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    Titan in the Playground
     
    Jeff the Green's Avatar

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    Feb 2010
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    The Great PNW
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    Default [PrC] Mechas and flamethrowers: Artificer/Factotum theurge (WIP; PEACH)

    Inspired Inventor


    Image by FalloutCat. Used with permission.

    I think I have something that will help in my laboratory, hold on a second. Now let's see... Snowmatic 9000, no. Autosaw Mark IV, no. Deathbot, axe model, no. Ah, here it is! The Crabwalker XRS, with optional flamethrowers, ballistae, archer platforms, and buzzsaws!
    —Godie Limberbottom, Inspired Inventor

    Most artificers pride themselves on their ability to carefully craft works of beauty and power. Not the inspired inventor.

    Inspired inventors build insane contraptions—widgets, gadgets, whirligigs, and gizmos—from cogs and wheels and whatever they have lying around their shops, and rely on flashes of inspiration to get their inventions to work. Their inventions aren't based on elegant theories of magic, either; they're mechanical, alchemical, or biological, and so fuction even when magic could not. And their inventions rarely have any subtlety to them: no graceful wands, but plenty of explosions, traps, and machines belching smoke and fire.

    Hitdie
    d6.

    Requirements
    To qualify to become an inspired inventor, a character must fulfill all of the following criteria.

    Skills
    Craft (machinery) 8, Craft (armorsmithing, bowmaking, trapmaking, or weaponsmithing) 8, Craft (any two others) 4, Disable Device 8, Knowledge (architecture and engineering) 4, Use Magic Device or Use Psionic Device 8

    Feats
    Craft Magic Arms and Armor or Craft Psionic Arms and Armor; Craft Wondrous Item or Craft Universal Item; Exceptional Artisan, Extraordinary Artisan, or Legendary Artisan; Font of Inspiration

    Special
    Must have the Item Creation class feature.

    The Inspired Inventor
    Level Base Attack Bonus Fort Save Ref Save Will Save Inspiration Points Special Craft Reserve Infusions
    1st
    +0
    +0
    +0
    +2
    +1
    Continued cunning, craft reserve, craft widget, inspiration
    80
    -
    2nd
    +1
    +0
    +0
    +3
    +1
    Item creation
    100
    +1 level
    3rd
    +2
    +1
    +1
    +3
    +1
    Bonus feat
    150
    +1 level
    4th
    +3
    +1
    +1
    +4
    +1
    Assisted activation (5'), improvised tools
    200
    +1 level
    5th
    +3
    +1
    +1
    +4
    +2
    Craft gadget, durable widgets
    250
    -
    6th
    +4
    +2
    +2
    +5
    +2
    Whirligig artifice
    300
    +1 level
    7th
    +5
    +2
    +2
    +5
    +2
    Bonus feat
    400
    +1 level
    8th
    +6
    +2
    +2
    +6
    +2
    Assisted activation (30')
    500
    +1 level
    9th
    +6
    +3
    +3
    +6
    +3
    Durable gadgets
    700
    -
    10th
    +7
    +3
    +3
    +7
    +3
    Craft gizmo
    900
    +1 level
    Class Skills (6 + Int modifier per level): All skills.

    Class Features
    All of the following are Class Features of the the inspired inventor prestige class.

    Weapon and Armor Proficiency
    Inspired inventors gain no proficiency with any weapon or armor.

    Infusions
    At each level except for 1st, 5th, and 9th, you gain new infusions per day and an increase in caster level as if you had also gained an artificer level. You do not, however, gain any other benefit an artificer would have gained.

    Continued Cunning
    At 1st-level, you add your class level to your factotum level to determine access to the cunning defense, brains over brawn, cunning strike, cunning surge, cunning breach, and cunning dodge class features.

    Craft Reserve
    An inspired inventor receives a pool of points he can spend instead of experience points when crafting a magic item. Each time you gain a new level, you receive a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. You can also use your craft reserve to supplement the XP cost of the item you are making, taking a portion of the cost from your craft reserve and a portion from your own XP.

    Craft Widget (Ex)
    When he first enters the prestige class, an inspired inventor gains the ability to create the most simple of inventions: widgets.

    All widgets have certain features in common. They are non-magical in nature, and so function in anti-magic fields and cannot be dispelled; they require a full round action, which provokes attacks of opportunity, to activate (though this can be reduced to a swift action and attacks of opportunity avoided by expending an inspiration point or action point); they require a free hand to activate; and they become irretrievably non-functional after 5+1d3 uses (this roll is made in secret at creation, and you do not know when your widget will cease to function until you have activated it for the final time). All inspired inventors can create six standard types of widgets, as listed in the side bar, and can design widgets with different functions of similar power.

    Creating a widget requires 8 hours of work and raw materials, the worth of which depends on the type (see table). During this 8 hours you must make a DC 25 Craft (machinery) check and an additional Craft check, depending on the type of widget. If both checks are successful, the gadget is completed. If one check failed, you fail to create the gadget. If both checks fail, you fail to create the gadget and half of the raw materials are ruined. A widget that has an effect that varies with your Intelligence bonus or level uses your Intelligence bonus or level at the time of its creation. Any subsequent changes in your Intelligence bonus or level have no effect on it.

    Widgets break down over time, and you must spend 1 minute each day with each widget you possess to keep them in working order. A widget that is not maintained in this way becomes irretrievably non-functional. No one except you, not even another inspired inventor, may maintain a widget you created. You can maintain two widgets plus one widget per level; if you create a widget that would put him over this limit, he must choose one existing widget to abandon, which becomes irretrievably non-functional.

    Inspiration
    Inspired inventors rely on flashes of inspiration in combat. Starting at 1st level you gain a number of inspiration points at the beginning of each combat, depending on your level. These are in addition to those you gain from your factotum levels.

    Item Creation
    Starting at 2nd level, you add your class level - 1 to your artificer level for the purpose of creating magic or psionic items.

    Bonus Feat
    At 3rd and again at 7th level, you gain a bonus feat. You may select any feat you would be able to select if you were gaining your 4th level in artificer, an item creation feat, Font of Inspiration, or any Skill Focus.

    Assisted Activation
    At 4th-level, an inspired inventor gains the ability to help his allies activate his inventions. As an immediate action on the turn of an ally that is within 5 feet, you may spend an inspiration point to allow your ally to activate a widget, gadget, or gizmo you created as a swift action. At 8th level you may assist an ally that is within 30 feet.

    Improvised Tools
    A 4th-level inspired inventor is skilled in using whatever is at hand to accomplish tasks. By making a DC 25 Craft (machinery) check you can create a set of improvised toolset for a specific skill check. Doing so takes 30 minutes. Improvised toolsets function can as a climber's kit, disguise kit, healer's kit, masterwork artisan tools, masterwork longspoon thieves' tools, masterwork musical instrument, masterwork thieves' tools, or a masterwork tool, except that they only function for the specific skill check they were created for, and any creature other than an inspired inventor must succeed at a DC 15 Intelligence check to use the tool (this check may be retried). For each 10 you beat the Craft (machinery) DC, the time to create the improvised toolset is reduced by half and the circumstance bonus provided by the tools is increased by 2.

    Craft Gadget
    A 5th-level inspired inventor gains the ability to create more complicated inventions: gadgets.

    Gadgets function in essentially the same way as widgets. They are non-magical in nature, and so function in anti-magic fields and cannot be dispelled; they require a full round action, which provokes attacks of opportunity, to activate (though this can be reduced to a swift action and attacks of opportunity avoided by expending two inspiration points or an action point); they require a free hand to activate; and they become irretrievably non-functional after 5+1d3 uses (this roll is made in secret at creation, and you do not know when your gadget will cease to function until you have activated it for the final time). In addition, all gadgets have some negative side effect on their users. All inspired inventors can create four standard types of gadgets, as listed in the sidebar, and can design gadgets with different functions of similar power.

    Creating a gadget requires 16 hours of work and raw materials, the worth of which depends on the type (see table). During this 8 hours you must make a DC 35 Craft (machinery) check and an additional Craft check, depending on the type of gadget. If both checks are successful, the gadget is completed. If one check failed, you fail to create the gadget. If both checks fail, you fail to create the gadget and half of the raw materials are ruined. A gadget that has an effect that varies with your Intelligence bonus or level uses your Intelligence bonus or level at the time of its creation. Any subsequent changes in your intelligence bonus or level have no effect on it.

    Gadgets break down over time, and you must spend 1 minute each day with each widget you possess to keep them in working order. A gadget that is not maintained in this way becomes irretrievably non-functional. No one except you, not even another inspired inventor, may maintain a gadget you created. You can maintain one gadget per two levels; if you create a gadget that would put you over this limit, you must choose one existing gadget to abandon, which becomes irretrievably non-functional.

    Durable Widgets
    At 5th level an inspired inventor develops means to make his widgets last longer. By spending three times the normal crafting cost in raw materials, you may create a widget that can be activated up to 25 times before becoming irretrievably non-functional, and only requires maintenance once every week.

    Whirligig Artifice
    At 6th level an inspired inventor is able to create whirligigs. Whirligigs are devices that attach to other objects and cause them to move under their own power.

    Creating a whirligig requires 16 hours of work and raw materials, the worth of which depends on the type (see table). During this 16 hours you must make a DC 35 Craft (machinery) check and an additional Craft check, depending on the type of whirligig. If both checks are successful, the whirligig is completed. If one check failed, you fail to create the whirligig. If both checks fail, you fail to create the whirligig and half of the raw materials are ruined. A whirligig that has an effect that varies with your Intelligence bonus or level uses your Intelligence bonus or level at the time of its creation. Any subsequent changes in your intelligence bonus or level have no effect on it.

    Whirligigs must be wound before they function, which requires 5 minutes of work. A whirligig, once wound, remains so until it is activated. Whirligigs also break down over time, and you must spend 1 minute each day with each whirligig you possess to keep them in working order. No one except you, not even another inspired inventor, may maintain a whirlig you created. A gadget that is not maintained in this way becomes irretrievably non-functional. You can maintain one whirligig plus one per three levels; if you create a whirligig that would put you over this limit, you must choose one existing gadget to abandon, which becomes irretrievably non-functional.

    With the exception of those attached to armor, whirligigs are treated as animated objects of the appropriate size (typically small or medium) with multiple legs or wheels (as chosen by the creator at time of creation) and no slam attack. A whirligig attached to a weapon additionally is proficient in that weapon. They are non-magical in nature, and so function in anti-magic fields and cannot be dispelled. They require a full round action, which provokes attacks of opportunity, to activate (though this can be reduced to a swift action and attacks of opportunity avoided by expending two inspiration points or an action point). To activate a whirligig you must be adjacent to it and have a free hand. Since a whirligig is purely mechanical, it can generally only follow one extremely simple command (expressable in a single sentence), set when it is activated. The command may be changed as a full round action, which provokes attacks of opportunity (this can be reduced to a swift action and attacks of opportunity avoided by spending two inspiration points or an action point).

    Durable Gadgets
    At 9th level an inspired inventor develops means to make his gadgets last longer. By spending three times the normal crafting cost in raw materials, you may create a gadget that can be activated up to 25 times before becoming irretrievably non-functional, and only requires maintenance once every week.

    Craft Gizmo
    At 10th level an inspired inventor can finally produce his magnum opus: a gizmo. Gizmos function much like widgets and gadgets, though they are considerably more powerful. They are non-magical in nature, and so function in anti-magic fields and cannot be dispelled; they typically require a full round action, which provokes attacks of opportunity, to activate (though this can be reduced to a swift action and attacks of opportunity avoided by expending two inspiration points or an action point); and they require a free hand to activate. All inspired inventors can create xxx standard types of gizmos, as listed in the sidebar, and can design gizmos with different functions of similar power.

    Creating a gizmo requires 48 hours of work and raw materials, the worth of which depends on the type (see table). During this time you must make a DC 45 Craft (machinery) check and an additional Craft check, depending on the type of gizmo. If both checks are successful, the gizmo is completed. If one check failed, you fail to create the gizmo. If both checks fail, you fail to create the gizmo and half of the raw materials are ruined. A gizmo that has an effect that varies with your Intelligence bonus or level uses your Intelligence bonus or level at the time of its creation. Any subsequent changes in your intelligence bonus or level have no effect on it.

    Gizmos break down over time, and you must spend 1 hour each day with any gizmo you possess to keep them in working order. A gizmo that is not maintained in this way becomes irretrievably non-functional. No one except you, not even another inspired inventor, may maintain a gizmo you created. You can maintain one gizmo; if you create another, you must abandon your previous one, which becomes irretrievably non-functional.

    Inventions
    Spoiler
    Show

    Widgets
    Accuracy
    Whether a gyroscopic stabilizer for a sword, a telescopic sight for a crossbow, or a set of magnifying goggles, an accuracy widget grants a circumstance bonus to its user's weapon attack rolls. The bonus is equal to the Intelligence bonus of the gadget's creator, and lasts for one minute. When an inspired inventor creates an accuracy widget, he must select a weapon group for it to function with; an accuracy widget designed for use with light blades would not give a bonus to attacks with a quarterstaff or greatsword, for instance.

    Energy
    An energy widget produces either a 15-foot cone of fire, a 30-foot line of electricity, or a 10-foot burst of cold originating in its user's square. This deals damage of the appropriate energy type equal to 2d6 per level of it's creator + the Intelligence bonus of the gadget's creator to everything in the effect area except the creature that activated it and his carried equipment. Creatures may attempt a Reflex saving throw against DC 10 + the widget's creator's level + the widget's creator's Intelligence bonus for half damage.

    Evasion
    An evasion widget helps its user evade attacks, whether by increasing their capacity to recognize and avoid them or by deflecting blows. Evasion widgets provide a bonus to its user's AC equal to the Intelligence bonus of the gadget's creator, and lasts for one minute. When an inspired inventor creates an evasion widget, he decides whether the bonus it provides is a dodge bonus or a shield bonus.

    Folding Equipment
    A piece of equipment can be modified so that it takes up considerably less space. A piece of folding equipment takes up space as if it were 1/8 of its normal size in each dimension, and so counts as being three size categories smaller, though it still weighs the same. An object so folded cannot be used as normal; it must be activated first. When activated, a piece of folding equipment returns to its normal size and can be used normally.

    Unlike most widgets, pieces of folding equipment are not used up when activated. Instead, a piece of folding equipment may be refolded in 1 minute + 5 minutes for every size category above small. A piece of folding equipment may be activated up to 25 times; after this the mechanism wears out and must be replaced in the same way it was created. (The equipment may still be used as normal when this happens, but may not be refolded.) Once an inspired inventor gains the ability to create durable widgets, he may create a durable piece of folding equipment in the same way he would normally create a durable widget. A durable piece of folding equipment never wears out.

    Smokescreen
    A smokescreen widget allows the user to create an area of thick smoke in a precise pattern. The user can designate a number of 10-foot cubes equal to the Intelligence bonus of the inspired inventor that created it so long as he has line of effect to the cubes and they are no greater than 60 feet away. Smoke fills these cubes (treat as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round) and dissipates after 1d3 + 1 rounds (roll separately for each 10-foot cube).

    Thermomodulator
    Thermomodulator gadgets heat or chill areas and objects, whether through alchemical means or harnessing pseudomagical portals to elemental planes. When an inspired inventor creates a transmutation gadget he chooses whether to make it a heating thermomodulator or a chilling thermomodulator and whether it should heat an area or an object. When activated, an area thermomodulator increases or decreases the temperature in a 50-foot spread by up to 10° F times its creator's Intelligence modifier, chosen at the time of its creation, for 1 minute.

    An object thermomodulator can be activated upon an object within its user's normal melee reach or an object he holds. Its user must make a touch attack that provokes attacks of opportunity (in addition to any attacks of opportunity provoked by activating the item) to use it on an item attended by an unwilling creature. If used on a metal object, it rapidly heats it. A weapon composed primarily of metal deals an additional 2d4 fire damage, if a heating thermomodulator, or 2d4 cold damage, if a chilling thermomodulator, with each hit. Armor or other worn metal equipment is affected as though by heat metal (if a heating thermomodulator) or chill metal (if a heating thermomodulator except that the equipment immediately reaches searing temperatures and deals 2d4 fire or cold damage per round. If a heating thermomodulator used on a flammable object, the object takes 2d4 fire damage and must make a reflex save or catch fire. A heating thermomodulator used on a non-metal, non-flammable object or a chilling thermomodulator used on a non-metal object increases or decreases the temperature of the object by up to 10° F times its creator's Intelligence modifier, chosen at the time of its creation, but generally has no other effect. The effects of an object thermomodulator last 1 minute.

    Trap
    A trap widget is a device that can be placed or thrown to harm or hinder enemies. When activated, it becomes a trap, which then may either trigger or be disarmed as normal. When an inspired inventor creates a trap widget he decides the kind of trap it will become and its placement method. (The DM may decide that certain traps are impossible to place in widgets, but if the player can create a feasible explanation, the DM is encouraged to give the player wide latitude.) A trap widget may be placed by throwing or by time delay. A thrown trap widget is treated as a ranged touch attack with a range increment of 10 ft. It activates immediately upon striking a hard surface. A time delay trap must be placed in the same square as the user, and activates a number of rounds later. The number of rounds must be decided by the inspired inventor when he creates the trap widget, and must be between 1 and his Intelligence modifier. A trap widget never resets.

    The user of a trap widget may make a Sleight of Hand check opposed by its opponents' Spot checks to disguise setting a time delay trap as another action.

    Widgets
    Widget Craft skill Craft DC Cost
    Accuracy (bows and crossbows) Craft (bowmaking) 25 75 GP
    Accuracy (any other) Craft (weaponsmithing) 25 75 GP
    Energy Craft (alchemy) 30 175 GP
    Evasion Craft (armorsmithing) 25 150 GP
    Folding Equipment (melee weapon) Craft (weaponsmithing) 25 25 GP + melee weapon
    Folding Equipment (bow or crossbow) Craft (bowmaking) 25 25 GP + bow or crossbow
    Folding Equipment (armor) Craft (armorsmithing) 25 25 GP + armor
    Folding Equipment (other) Craft (machinery) 25 25 GP + object
    Smokescreen Craft (alchemy) 25 150 GP
    Thermomodulator Craft (alchemy) 30 175 GP
    Trap Craft (trapmaking) 25 + 2 x the trap's CR 150 GP x the trap's CR

    Gadgets
    Endless Ice
    Endless ice gadgets produce a prodigious amount of ice in a short time. It has two functions. First, it can produce enough ice to fill eight five-foot cubes per point of Intelligence bonus of its creator. These cubes must be unoccupied and contiguous, and at least one must be within 5 feet of the user. The ice must appear on a surface that can support it. Alternatively, an endless ice gadget can produce enough ice to cover 16 five-foot squares per point of Intelligence bonus of its creator of a surface. These squares must be contiguous and at least one must be within 5 feet of the user. In freezing temperatures (below 32°) the ice does not melt normally. In normal temperatures (below 75°) the ice melts in a number of hours equal to the Intelligence bonus of its creator. In hot temperatures (below 100°) the ice melts in a number of minutes equal to the Intelligence bonus of its creator. In extremely hot temperatures (above 100°) the ice melts in a number of rounds equal to the Intelligence bonus of its creator. The user of an endless ice gadget must make a DC 20 Fortitude saving throw or take 2d6 nonlethal damage as though from extreme cold.

    Jump
    A jump gadget is a device that allows teleportation. For one minute after activation its user can teleport 5 feet per per point of its creator's Intelligence bonus as a swift action, once per round. The user must have line of sight to or be able to clearly visualize its destination. The user of a jump gadget is disoriented for the duration of its effect and for 1d10 rounds thereafter, taking a -2 penalty on attack rolls, Dexterity checks, and Dexterity-based skill checks.

    Poison Gas
    A poison gas gadget is a device that releases a cloud of poisonous gas. When an inspired inventor creates a poison gas gadget he decides the kind of poison it will release and its placement method. (The gadget may alternatively release a positoxin or ravage, but these are uncommon.) The creator may choose any poison he has available, even one with a delivery mode other than inhaled.

    A poison gas gadget may be placed by throwing or by time delay. A thrown poison gas gadget is treated as a ranged touch attack with a range increment of 10 ft. It activates immediately upon striking a hard surface, releasing a cloud of poison that fills a 10-foot cube (or a 20-foot spread, if the poison is normally inhaled). Any creature inside the effect must make a save or be affected; holding one’s breath is ineffective as the poison affects the nasal membranes, tear ducts, and other parts of the body. A time delay poison gas gadget must be placed in the same square as the user, and cloud of poison in a 20-foot spread (or a 30-foot spread, if the poison is normally inhaled) a number of rounds later. The number of rounds must be decided by the inspired inventor when he creates the trap widget, and must be between 1 and his Intelligence modifier.

    The cloud of poison lasts for one round for every two points the gadget's creator's Intelligence modifier is above 4; if the gadget's creator's Intelligence modifier is below 6 only those creatures in the effect area when the gadget activates are affected by it. A moderate or stronger wind dissipates the cloud of poison. The user of a poison gas gadget is exposed to the poison, regardless of whether he is ever in the cloud of poison. (If he is ever in the cloud of poison he is exposed to the poison again.)

    Power
    Perhaps a special weight or gear system, power gadgets grant a circumstance bonus to its user's weapon damage rolls. The bonus is equal to the Intelligence bonus of the gadget's creator, and lasts for one minute. When an inspired inventor creates a power gadget, he must select a weapon group other than Exotic Weapons or Exotic Double Weapons for it to function with; a power gadget designed for use with light blades would not give a bonus to damage with a quarterstaff or greatsword, for instance. The user of a power gadget takes a -2 penalty on attack rolls for the duration of its effect and for one minute thereafter.

    Protection
    Protection gadgets improve a creature's resistance to such things as spells, poisons, and explosions. The gadget's user gains a resistance bonus equal to its creator's Intelligence modifier to either Fortitude, Reflex, or Will saving throws and a resistance bonus bonus equal to one third of its creator's Intelligence modifier to the other two types of saving throws for 1 minute. The user of a protection gadget takes a -2 penalty to all saving throws for one minute after its effect ends.

    Repair
    Repair gadgets either repair damage to objects and constructs or knit together wounds of living creatures. A repair gadget designed for objects and constructs either repairs objects as the spell make whole over the course of one minute, or restores 2 HP to an object or construct per round. A repair gadget designed for living creatures restores 2 HP to a living creature per round.

    Repair gadgets function for a number of hours equal to 1d4 + its creator's Intelligence bonus for each use. During this time they may be directed or reapplied to another creature as a full-round action that provokes attacks of opportunity. A creature being healed by a repair gadget is distracted: each round it must make a Fortitude save (DC 12) or be nauseated for 1 round. Spellcasting or concentrating on spells while being healed requires a Concentration check (DC 22). Using skills that involve patience and concentration requires a DC 22 Concentration check.

    Speed
    Whether by alchemically increasing his dexterity or mechanically quickening his motions, a speed gadget allows its user to move exceptionally quickly. While under its effects a speed gadget's user can move its speed or 10 feet times the gadget's creator's Intelligence modifier, whichever is greater, as a swift action. This motion does not provoke attacks of opportunity. A speed gadget's effects last 1 minute. The user of a speed gadget is becomes fatigued for 2d6 minutes after its effect ends.

    Transmutation
    A transmutation gadget uses advanced principles of alchemy to temporarily transform matter from one substance to another. When an inspired inventor creates a transmutation gadget he chooses a type of material. When activated, the transmutation gadget converts up to 20 pounds of matter per point of Intelligence bonus of the gadget's creator into the chosen material. The matter remains in this transmuted state for 1 minute. The user of a transmutation gadget becomes sickened for 1d4 hours after using it.

    Gadgets
    Gadget Craft skill Craft DC Cost
    Endless Ice Craft (alchemy) 40 500 GP
    Poison Gas Craft (alchemy) or Craft (trapmaking) 10 + the poison's Craft (poisonmaking) DC 500 GP + one dose of the chosen poison
    Power (bows and crossbows) Craft (bowmaking) 38 750 GP
    Power (any other) Craft (weaponsmithing) 38 750 GP
    Protection (Fortitude Craft (alchemy) 35 600 GP
    Protection (Reflex) Craft (armorsmithing) 35 600
    Protection (Will) Craft (alchemy) 35 600 GP
    Transmutation Craft (alchemy) 40 500 GP + one pound of the chosen material

    Whirligigs
    Armor
    A whirligig attached to a suit of armor grants the wearer a new movement speed, chosen at the time of its creation. An inspired inventor can create whirligigs that grant a 30-foot + 5-foot per two points of its creator's Intelligence bonus land speed, a 30-foot + 50foot per two points of its creator's Intelligence bonus Swim speed, a 30-foot + 5-foot per two points of its creator's Intelligence bonus fly speed (poor), a 20-foot + 5-foot per three points of its creator's Intelligence bonus fly speed (average), a 10-foot + 5-foot per four points of its creator's Intelligence bonus fly speed (good), or a 15-foot + 5-foot per three points of its creator's Intelligence bonus burrow speed. Armor whirligigs must be made to fit a specific size of armor, and will not function if attached to an inappropriate sized suit.

    Masterwork Tool
    A whirligig attached to a masterwork tool allows the whirligig to make a skill check of a type appropriate to the tool using its creator's ranks, a bonus equal to its creator's Intelligence modifier, and a +2 circumstance bonus from the tools. Such a whirligig is usually small, but may be any size so long a it is capable of operating the masterwork tools.

    Weapon
    A whirligig attached to a weapon moves and attacks with the weapon on its own using its creator's character level as its Base Attack Bonus and a bonus to hit equal to its creator's Intelligence bonus. When an inspired inventor creates a whirligig for a weapon, he must select a weapon group other than Exotic Weapons or Exotic Double Weapons for it to function with; a whirligig designed for use with light blades would not wield with a quarterstaff or greatsword, for instance. Such a whirligig is always constructed the same size as the creature for which the weapon it wields was designed and takes the standard size penalties for using inappropriately sized weapons.

    Widget or Gadget
    A whirligig attached to a widget or gadget activates the widget or gadget. Such a whirligig is usually small, but may be any size so long a it is capable of operating the widget or gadget.

    Whirligigs
    Whirligig Craft skill Craft DC Running Duration Cost*
    Armor Craft (armorsmithing) 40 2 rounds per point of Intelligence bonus 2000 GP
    Gadget Craft skill used to create the gadget 45 5 rounds or until gadget is activated, whichever is shorter 1500 GP
    Masterwork Tool Craft (machinery) 35 5 rounds or until skill check is made, whichever is shorter 1500 GP
    Weapon (bows and crossbows) Craft (bowmaking) 38 2 rounds per point of Intelligence bonus 1000 GP
    Weapon (any other) Craft (weaponsmithing) 38 2 rounds per point of Intelligence bonus 2250 GP
    Widget Craft skill used to create the widget 35 5 rounds or until widget is activated, whichever is shorter 1500 GP
    *Cost given for small or medium whirligigs. The cost of gadget, masterwork tool, and widget whirligigs is reduced by 33% for each size category below small and increased by 50% for each size category above medium. The cost of weapon whirligigs is reduced by 50% for each size category below small and doubled for each size category above medium. Armor whirligigs cost the same regardless of size.

    Gizmos

    Death Ray
    A death ray gizmo fires a powerful beam that destroys anything in its path. The beam is a 50'-radius, 1-mile-long cylinder. Anything within 25 feet of the center of the cylinder must make a Reflex save against DC 25 + the death ray's creator's Intelligence bonus or be instantly slain or destroyed. Even if they make the save, they take 20d6 damage + ten times the death ray's creator's Intelligence bonus damage. Anything within the beam's radius but more than 25 feet from the center of the cylinder takes 20d6 damage + ten times the death ray's creator's Intelligence bonus damage. Such creatures and objects may attempt a Reflex saving throw against DC 10 + the widget's creator's level + the widget's creator's Intelligence bonus for half damage.

    In addition to its construction cost, each firing of the death ray requires 1500 GP worth of rare gems. Replacing the gems requires a full minute of work.

    Sampo
    A sampo produces a potentially endless supply of useful materials from extremely cheap reagents. It can produce the raw materials to create any item with a craft skill or the materials required to create a magic item (other than the base weapon or armor, if applicable) so long as the materials are worth 20,000 GP or less. If the materials required are worth more than 20,000 GP, they can be supplemented with normal materials of the same kind The user must place reagents weighing at least 100 times the weight of the materials desired into the sampo's hopper. The reagents must be of a similar nature as the desired reagents (e.g. alcohol for alchemical items, pine for rare woods, or iron for adamantine). Unless specified elsewhere, such as on page 112 of the Player's Handbook, assume the raw materials cost 1 GP per pound. If the weight of the materials to create an item are not specified elsewhere, assume they weigh 10 lb. more than the finished item.

    Sampos come with significant limitations. First, they are extremely large. They are Huge objects, weighing 15 tons. Second, the materials they produce are ephemeral. Unless the item they are intended for is worked on for at least 8 hours/day each day until the item is created, they become unusable. Third, once activated, a sampo cannot be stopped. And finally, at least 100 lb. of reagents must be placed in the hopper each day it runs. Each day it runs without at least this amount of reagents there is a 50% chance of a key part breaking. Replacing this part requires 8 hours of work and 20,000 GP worth of materials.
    Walker
    A walker gizmo serves as a mobile weapons platform, a powerful ally, and a mode of transportation. There are two basic forms of walkers: bipedal and quadrupedal.

    Walker
    A walker is a construct powered by machinery rather than magic and controlled by the Inspired Inventor rather than an enslaved elemental. Walkers come in two forms: bipedal and multipedal. Their statistics are as follows:

    Spoiler
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    Bipedal Walker
    Gargantuan Construct
    HD 16d10+60 (148 HP)
    Speed 40 ft. (8 squares)
    Init: -1
    AC 21 (Size -4, Dex -1, Natural +16);; touch 5; flat-footed 21
    BAB +12; Grp +34
    Attack Slam +22 (2d8+10)
    Full-Attack 2 slams +22 (2d8+10)
    Space 20 ft.; Reach 20 ft.
    Special Attacks Trample 2d8+15
    Special Qualities Hardness 10
    Saves Fort +5 Ref +4 Will +5
    Abilities Str 30, Dex 8, Con –, Int –, Wis –, Cha –
    Skills
    Feats

    Multipedal Walker
    Gargantuan Construct
    HD 16d10+60 (148 HP)
    Speed 60 ft. (12 squares)
    Init: -1
    AC 21 (Size -4, Dex -1, Natural +16);; touch 5; flat-footed 21
    BAB +12; Grp +34
    Attack
    Full-Attack
    Space 20 ft.; Reach 15 ft.
    Special Attacks Trample 2d8+15
    Special Qualities Hardness 10
    Saves Fort +5 Ref +4 Will +5
    Abilities Str 30, Dex 8, Con –, Int –, Wis –, Cha –
    Skills
    Feats

    Trample (Ex)
    Reflex DC 28 half. The save DC is Strength-based.

    Both Walkers can be repaired with a successful DC 35 Craft (machinery) check. This takes eight hours and heals twice the check's result in HP.

    Both types of Walkers are controlled the same way. A Walker's creator must sit in the driver's seat and spend a full-round action, which provokes an attack of opportunity to activate it. Once activated, each round it must be controlled as a full-round action that provokes attacks of opportunity. On a round where it is not controlled, a Walker does nothing. Walkers act on their creators' initiative. Activating and controlling a Walker may be reduced to a swift action that does not provoke attacks of opportunity by spending an inspiration point or action point. While controlling the walker, its creator has cover to all attacks.

    A walker may have any number of widgets attached to it, which, while it is activated, its creator may activate as a move action, or a free action by spending an inspiration point. Walkers have room for other creatures, so long as they can all fit in a 20' square. A multipedal walker also has room for siege weapons, so long as they can all fit in a 20' square. Creatures and siege weapons can occupy the same space. Siege weapons must be fired by other creatures as normal unless the Walker has the Automatic Weapon improvement.

    Walkers can be customized in many ways, but each requires additional expenditure of raw materials, 24 hours of work, and a successful Craft check. If the Craft check succeeds, the improvement is added to the Walker. If it fails by 5 or more, half of the raw materials are wasted. Unless otherwise specified, a given improvement can be added only once.

    Walker improvements
    Improvement Craft skill Craft DC Cost
    Archer Cover 15 500 GP
    Armor Craft (armorsmithing) 35 2,000 GP
    Automatic Weapon Craft (weaponsmithing) 40 7,500 GP
    Bite Craft (weaponsmithing) 30 7,500 GP
    Improved Natural Weapons Craft (weaponsmithing) 35 2,000 GP
    Improved Trample Craft (weaponsmithing) 35 5,000 GP
    Increased Hardness Craft (alchemy) 30 2,000 GP
    Movement (burrow 5') Craft (machinery) 30 5,000 GP
    Movement (climb 5') Craft (machinery) 30 5,000 GP
    Movement (fly 5', clumsy) Craft (machinery) 45 12,500 GP
    Movement (swim 10') Craft (machinery) 30 3,000 GP
    Resilience Craft (machinery) 30 1,000 GP
    Speed Craft (machinery) 30 1,500 GP
    Strength Craft (machinery) 35 3,000 GP

    Archer Cover
    Creatures on the Walker receive cover.

    Armor
    The Walker gains a +1 armor bonus. This improvement may be added a number of times up to the creator's Intelligence bonus; each additional improvement increases the armor bonus by 1.

    Automatic Weapon
    The Walker's loads and fires its weapons without assistance from those on board. Its creator may spend a full round action and an inspiration point to reload all the siege engines on the Walker and fire any or all of them as a swift action. This improvement may only be added to a Multipedal Walker.

    Bite
    The Walker gains a secondary bite attack that does 4d6 + half its Strength modifier damage. This improvement may only be added to a Bipedal Walker.

    Improved Natural Weapons
    The Walker gains a +2 bonus to attack and damage with its natural weapons. This improvement may be added a number of times up to the creator's Intelligence bonus; each additional improvement increases the attack and damage bonuses by 2. This improvement may only be added to a Bipedal Walker.

    Improved Trample
    The Reflex DC to avoid the Walker's trample is increased by 2 and the damage inflicted is increased by 5.

    [i]Increased Hardness[i]
    The Walker's hardness increases by 2. This improvement may be added a number of times up to the creator's Intelligence bonus.

    Movement
    The Walker gains the indicated movement mode.

    Resilience
    The Walker gains 50 HP. This improvement may be added a number of times up to the creator's Intelligence bonus.

    Speed
    The Walker's land speed increases by 10' and any other speeds increase by 5'.

    Strength
    The Walker's Strength increases by 2. This improvement may be added a number of times up to the creator's Intelligence bonus.


    Gizmos
    Gizmo Craft skill Craft DC Cost
    Death Ray Craft (gem cutting) 35 30,000 GP
    Sampo Craft (masonry) 40 50,000 GP
    Walker Craft (machinery) 45 55,000* GP
    Power Armor Craft (armorsmithing) 45 45,000 GP
    Last edited by Jeff the Green; 2016-05-26 at 09:46 AM.
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    Default Re: [3.5 PrC] Mechas and flamethrowers: Artificer/Factotum theurge (WIP; PEACH)

    Came here from the PEACH Exchange.

    How about the power of flight? On second thought, since this is a PrC, the character probably has it already, but it's an idea. What this class would want would probably be something that makes what they already have better.

    Is there a repair gadget? Something that can be stuck on a piece of equipment or construct to give it some sort of healing ability?

    As for gizmos, you could always make a death ray. Everyone loves those (except people they're pointed at).
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    Default Re: [3.5 PrC] Mechas and flamethrowers: Artificer/Factotum theurge (WIP; PEACH)

    should the speed whirligig be able to grant a climb speed? i think it should, i have a mental image of a drow inspired inventor that worships lolth giving suits of armor spider legs :3
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    Default Re: [3.5 PrC] Mechas and flamethrowers: Artificer/Factotum theurge (WIP; PEACH)

    Quote Originally Posted by Maquise View Post
    Came here from the PEACH Exchange.

    How about the power of flight? On second thought, since this is a PrC, the character probably has it already, but it's an idea. What this class would want would probably be something that makes what they already have better.
    Well, there's the Armor whirligig, which can give fast poor, medium average, or slow good flight.

    Quote Originally Posted by Maquise View Post
    Is there a repair gadget? Something that can be stuck on a piece of equipment or construct to give it some sort of healing ability?
    That's a good idea. I'll add that as a gadget.

    Quote Originally Posted by Maquise View Post
    As for gizmos, you could always make a death ray. Everyone loves those (except people they're pointed at).
    That's a definite possibility. It would have to be something better than just damage, though. Maybe something capable of taking down fortifications.

    Quote Originally Posted by inuyasha View Post
    should the speed whirligig be able to grant a climb speed? i think it should, i have a mental image of a drow inspired inventor that worships lolth giving suits of armor spider legs :3
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    Well, of course I'm paranoid about everything. Hell, with Jeff as DM, I'd be paranoid even if we were playing a game set in The Magic Kiddie Funland of Perfectly Flat Planes and Sugar Plums.
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    Default Re: [3.5 PrC] Mechas and flamethrowers: Artificer/Factotum theurge (WIP; PEACH)

    While building the first character with this class I seriously intend to play, I discovered that the feat requirements are too heavy. In particular, Craft Construct is impossible to get before level 6. In its place I added the requirement of 4 ranks in Knowledge (architecture and engineering).

    Initial batch of Gizmos coming soon.
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    Quote Originally Posted by Lateral View Post
    Well, of course I'm paranoid about everything. Hell, with Jeff as DM, I'd be paranoid even if we were playing a game set in The Magic Kiddie Funland of Perfectly Flat Planes and Sugar Plums.
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    Default Re: [3.5 PrC] Mechas and flamethrowers: Artificer/Factotum theurge (WIP; PEACH)

    with the transmutation gadget, could there be a way to increase the duration of the transformed state depending on character level?

    also could this be used to turn anything into anything?

    and the energy gadget seems a little overpowered, did you mean 1d6 per level of the inventor?
    Last edited by inuyasha; 2013-03-06 at 10:16 AM.
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    Default Re: [3.5 PrC] Mechas and flamethrowers: Artificer/Factotum theurge (WIP; PEACH)

    First off I have to say that I genuinely enjoy the flavor of the class, and that I think it is a wonderful idea.

    The first thing I thought of when I saw the class was Leonardo da Vinci's robot. Considering the different available technology I think an Inspired Inventor could reasonably have access to a fighting robot to help them out.

    I would say perhaps something along the lines of a tank to work with all of the other items. Not so much a weapon by itself, but a moving weapons platform that makes all the other tools more dangerous?

    Quote Originally Posted by Maquise View Post
    As for gizmos, you could always make a death ray. Everyone loves those (except people they're pointed at).
    I also agree with this idea, as it seems to fit well.

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    Default Re: [3.5 PrC] Mechas and flamethrowers: Artificer/Factotum theurge (WIP; PEACH)

    Quote Originally Posted by inuyasha View Post
    with the transmutation gadget, could there be a way to increase the duration of the transformed state depending on character level?

    also could this be used to turn anything into anything?
    I could make it something like 1d10 x 10 x Int minutes, but that would be complicated. 1d4 + Int hours seems too long, and I'd rather it be more random than just Int hours. Suggestions?

    Quote Originally Posted by inuyasha View Post
    and the energy gadget seems a little overpowered, did you mean 1d6 per level of the inventor?
    I don't think so. I'm doing a test run in a real campaign right now, and I've been discussing the class with the players and DM. We've decided that most of the gadgets and widgets need their prices reduced and probably the number of times they can be used increased.

    Compared to a scroll of a damaging spell, the elemental widget doesn't come out favorably. I'm doing a full revamp of the class now, and for it I'm going to sit down and compare them to scrolls and wands to get a better idea of the appropriate price, which I should have done before.

    Quote Originally Posted by Tesla View Post
    First off I have to say that I genuinely enjoy the flavor of the class, and that I think it is a wonderful idea.

    The first thing I thought of when I saw the class was Leonardo da Vinci's robot. Considering the different available technology I think an Inspired Inventor could reasonably have access to a fighting robot to help them out.

    I would say perhaps something along the lines of a tank to work with all of the other items. Not so much a weapon by itself, but a moving weapons platform that makes all the other tools more dangerous?
    That's definitely going in there. I'm actually planning three versions. The first a quadruped sort of thing with a broad area for archers or whatever; the second a biped that, in addition to the gadgets, gizmos, whatever, has slam attacks; and the third power armor.

    Also, a preview of two of the gadgets:

    Death Ray
    A death ray gizmo fires a powerful beam that destroys anything in its path. The beam is a 50'-radius, 1-mile-long cylinder. Anything within 25 feet of the center of the cylinder must make a Reflex save against DC 25 + the death ray's creator's Intelligence bonus or be instantly slain or destroyed. Even if they make the save, they take 20d6 damage + ten times the death ray's creator's Intelligence bonus damage. Anything within the beam's radius but more than 25 feet from the center of the cylinder takes 20d6 damage + ten times the death ray's creator's Intelligence bonus damage. Such creatures and objects may attempt a Reflex saving throw against DC 10 + the widget's creator's level + the widget's creator's Intelligence bonus for half damage.

    In addition to its construction cost, each firing of the death ray requires 1500 GP worth of rare gems. Replacing the gems requires a full minute of work.

    So, I think this will work well. Its most obvious use is mayhem FOR SCIENCE, but it could, if placed carefully, wipe out enormous portions of an invading army, punch a hole in city walls, or create a tunnel through a mountain.

    Sampo
    A sampo produces a potentially endless supply of useful materials from extremely cheap reagents. Once per day it can produce the raw materials to create any item with a craft skill or the materials required to create a magic item (other than the base weapon or armor, if applicable) so long as the materials are worth 20,000 GP or less. If the materials required are worth more than 20,000 GP, they can be supplemented with normal materials of the same kind The user must place reagents weighing at least 100 times the weight of the materials desired into the sampo's hopper. The reagents must be of a similar nature as the desired reagents (e.g. alcohol for alchemical items, pine for rare woods, or iron for adamantine). Unless specified elsewhere, such as on page 112 of the Player's Handbook, assume the raw materials cost 1 GP per pound. If the weight of the materials to create an item are not specified elsewhere, assume they weigh 10 lb. more than the finished item.

    Sampos come with significant limitations. First, they are extremely large. They are Huge objects, weighing 15 tons. Second, the materials they produce are ephemeral. Unless the item they are intended for is worked on for at least 8 hours/day each day until the item is created, they become unusable and worthless. Third, once activated, a sampo cannot be stopped. And finally, at least 1000 lb. of reagents must be placed in the hopper each day it runs. (If some or all of that 1000 lb. is not used to produce material for a specific item, a random material of an appropriate nature are created, with the same limitation as material created for a specific item.) Each day it runs without at least this amount of reagents there is a 50% chance of a key part breaking. Replacing this part requires 8 hours of work and 25,000 GP worth of materials.

    If you haven't heard of the Sampo, you should read up on it. It's from a Scandinavian folktale, and is a mill that produces endless flour, salt, and gold. This one produces whatever, like the Star Trek replicator. The restriction on time, price, and the fact that you have to dispose of 100 lb. of waste each day you don't use it or spend a fair amount of coin fixing it will hopefully balance it. Hopefully. We'll have to see.
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    Quote Originally Posted by Lateral View Post
    Well, of course I'm paranoid about everything. Hell, with Jeff as DM, I'd be paranoid even if we were playing a game set in The Magic Kiddie Funland of Perfectly Flat Planes and Sugar Plums.
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    Default Re: [3.5 PrC] Mechas and flamethrowers: Artificer/Factotum theurge (WIP; PEACH)

    Won't go into exceptional depth as I am exhausted and typing this up on a tablet, but I can make a few suggestions for gizmos or other inventions.
    Phase Transition Modulator- Allows the inventor to temporarily alter his physical structure. He can become liquid (gains the ooze template sans mental immunities), gaseous (incorporeal) or solid (stone or iron golem).
    Boson Jump Boots- Allows the inventor to jump instantaneously from point to point. Dimension Door x/uses or the somewhat riskier Plane Shift.
    Arcanium Rod- Redirects and grounds hostile magic. Can only absorb effects up to x/level.
    Portable Portal- When placed against a standing structure such as a wall, it creates a doorway or tunnel into the nearest opening.
    Electromagic Jammer- When activated, creates a dampening field that prevents telepathic communication and divination magic.
    Rapid Redistributive Replacement- when the inventor would be struck, instantly deploys a dummy that absorbs the blow while hurling the inventor away.
    Harmonic Destablizer- Creates a destructive harmonic resonance that damages objects and collapses solid structures.
    Dowsing Wand- Can be set to search for materials of a certain type; including water, ferrous metals...
    Personal Gravity Belt- Allows the inventor to dictate what is up/down and adjust their weight for a period, letting the inventor walk on ceilings or sink to the bottom of water.
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    Default Re: [3.5 PrC] Mechas and flamethrowers: Artificer/Factotum theurge (WIP; PEACH)

    I'm going to reopen this, as I've gone back and made changes. I fixed the craft reserve, added some new inventions, and changed widget prices (I'm still working on gadget prices). I added a few gizmos, though some of them still need more solid rules and the power armor needs to be written. I also changed how they work; now you can use them more than once before they become unusable.

    More PEACHes dearly welcome!
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    Quote Originally Posted by Lateral View Post
    Well, of course I'm paranoid about everything. Hell, with Jeff as DM, I'd be paranoid even if we were playing a game set in The Magic Kiddie Funland of Perfectly Flat Planes and Sugar Plums.
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    Default Re: [3.5 PrC] Mechas and flamethrowers: Artificer/Factotum theurge (WIP; PEACH)

    Under craft widget, that's a lot numbers the DM will have to keep track of without the player knowing. 3 different numbers at first, then 12 at 10th? It may not seem like a lot, but it's a fair amount of extra work for the DM, who will have to keep track of all of them individually and hopefully not forget to update, roll, etc. This is especially if the player uses them a lot.
    Last edited by Ilorin Lorati; 2014-02-13 at 11:09 AM.
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    Default Re: [3.5 PrC] Mechas and flamethrowers: Artificer/Factotum theurge (WIP; PEACH)

    i have no real mechanical advice to give. all i can say is mech suit . preferable colossal. possibly with the single action only trait, if you think a colossal robot gadget is a bit much.

    oh, and could an inventor potentially build a garage to keep his gizmos in, so they don't degrade?
    Last edited by commander panda; 2014-02-13 at 03:25 PM.
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    .... what the **** is that?! That's not a spiked chain; that's some Klingon bullcrap! Who the hell drew that?! How are you supposed to use that without stabbing yourself?!

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    Default Re: [3.5 PrC] Mechas and flamethrowers: Artificer/Factotum theurge (WIP; PEACH)

    Quote Originally Posted by Ilorin Lorati View Post
    Under craft widget, that's a lot numbers the DM will have to keep track of without the player knowing. 3 different numbers at first, then 12 at 10th? It may not seem like a lot, but it's a fair amount of extra work for the DM, who will have to keep track of all of them individually and hopefully not forget to update, roll, etc. This is especially if the player uses them a lot.
    That's a valid point. There's a way that's mathematically identical that involves more rolling but less record-keeping, so I'll offer that as a variant.

    Personally, I would have the DM just have a sheet with each widget and the rolled uses while the player keeps track of how many times they've been used. Then when they use them they can tell the DM what use that is and the DM can tell them if it breaks or not.

    Quote Originally Posted by commander panda View Post
    i have no real mechanical advice to give. all i can say is mech suit . preferable colossal. possibly with the single action only trait, if you think a colossal robot gadget is a bit much.
    Well, there's already the walkers, which is one kind of mecha. I'll be adding power armor too at some point. Colossal might be a bit much, though. Gargantuan creatures can squeeze into a 10-foot square, but colossal creatures can't squeeze below 15-feet. IME, that's a big difference when we're talking about adventuring.
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    Quote Originally Posted by Lateral View Post
    Well, of course I'm paranoid about everything. Hell, with Jeff as DM, I'd be paranoid even if we were playing a game set in The Magic Kiddie Funland of Perfectly Flat Planes and Sugar Plums.
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