Author Topic: [PoC] Prestige Class - Inventor  (Read 1866 times)

Offline Garryl

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[PoC] Prestige Class - Inventor
« on: August 24, 2014, 01:19:01 AM »
Inventor prestige class
Inventors create things. All sorts of things.

   Skills: Computer Use 4 ranks, Craft (any two) 8 ranks.

Hit Die: d6

Table: The Inventor


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special

Craft
Reserve
Activating
Active
Modules
Energy
Pool
Socket
Attachments
1+0+0+0+2Craft Device, Item Creation, Technical Knowledge, Tinkering Activator100 xp110
2+1+0+0+3Least Socket Access, Temporary Craftsmanship200 xp121
3+2+1+1+3Craft Cybernetic Item300 xp131
4+3+1+1+4Effortless Invention, Rapid Crafting400 xp241
5+3+1+1+4Craft Cybernetic Arms and Armor, Lesser Socket Access500 xp251
6+4+2+2+5Pocket Industry650 xp262
7+5+2+2+5Efficient Crafting800 xp272
8+6+2+2+6Cybernetic Grafter, Energetic Crafting1000 xp382
9+6+3+3+6Greater Socket Access1200 xp392
10+7+3+3+7Focused Crafting1500 xp3103

Class skills (4 + Int modifier per level): Appraise, Computer Use, Concentration, Craft, Decipher Script, Disable Device, Knowledge (all skills, taken individually), Open Lock, Profession, Search, Use Magic Device, and Use Psionic Device.

Weapon and Armor Proficiency: As an inventor, you gain no new weapon or armor proficiencies.

Activating: As an inventor, you are an activator. You learn to activate modules, which are drawn from the cyberneticist module list. You know and can activate any module from this list.

An inventor can activate only a certain number of modules at once. Your base concurrent allotment is given on the table above.

At 1st level, you gain access to a pool of energy, which can be allocated to your active modules to increase their effects. If you already have a pool of energy, combine the two to determine the total amount of energy available. Your character level determines the maximum amount of energy that can be allocated to any given module at one time, as indicated on Table: Energy Capacity by Level.

As a swift action, you may reallocate your energy allocations amongst your active modules once each round.

Socket Attachments: Beginning at 2nd level, you can attach active modules to the sockets that you have available. The number of socket attachments that you can have in effect at any one time depends on your level (see the Socket Attachments column in the table above). At 2nd level, you gain access to your Least sockets, allowing you to attach modules to them. At 5th level, you gain access to your Lesser sockets. At 9th level, you gain access to your Greater sockets.

Craft Reserve: As an inventor, you receive a pool of points you can spend instead of experience points when crafting a cybernetic item. Each time you gain a new character level, you receive a new craft reserve, the size of which is based on your inventor level; 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.

Item Creation: As an inventor, you can create a cybernetic item even if you do not have access to the modules or sockets that are the prerequisites for the item. You must make a successful Computer Use check (DC 20 + activator level) to emulate each module required to create the item, and a successful Computer Use check (DC 25 for least, 30 for lesser, 35 for greater, or 40 for core) to emulate the sockets required to create the item (use only the socket with the highest DC). Thus, to make a 1st-level Mercury Bow device, you would need a Computer Use check result of 21 or higher. To create a velocithor weapon (activator level 10th, Kinetic Accelerator, lesser socket), you would need one check result of 30 or higher to emulate the Kinetic Accelerator module and another check result of 30 or higher to emulate the socket access in order to complete the item. You cannot emulate access to special or epic sockets, such as the Energy Emitter socket.

You must make a successful check for each prerequisite of an item you make that you cannot fulfill otherwise; you need not make a check for modules and sockets that you can access normally. If you fail a check, you can try again each day until the item is complete (see Creating Magic Items, page 282 of the Dungeon Master's Guide). If you come to the end of the crafting time and you have still not successfully emulated one of the requirements, you can make one final check—your last-ditch effort, even if you have already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost.

For purposes of meeting item prerequisites, your effective activator level equals your actual activator level +2. If the item duplicates a module effect, however, it uses no higher than your actual level as its activator level. If this would produce an item with an activator level below its normal minimum activator level, the cost is still determined using the item's minimum activator level. Thus, if your activator level is 3, you can make a device of Ice Beam attached to the feet socket, since the minimum activator level for a least socket device is 5th. You pay the normal cost for making such a device with an activator level of 5th: 5 X 3 X 12.5 = 187 gp and 5 sp, plus 15 XP. But the device's actual activator level is only 3rd, and it produces a weak and shorter-lived module.

You can also make Computer Use checks to emulate non-cybernetic requirements, including alignment and race, using the normal DCs for the Use Magic Device skill. You cannot emulate skill or feat requirements, however, including item creation feat prerequisites. You must meet the activator level prerequisite, including the minimum level requirement of socket-attached devices.

In addition, when crafting devices, you can craft up to two devices in a single day as long as they are both worth 250 gp or less.

Item Creation Feats: As you progress as an inventor, you gain a number of item creation feats as bonus feats. You need not qualify for these feats.

At 1st level, you gain Craft Device.

At 2nd level, you gain Temporary Craftsmanship.

At 3rd level, you gain Craft Cybernetic Item.

At 4th level, you gain Effortless Invention.

At 5th level, you gain Craft Cybernetic Arms and Armor.

At 6th level, you gain Pocket Industry.

At 8th level, you gain Cybernetic Grafter.

Tinkering Activator: You receive Tinkering Activator as a bonus feat at 1st level. This allows you to use your Intelligence modifier to determine the save DCs of your modules.

Technical Knowledge (Ex): This ability functions as the cyberneticist ability by the same name.

Rapid Crafting (Ex): Starting at 4th level, you develop your own techniques and shortcuts that allows you to produce cybernetic devices faster than most. When you craft a cybernetic item of any sort, you do so at a rate 25% faster than normal (1250 gp per day instead of 1000 gp per day).

In addition, when crafting devices, you can craft up to two devices in a single day as long as they are both worth 625 gp or less.

Efficient Crafting (Ex): Beginning at 6th level, your crafting techniques also allow you to use fewer materials without any loss of function or quality. When you craft a cybernetic item of any sort, you need provide 20% fewer raw materials than normal (40% of the market price instead of 50%).

In addition, when crafting devices, you can craft up to two devices in a single day as long as they are both worth 1250 gp or less.

Energetic Crafting (Ex): Starting at 8th level, you grant a +1 enhancement bonus to the energy capacity of any energy receptacles that are either cybernetic items you created yourself (such as a widget or an energized weapon), or that are produced by cybernetic items you created yourself (such as the module activated by a device). This bonus only applies while you have access to the energy receptacle; other users cannot benefit from the increased capacity unless you both have access (such as a widget created with Temporary Craftsmanship and Effortless Invention).

Focused Crafting (Ex): At 10th level, your mastery of the creation process allows you to flit from project to project without needing to invest as much of yourself in order to create an amazing result. When you craft a cybernetic item of any sort, you need provide 20% fewer experience points than normal (4 xp per 125 gp of the market price instead of 1 xp per 25 gp).

In addition, when crafting devices, you can craft up to two devices in a single day as long as they are both worth 2500 gp or less, and you can craft a single device in a single day no matter how high its market value is.
« Last Edit: June 05, 2020, 03:08:49 PM by Garryl »