Difference between revisions of "Inventor (Apath)"

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{{Apath}}
 
{{Apath}}
''Whereas most occultists invest their psychic powers in ancient relics, the inventor is a person of science and logic, investing their psychic powers into complex mechanical devices of their own invention. Most of these inventions only function for the inventor, requiring his maintenance and psychic power to keep them running.
+
''Inventors are persons of science and logic, investing their psychic powers into complex mechanical devices of their own invention. These inventions function best for the inventor himself, but can potentially be shared or stolen, allowing others to use their powers.
  
 
== Class Information ==
 
== Class Information ==
This is an [http://www.d20pfsrd.com/occult-adventures/occult-classes/occultist occultist] archetype that prepares spells somewhat like an arcanist.
+
This is an [http://www.d20pfsrd.com/occult-adventures/occult-classes/occultist occultist] archetype with technological flavor.
  
 
'''Publisher:  
 
'''Publisher:  
d20pfsrd Publishing.  
+
d20pfsrd Publishing based on the works of Jessie Staffler.
 
 
 
'''Class: ''' Occultist.   
 
'''Class: ''' Occultist.   
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The inventor has all the standard occultist’s class features, except as noted below.  
 
The inventor has all the standard occultist’s class features, except as noted below.  
  
=== Knacks ===
+
=== Invention Implements (Su) ===
An inventor learns one knack, or 0-level psychic spell, each time he masters a new science. Knacks are not linked to inventions (see below) but are cast as normal psychic spells, representing the utility of pure science.
+
An inventor uses inventions implements, investing their mental focus into devices of their own creation. Except as noted below, inventions are used exactly like implements to learn implement schools and implement spells, store mental focus, and to use implement powers. New invention implements are gained at the same rate an occultist gains new implements.
  
=== Sciences (Su) ===
+
The implement spells and the focus power (but not the resonant power and base focus power) gained from an invention can be changed: This takes an hour, and requires the inventor to make a Knowledge (engineering) check (DC of 15 plus the level of the spell being changed, or DC 20 for a focus power). An inventor can only try to change one spell or focus power of a single invention each day. If the check fails, the spell or power to be changed is lost and the new spell or power is not gained, but repeat attempts are allowed on a later day. All other functions of the invention implement still work.
An inventor uses inventions and sciences instead of implements. Sciences are used exactly like occultist implements to learn implement schools, store mental focus, and to use implement powers. Unlike the implements of an occultist, the sciences of the inventor are not material objects and are not used as focus components.  
 
  
Sciences are principles and theories the inventor uses to design his inventions. Sciences affect what the spells and implement powers used by an inventor look like; steam science creates wet bursts of hot water vapor, ether science creates ghostly visual effects, and so on. They have no other game effect. Sciences replace implements.
+
Each invention is a unique object designed by the inventor.
 +
When an inventor gains a new invention implement from level advancement, he can specify all the abilities of that implement as he likes. This invention implement is the result of his advancing understanding.
 +
If an invention is lost, the inventor has to replace it by crafting all the spells and the focus power of the invention, as above. When building an invention from scratch, multiple attempts are allowed on the same day.  
 +
 
 +
Invention implements modifies the implements and spells class feature and replaces magic  circles, binding circles, and fast circles.
  
 
{| class="wikitable"  
 
{| class="wikitable"  
|+''' The Sciences of Fantasy'''
+
|+''' The Inventions of Fantasy'''
 
|
 
|
Inventors are psychic spellcasters and the sciences used by inventors are not actual science. Inventors walk, talk, and breathe the scientific principles they adhere to, but this is purely mood. Any science can be used to power any spell, a positron field relay looks, smells, and sounds different from a cat-skin piston gun, but both cast perfectly functional ''lightning bolts''.
+
Inventors are psychic spellcasters and the inventions used by inventors are not really technology. Inventors walk, talk, and breathe the scientific principles they adhere to, but this is purely mood. A positronic relay evocation implement looks, smells, and sounds different from a cat-skin piston evocation implement, but either works for any spell of the evocation implement school.
  
Here are some typical sciences by school. Once chosen, sciences cannot be changed.  
+
Typical inventions look like a pocket watch with more and stranger dials, but they can look like almost anything of comparable size. An invention is of negligible weight.  
  
''Abjuration:  
+
Here is a list of buzzwords that can be used to name inventions:
ceramics,  
+
Alternate reality,  
fabrics,  
+
bio-energy,  
force fields,  
+
cerebral,
metals,  
+
clockwork,  
resonance,  
+
crystalline,
tensors.
+
elastic,
 
+
electric,
''Conjuration:
+
essential salt,
 +
ether,
 +
first principle,
 
hyper geometry,
 
hyper geometry,
mind expansion,,  
+
hyper-sonic,  
planar acoustics,
+
hypnotic,
resonance of the spheres,
+
infinite division,
unstable matter,
+
negative reflection,  
wormholes.
+
optic tunnel,  
 
 
''Divination:
 
brain stimulation,
 
crystalline refraction,  
 
first principles,
 
mind expansion,
 
monads,  
 
optic tunnels,
 
trance.
 
 
 
''Enchantment:
 
drugs,
 
hypnotism,
 
hypnotic discs,
 
mind resonance,  
 
 
para-logic,  
 
para-logic,  
 
perfume,  
 
perfume,  
pheromones,
+
planar acoustic,  
psychometric jewelry.
+
pneumatic,  
 
+
psychometric,  
''Evocation:
+
refraction,  
fire,  
+
resonance,  
friction,
+
steam,
infinite division,
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subjective perception,
light,
+
tensor,  
pneumatics,  
+
tonic,
rubber,
+
unstable,  
sound,
+
wormhole.
springs,
 
steam.
 
 
 
''Illusion:
 
altered perspective,
 
alternate reality,
 
drugs,
 
hypnotism,
 
mindscape,
 
mirage,
 
mirrors,
 
subjective perception.
 
 
 
''Necromancy:
 
anti-life,
 
bio-energy,
 
electricity,
 
essential salts,
 
negative mirroring,
 
puppetry,
 
reanimation.
 
 
 
''Transmutation:
 
alchemy,  
 
atoms,
 
clockwork,  
 
elastics,
 
electrocution,
 
heat,
 
monads,
 
steam.
 
 
|}
 
|}
  
=== Inventions ===
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=== Weapon Invention (Ex) ===
In addition to sciences, an inventor also has a number of inventions that give access to spells. Each invention is linked to a science and holds a spell of that science's school. In addition to powering implement powers, mental focus invested in a science activate inventions tied to that science. For each point of mental focus invested in an science, one of its linked inventions and the spell of that invention is activated and can be used this day. In effect, each invention gives the inventor one spell known as long as that invention has been invested with mental power. A particular science can only activate one implement of each level of spell the inventor can cast.
+
At 2nd level, and inventor can create weapon inventions that are larger and more powerful than normal invention implements. Any invention can be made into a weapon invention, and an invention can be changed to a normal or weapon invention (of any size) in the same way an invention's focus power is changed.
 
 
''Aygir is a 7th level inventor with the conjuration (unstable matter), evocation (sound), illusion (projection), and illusion (mindscape) sciences. He has 11 points of mental power to spend. He chooses to spend 6 points on illusion (mindscape), activating one invention of each level from 1-6. He then spends 2 points on illusion (projection), activating a 2nd and 6th level invention. Finally, he spends 3 points to activate conjuration (unstable matter), activating a 1st, 3rd, and 4th level invention. Aygir has a selection of 2 1st, 2 2nd, 2 3rd, 2 4th, 1 5th, and 2 6th level inventions (and their spells) to use for the day.
 
 
 
{| class="wikitable" align="right"
 
|+''' Table: Invention Costs '''
 
|valign=bottom | ''' Spell<br>Level '''||valign=bottom align=center |''' Invention<br>Cost '''
 
|-
 
| 1 ||align="center"|  10 gp
 
|-
 
| 2 ||align="center"|  40 gp
 
|-
 
| 3 ||align="center"|  90 gp
 
|-
 
| 4 ||align="center"|  160 gp
 
|-
 
| 5 ||align="center"|  250 gp
 
|-
 
| 6 ||align="center"|  360 gp
 
|}
 
An inventor can have any number of inventions. A first level inventor starts with a number of 1st-level inventions equal to his Intelligence modifier. Each time a character attains a new inventor level, he gains two inventions of his choice. Each invention must be of spell levels and implement school he can cast. Note that each invention is an actual physical object; if the object is lost the inventor has to construct a new invention if he wants to be able to use the spell linked to the invention.
 
 
 
An invention is an additional focus component for its linked spell. It is of negligible weight and need not be wielded to be used. They can be worn as gear or attached to things they are supposed to affect. Typical inventions look like a pocket watch with more and stranger dials, but depending on the science they are linked to they can look like almost anything of comparable size.
 
 
 
An inventor can spend time and money to create additional inventions. Each attempt takes one day. The invention's spell must be on the inventor's spell list and of a spell level he can cast. A Spellcraft check (DC 20 + spell level) is required. A failure indicates a wasted day of work. A success requires materials to complete the invention, with a cost depending on the level of the spell. given on Table: Invention Costs. It is possible to create multiple inventions for the same spell. Having multiple inventions linked to the same spell is useful as spares and for the weapon invention and empower invention abilities, below.
 
  
=== Weapon Invention (Ex) ===
+
Weapon inventions can be light, one-handed, or two-handed, and are used like weapons of the corresponding type. Weapon inventions must be readied and sheathed just like weapons are. A weapon invention can incorporate a weapon (even a magic weapon) of the same size, giving access to the invention as long as the weapon is wielded.  
At 2nd level, and inventor can create weapon inventions that are larger and more powerful. Such inventions can be light, one-handed, or two-handed, and are used like weapons of the corresponding type. Weapon inventions must be readied and sheathed just like weapons are. Each tool invention is considered an entirely separate invention; a light ''burning hands'' invention is not the same as a normal (negligible) ''burning hands'' invention and must be built separately. A weapon invention can be incorporated into a weapon (even a magic weapon) of the same size, giving access to the invention as long as the weapon is wielded.  
 
  
 
Depending on its size, weapon inventions gain certain advantages.
 
Depending on its size, weapon inventions gain certain advantages.
* A light weapon invention weighs 1 lb. and improves the save DC of its spell by 1.
+
* A light weapon invention's spells are cast at a caster level one higher than normal.
* A one-handed weapon invention weighs 3 lbs. and is always usable, as long as even a single point of mental power has been spent on the science of its implement school. Only a single invention can be activated for free for each science invested with mental power.
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* A one-handed weapon invention weighs a minimum of 3 lbs. and improves the save DC of it's spells by 1.
* A two-handed weapon invention weights 9 lbs. and combines the benefits of light and one-handed inventions.
+
* A two-handed weapon invention weights a minimum of 9 lbs. and combines the benefits of light and one-handed inventions.
  
 
Weapon invention replaces aura sight.
 
Weapon invention replaces aura sight.
  
=== Stress Activation (Ex) ===
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=== Empower Invention (Ex) ===
At 4th level the inventor learns to activate inventions as a move action. By expending one point of mental focus from a science, the inventor can activate an invention tied to that science. Two points of generic focus can activate any invention. This replaces shift focus.
+
At 4th level inventions can be uses by others and not merely the inventor. A creature can use an implement if the inventor spends a minute explaining how it is used, or with a successful Use Magic Device check, DC 20 + the inventor's class level. The possessor of an invention gains the benefits of the invention's resonant power and can spend mental focus stored in the invention to power its focus powers and cast its implement school spells.
 
+
Each  spell costs one point of mental focus per spell level. This does not consume the inventor's spell slots; the inventor can use this method of spellcasting himself in a pinch.
=== Create Mechanical Minion (Sp) ===
 
Beginning at 8th level, inventors can create mechanical minions, with the same abilities as an animated object but with any appearance the inventor chooses. Mechanical minions represent a development of the inventor's occult abilities. If an inventor has less than his maximum number of mechanical minions when he recovers mental focus, he instead gains tow additional points of mental focus for each mechanical minion he could have but doesn't.
 
 
 
At 8th level an inventor can create an animated object with Hit Dice equal to half his class level. For every HD under the maximum the animated object has, it gains an additional construction point. It is possible to give a  mechanical minion more (but not fewer) Hit Dice than typical for an animated object of its size, each 3 added Hit Dice increases the mechanical minion's base attack bonus by 3 and all its saving throws by one.  
 
  
At level 12, and every 4 levels thereafter, the inventor can create an additional minion.  
+
The inventor constantly upgrades his inventions; the use of each invention must be explained again after the inventor imbues it with mental focus each day.
  
Minions are created out of scrap and leftovers from inventions and have no monetary cost. It takes one hour of work to create one Hit Dice of minions. If the inventor creates more minions than he can control, his older minions stop functioning.  
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=== Stroke of Genius (Ex) ===
 +
At 8th level the inventor can try to modify an invention as a full-round action. This works as outlined under the invention implements ability, but takes less time and does not count against the daily limit.
 +
He can use stroke of genius once per day.  
 +
At level 12 and every four levels thereafter, the inventor can use stroke of genius an additional time per day.  
 
This replaces outside contact.
 
This replaces outside contact.
  
=== Empower Invention (Ex) ===
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=== Permanency ===
At 8th level inventors can empower inventions for anyone to use. By expending a number of spell slots of the invention's level, the inventor allows anyone to use the spell linked to the invention as a spell-like ability. The item can be used a number of times equal to the number of spell slots expended when it was created. The user needs to use the same kind of action required to cast the spell.
+
At 10th level, add ''[http://www.d20pfsrd.com/magic/all-spells/p/permanency permanency]'' to the inventor's spell list and known spells as a 4th level spell. The inventor can use any invention implement to cast this spell.
 
 
The invention loses its power the next time the inventor recovers mental focus. If the inventor does not recover his invention, he loses access to that invention's spell until he creates another invention that carries that spell.
 
 
 
At 8th level, the inventor can empower an invention once per day. At level 12 and 16, he can empower and additional invention per day. This replaces magic circles, fast circles, and binding circles.
 
  
 
== Summary of Changed Class Abilities ==
 
== Summary of Changed Class Abilities ==
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* Implements
 
* Implements
 
* Aura Sight
 
* Aura Sight
* Shift Focus
 
 
* Outside Contact
 
* Outside Contact
 
* Magic Circles
 
* Magic Circles
 
* Fast Circles  
 
* Fast Circles  
 
* Binding Circles  
 
* Binding Circles  
 +
 +
== External Links ==
 +
* [https://docs.google.com/document/d/1O8nSAAknfU3fXrgo5y_bbC9fk7WPwABp6nopZHT4m18/edit?ts=585b5111#heading=h.gjdgxs Google Docs]
 
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<noinclude>{{OGL}}</noinclude>
 
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Latest revision as of 07:29, 27 September 2021

ApathApath Logo
Unofficial rules compendium

Inventors are persons of science and logic, investing their psychic powers into complex mechanical devices of their own invention. These inventions function best for the inventor himself, but can potentially be shared or stolen, allowing others to use their powers.

Class Information

This is an occultist archetype with technological flavor.

Publisher: d20pfsrd Publishing based on the works of Jessie Staffler.

Class: Occultist.

Hit Die: d8.

Class Features

The inventor has all the standard occultist’s class features, except as noted below.

Invention Implements (Su)

An inventor uses inventions implements, investing their mental focus into devices of their own creation. Except as noted below, inventions are used exactly like implements to learn implement schools and implement spells, store mental focus, and to use implement powers. New invention implements are gained at the same rate an occultist gains new implements.

The implement spells and the focus power (but not the resonant power and base focus power) gained from an invention can be changed: This takes an hour, and requires the inventor to make a Knowledge (engineering) check (DC of 15 plus the level of the spell being changed, or DC 20 for a focus power). An inventor can only try to change one spell or focus power of a single invention each day. If the check fails, the spell or power to be changed is lost and the new spell or power is not gained, but repeat attempts are allowed on a later day. All other functions of the invention implement still work.

Each invention is a unique object designed by the inventor. When an inventor gains a new invention implement from level advancement, he can specify all the abilities of that implement as he likes. This invention implement is the result of his advancing understanding. If an invention is lost, the inventor has to replace it by crafting all the spells and the focus power of the invention, as above. When building an invention from scratch, multiple attempts are allowed on the same day.

Invention implements modifies the implements and spells class feature and replaces magic circles, binding circles, and fast circles.

The Inventions of Fantasy

Inventors are psychic spellcasters and the inventions used by inventors are not really technology. Inventors walk, talk, and breathe the scientific principles they adhere to, but this is purely mood. A positronic relay evocation implement looks, smells, and sounds different from a cat-skin piston evocation implement, but either works for any spell of the evocation implement school.

Typical inventions look like a pocket watch with more and stranger dials, but they can look like almost anything of comparable size. An invention is of negligible weight.

Here is a list of buzzwords that can be used to name inventions: Alternate reality, bio-energy, cerebral, clockwork, crystalline, elastic, electric, essential salt, ether, first principle, hyper geometry, hyper-sonic, hypnotic, infinite division, negative reflection, optic tunnel, para-logic, perfume, planar acoustic, pneumatic, psychometric, refraction, resonance, steam, subjective perception, tensor, tonic, unstable, wormhole.

Weapon Invention (Ex)

At 2nd level, and inventor can create weapon inventions that are larger and more powerful than normal invention implements. Any invention can be made into a weapon invention, and an invention can be changed to a normal or weapon invention (of any size) in the same way an invention's focus power is changed.

Weapon inventions can be light, one-handed, or two-handed, and are used like weapons of the corresponding type. Weapon inventions must be readied and sheathed just like weapons are. A weapon invention can incorporate a weapon (even a magic weapon) of the same size, giving access to the invention as long as the weapon is wielded.

Depending on its size, weapon inventions gain certain advantages.

  • A light weapon invention's spells are cast at a caster level one higher than normal.
  • A one-handed weapon invention weighs a minimum of 3 lbs. and improves the save DC of it's spells by 1.
  • A two-handed weapon invention weights a minimum of 9 lbs. and combines the benefits of light and one-handed inventions.

Weapon invention replaces aura sight.

Empower Invention (Ex)

At 4th level inventions can be uses by others and not merely the inventor. A creature can use an implement if the inventor spends a minute explaining how it is used, or with a successful Use Magic Device check, DC 20 + the inventor's class level. The possessor of an invention gains the benefits of the invention's resonant power and can spend mental focus stored in the invention to power its focus powers and cast its implement school spells. Each spell costs one point of mental focus per spell level. This does not consume the inventor's spell slots; the inventor can use this method of spellcasting himself in a pinch.

The inventor constantly upgrades his inventions; the use of each invention must be explained again after the inventor imbues it with mental focus each day.

Stroke of Genius (Ex)

At 8th level the inventor can try to modify an invention as a full-round action. This works as outlined under the invention implements ability, but takes less time and does not count against the daily limit. He can use stroke of genius once per day. At level 12 and every four levels thereafter, the inventor can use stroke of genius an additional time per day. This replaces outside contact.

Permanency

At 10th level, add permanency to the inventor's spell list and known spells as a 4th level spell. The inventor can use any invention implement to cast this spell.

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Implements
  • Aura Sight
  • Outside Contact
  • Magic Circles
  • Fast Circles
  • Binding Circles

External Links

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