’s nothing they can do, at least that’s what you think in your mind, what actually happens thematically may vary(GM discretion) what does happen is you determine the DC to stealth up to a target unseen and you take that much sanity damage, but then can attack the target’s flat footed AC and do sneak attack damage as if your mad scientist levels were 2/3 as many rouge levels. The target must be within attack range within 1 move action of your current position. Using asinine assassination is a full round action
behold!
you can reveal one of your creations in an overly dramatic fashion, doing so provides a bonus to impress people via charisma based skill checks equal to your level. Additionally, NPCs you manage to impress with this ability gain +1 step improved attitude toward you.
beyond repair? no such thing!
you can repair destroyed items, by expending 30% 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 restores the lesser of the mad scientist’s intelligence score or half the items hp
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 you can use up to your combined genius and madness point pools in evolution points 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
brilliant!
increases max genius pool by +2, may be taken multiple times, effect stacks
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
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 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, this causes them to gain a +2 to saving throws against disease, poison, mind affecting effects, and effects that cause exhaustion or fatigue, they no longer need to breath, eat or sleep unless they want to gain some benefit from doing so, however they can no longer be raised or resurrected. 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, losing their con score as well as any racial effects they had that didn't come from being a half construct, once the subject is a 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
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
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%
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 serum effects last only 1 minute
expedience
requires: combat crafting
when crafting you may make a craft check every hour, add half of each result to your craft roll for the purpose of making progress that day
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 base DC for you to repair things is 4 less than normal, this innovation may be taken multiple times, each additional time further reduces the base 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
get the ax
requires: bio-engineering
the max number of evolution points you can apply with bio-engineering is double normal
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 round per 5 you beat the dc (minimum 1 round). They can choose to not do so, but if they do they take your roll in sanity damage
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 base DC of all craft checks by 2. This innovation may be taken multiple times, its effect stacks
Illogical argument
By spending 3 madness points, you may use your combined intelligence and charisma for a diplomacy check. If the roll succeeds the target may still reject the result, but if they do, you may transfer all of your sanity damage to them
insane productivity
every point of sanity damage you have reduces craft check base DCs by 3, craft DCs may still be increased to increase the amount of progress gained for a given craft check
it’s a trap!
you gain a +6 bonus to craft and arm traps, you can also disarm traps as if you had trap-finding
it’s 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
let’s 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 you’re 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 1 point of sanity damage. Mechanism points refresh after 8 hours of rest
mechanist
the base 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 base 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, additionally your sanity score is double normal
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
muwahaha!
increase maximum madness pool by +2, may be taken multiple times, effect stacks
my time space manip--
requires: combat crafting
you can bend reality to finish projects faster but with great risk, by expending your entire genius pool you can instantly make 6 craft checks to progress crafting something, however there is a 50% chance afterward you will be frozen for 1d4 hours, as though by temporal stasis
Non-intrusive implants
requires: craft cybernetics feat
when crafting cybernetics, you can 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 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
you are no longer limited to 8 hours of work a day for crafting, you may craft for up to 20 hours in a given day, making the appropriate progress, however working more than 8 hours causes you to become fatigued until you rest for 8 hours
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)
power bond
requires: craft construct feat, craft technological item feat
you can add templates off the following list to constructs you create at the cost of 1000gp per CR adjustment
Advanced template (https://www.d20pfsrd.com/bestiary/monster-listings/templates/advanced-creature-cr-1)
Crystal creature template (https://www.d20pfsrd.com/bestiary/monster-listings/templates/crystal-creature-cr-1)
Haunted construct template (https://www.d20pfsrd.com/bestiary/monster-listings/templates/haunted-construct/)
Hero killer creature template (https://www.d20pfsrd.com/bestiary/monster-listings/templates/hero-killer-creature-cr-5/)
Hivemind swarm template (https://www.d20pfsrd.com/bestiary/monster-listings/templates/hivemind-swarm-cr-special/)
Life spark construct template (https://www.d20pfsrd.com/bestiary/monster-listings/templates/lifespark-construct-template/)
Metal clad template(choose a metal) (https://www.d20pfsrd.com/bestiary/monster-listings/templates/metal-clad-creature)
Mighty template (https://www.d20pfsrd.com/bestiary/monster-listings/templates/mighty-cr-5/)
Timebreaker creature template (https://www.d20pfsrd.com/bestiary/monster-listings/templates/timebreaker-creature-cr-3/)
Transforming construct template (https://www.d20pfsrd.com/bestiary/monster-listings/templates/transforming-construct-cr-1/)
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 heavy horse with a number of hit dice equal to your mad scientist level. You may also select an upgrade off the list below. Quick! To the science mobile! May be taken multiple times, each additional time lets you select 2 upgrades off the list below. Each upgrade to your science mobile increases its size by 1 square. If your science mobile is destroyed, you may construct a new one, using 1,000gp worth of materials, plus an additional 800gp worth of materials for each upgrade to it
armor plating
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 upgrade may be taken multiple times, each additional time beyond first grants an additional +2 DR/-
amphibious!
your science mobile gains a water speed equal to half its land speed
auto-repair
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
drink holders
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
full speed ahead
increase the speed of your science mobile by 10ft, this upgrade may be taken multiple times, its effects stack
rocket science
requires: craft technological item feat, knowledge engineering 10+
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.
shield matrix
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 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
your science mobile gains some extra room for passengers and luggage. This functions statistically as a horse pulling a cart
spaaaace!
requires: 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: 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)
take to the skies!
your science mobile gains a fly speed equal to 1/3 its land speed(round up to nearest 5ft increment)
travel in style
requires: side car
your science mobile gains a roof and comfort for traveling, this functions statistically as a carriage
you think you can stop me?
requires: 5+ upgrades to your science mobile
your science mobile gains a combat mode, as 2 full round actions you can transform it into an 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
Relaxing work
Nothing helps you unwind like tinkering with your inventions, crafting counts as resting for the purpose of healing sanity damage or ability damage to intelligence, wisdom or charisma. Additionally, your charisma modifier counts as twice as high as normal for the purpose of healing sanity damage
remote control
by expending 2 genius points, you can manipulate a device you created that normally requires direct input from 30 feet away. Remote control may be taken multiple times, each additional time taken triples the range
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 feat, 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
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
1000
2
5000
3
10,000
4
20,000
5
50,000
6
100,000
+1
+100,000
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
tech marvel
requires: craft wondrous item feat
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
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
Utterly demented
As a swift action you can take any amount of sanity damage(max your sanity score), increase the attack and damage of your next attack by the same amount
Vial of vile fluid
Requires: craft(alchemy) 12+
Poison you craft is particularly potent and hard to resist, its base DC is triple normal, the duration is double normal, and the required number of saves is increased by 2
Vial of vile viral
Requires: knowledge(nature) 12+, vial of vile fluid
Your poisons are contagious, if someone comes into physical contact with someone under the effect of one of your poisons, they become exposed to the poison and must make the appropriate save or become poisoned as well
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
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, and 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, 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 your intelligence modifier to attack rolls up to a limit of the total increased technology level. Finally, befitting a genius, for each of your increased technology levels you gain a tech advancement off the following list
biological warfare
requires: brew potion feat
whenever you make poison, you can increase the DC of that poison, the increase is equal to +1 per 5 you beat the craft check to make it
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
cheapen
you may reduce the cost to make technological items by 10% but reduce the item's max hp by 20, cheapen may be taken up to 9 times, its effects stack. You cannot cheapen an item below 1 max hp.(i.e. if adding 5 stacks of cheapen would reduce an item below 1 hp, you may only use 4 etc.)
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
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
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 fractal charges/uses)
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
lasers!
requires: craft technological arms and armor feat
laser weapons your create have 4 times as much charge as normal and deal 100% more damage with each shot
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 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 further increase the cost and reduce the implant value, but the implant value may never be reduced below 0
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 1/10th 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%
reliable fire arms
requires: gunsmithing feat
fire arms you craft are more reliable than normal, reducing their miss fire chance by 3. This effect cannot reduce misfire chance to 0, but is applied before effects that can
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 charisma 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 charisma modifier
Scope
Requires: gunsmithing feat or craft technological arms and armor feat
You can add a scope to your ranged weaponry, this reduces the penalty for shooting beyond your range increment by half, and when looking thru a scope, penalties to perception due to distance are also halved. Making a scope requires 250gp worth of materials. A scope can be upgrade to a masterwork scope for an additional 300gp worth of materials and halves the relevant penalties again. A masterwork scope can be upgraded to a high end masterwork scope for an additional 1000gp worth of materials, a high end masterwork scope increases the range increment and distance at which perception penalties are incurred by 50%. A high end masterwork scope may be upgraded to an ultimate scope for an additional 3000gp worth of materials, an ultimate scope adds the user’s character level to all attack and sight based perception rolls while using the ultimate scope
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
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)
tech marvel
requires: craft wondrous item feat
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
ultimate plate
requires: craft technological arms and armor feat, total bonus technology level 5+
you can craft the powered armor technological artifact, doing so requires 15,000gp worth of materials, must be made in a military crafting lab and has a craft DC of 50. the suit may be fitted to an individual for an additional 1,000gp 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 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