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View Full Version : Pathfinder The Bodger [Rogue Archetype] [Iron Kingdoms]



Nerdynick
2014-11-18, 06:34 PM
In a continuation of my update of the old Iron Kingdoms d20 game to Pathfinder, I bring you the Master of Makeshift, the Bodger. Originally an easily overlooked class, they had less skills than a rogue, a slowed-progression sneak attack that only worked against constructs, and a smattering of abilities that were very niche and didn't scale well enough to warrant more than a level dip in the class. Their portrayal is as a wild-eyed mechanic with more than a few screws loose in his head. They were able to MacGuyver or "bodge" together devices on the fly or improvise fixes to broken down items. As a primarily skill based class, I felt Rogue was a good starting point and I took it from there.

DISCLAIMER: In the rules below, I reference "mechanika", which is the fusion of magic and technology native to the Iron Kingdoms setting. I have not completed a redux of these rules yet, so just sort of glaze over those parts for the time being. Same thing for the 'Jack Handling skill in their Tinker ability. It should function just fine in a standard fantasy setting, even though it is from a steampunk ruleset.

The Bodger

http://dreadgazebo.net/wp-content/uploads/2012/10/Colbie-Sterling1.jpg

Bodgers are a special breed of scoundrel, not quite an engineer, and not quite an artist. Bodgers excel at cobbling together devices from junk, making broken items work when they most certainly shouldn’t, and adding radical and unorthodox modifications to equipment. As a side effect of their strange science, they become very adept at disassembling machines to get some spare parts, even if that machine is a construct trying to kill them!

Class Features:

Demolish: A bodger knows all about the workings of industry, and knows exactly where to throw a wrench into the works. Against constructs, a bodger rolls d8s for sneak attack damage. Against everything else, a bodger rolls a d4 for sneak attack damage. Furthermore, a bodger may apply his sneak attack damage against items, though he still must account for hardness. This ability modifiers Sneak Attack.

Tinker: A bodger adds his full level to Disable Device checks, rather than half. Additionally, a bodger adds half his level to Use Magic Device checks, 'Jack Handling checks, and Craft checks so long as he has at least one rank in that skill. This ability modifies Trapfinding.

Contraption: At 4th level, a bodger gains the ability to set Ranger Traps (http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/trapper/ranger-traps)(as seen in Ultimate Magic), but bodgers may only create extraordinary traps. Any time a bodger’s trap would use his Wisdom modifier, it instead uses his Intelligence modifier. A bodger learns how to create a snare trap and one other ranger trap of his choice at 4th level. A bodger may learn to create additional traps through the Learn Ranger Trap feat or in place of a Rogue Talent. A bodger has no limitations on how many times per day he may set these traps.

At 8th level, a bodger may throw a trap he has created as a grenade-like weapon with a range of 10 feet, and counts as setting the trap in the square he attacks. The DC of a trap set at range is 5 lower than normal.
This ability replaces Uncanny Dodge and Improved Uncanny Dodge.

Bodge: At 3rd level, a bodger’s intuitive approach craftsmanship allows him to improvise tools for any situation. A bodger always counts as having the appropriate artisans tools for any craft skill he has at least one rank in. Furthermore, if the bodger has artisan’s tools for a given craft skill, his bonus increases to +2, and if he has masterwork tools, his bonus is +4.

A bodger truly shines, however, when dealing with mechanikal devices and magical items. If a bodger succeeds on a Use Magic Device check with a DC equal to the device’s activation DC, he may choose one of the following benefits to apply to the device as a swift action, unless stated otherwise.


Overdrive: The device’s DC for any of its effects is increased by half the bodger’s level.

Arcane Supercharger: By expending 5 additional charges from a wand or mechanikal item, or 3 charges from a staff, he may apply the effects of the Empower Spell, Enlarge Spell, Extend Spell, or Maximize Spell feat to any spell cast from the item.

Jumper Cables: Whilst holding two wands or mechanikal items (in any combination), the bodger may transfer any number of charges between the two. To do so, he must pass the activation check for both items. The use of this ability is a full-round action, which includes the Use Magic Device checks for both items.

Jumpstart: The bodger may add 1d10 + his class level additional charges to an item for 1 minute.

The bodge ability may only be used on any given item once per day. If the item is bodged more than that, it immediately gains the broken condition afterwards and all magical abilities cease to function until repaired. This ability replaces all levels of Trap Sense.

Deep Pockets: At 4th level, a bodger begins to stockpile his many pockets with useful items he might need in his adventures. A bodger can retrieve any item that is not a weapon, shield, suit of armor, magical item, or alchemical item from his person that costs less than 5 gp per bodger level as a full-round action (spent rummaging through his pockets). These items must individually weigh less than the Bodger’s Strength score. After he has no use for the item, it is stowed away again. Items the bodger produces in this manner are well-worn and functional only due to his constant tinkering. They have no value on the market and may not be sold.

Jury-Rig: At 20th level, a bodger is so good at improvising items from the many alchemical, clockwork, and magical components he keeps around that he may create temporary magic items that last for 1 minute. He may create up to 10,000 gp of items per day this way per point of Intelligence bonus he has. Creating a magic item in this manner takes a full round action. If the magic item is a weapon, shield, or suit of armor, he must supply the base item before adding any enhancement bonuses to it. This ability may not be used to upgrade an item that is already magically enhanced. This ability replaces Master Strike.