Inventor (Apath)

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Unofficial rules compendium

Inventors are a persons 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.

Class Information

This is an occultist archetype with technological flavor.

Publisher: d20pfsrd Publishing.

Class: Occultist.

Hit Die: d8.

Class Features

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

Inventions (Su)

Instead of occultist implements, an inventor places their mental focus into devices of their own creation. An inventor uses inventions instead of implements. Inventions are used exactly like occultist implements to learn implement schools and implement spells, store mental focus, and to use implement powers.

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 Spellcraft check (DC of 15 plus the level of the spell being changed, or DC 20 for a focus power). An inventor can only change one aspect of one invention in a 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 still work.

Each invention is unique and designed by the inventor. If an invention is lost, the inventor has to replace it by crafting all the spells and the focus power of the invention. In this case, repeat attempts are allowed in the same day.

Inventors gain one invention at level one and an additional invention at 2nd level and every 4 occultist levels thereafter, to a maximum of six inventions at 18th level. This is one fewer than the number of implements normal occultists get. Inventions replace implements and modifies the spells class features.

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 looks, smells, and sounds different from a cat-skin piston, but both can cast perfectly functional light and lightning bolt spells.

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 invention is of negligible weight.

Here is a list of words that can be used with all kinds of inventions: Alternate reality, bio-energy, brain stimulation, clockwork, cryogenic, crystalline, drug, elastic, electricity, essential salt, ether, first principle, hyper geometry, hyper-sonic, hypnotic, infinite division, mind expansion, mind resonance, monadic, muscle stimulation, negative reflection, optic tunnel, para-logic, perfume, planar acoustic, pneumatic, psychometric, refraction, resonance, steam, subjective perception, tensor, unstable matter, wormhole.

Weapon Invention (Ex)

At 2nd level, and inventor can create weapon inventions that are larger and more powerful. 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 and it's spells are cast at a caster level one higher than normal.
  • A one-handed weapon invention weighs a minimum of 3 lbs. 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 inventors can empower inventions for anyone to use as a swift action. By expending mental focus from the invention, the inventor creates a spell pool that anyone can use to cast the invention's implement spells. Each spell cast costs a number of points from the spell pool equal to the spell's level. This does not consume the inventor's spell slots.

The invention loses its spell pool the next time the inventor recovers mental focus. If the inventor does not regain his invention, he loses access to that invention's powers until he creates a replacement.

Create Mechanical Minion (Sp)

Beginning at 8th level, inventors can create mechanical minions with any appearance the inventor chooses. Mechanical minions draw upon the inventor's psychic abilities. If an inventor has less than his maximum number of mechanical minions when he recovers mental focus, he instead gains one additional point of mental focus for each mechanical minion he could have but doesn't.

At 8th level an inventor can create one minion with Hit Dice up to his class level minus 5. At level 12, and every 4 levels thereafter, the inventor can create an additional minion with the same Hit Dice limit.

Mechanical minions are animated objects (Pathfinder® Roleplaying Game Bestiary™). 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. For every Hit Die below the maximum the animated object has, it gains an additional construction point.

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 oldest minions stop functioning. This replaces outside contact.

Stroke of Genius (Ex)

At 8th level the inventor can try an modify an invention as a full-round action. This works as outlined under the invention ability, but takes less time. He can use stroke of genius once per day. At level 12 and 16, he can use stroke of genius an additional time per day. This replaces magic circles, fast circles, and binding circles.

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
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