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View Full Version : D&D 3.x Class Inventions! [Magitech Classes; Base Class Contest 30 winner; PEACH]



Jormengand
2015-11-20, 11:58 AM
Inventions

http://fc09.deviantart.net/fs70/f/2013/317/6/3/beastiary_4___clockwork_mage_by_damie_m-d6u5w59.jpg
Clockwork mage by damie m
"Welcome to my creation. Welcome to my machine. Welcome to the game"


Herein lies the magical technology that runs our world. Herein lie the inventions that power our future. Herein lie the secrets that form our dreams. I hope to show you a world in which you can have technology, without having to calculate the tiniest of details. I hope to show you a dream in which you have the power to reach the stars.

Here there is science, and there is also magic. It is up to you to decide which is which.



Inventions are a simple magitech system, allowing you to create a magitech character capable of doing a large number of things without having to calculate the particulars of each one. They allow for the creation of any number of different characters, and even worlds. But enough of the introductions... they're not what you're here to see. May I proudly present:


The Inventor

http://fc04.deviantart.net/fs70/f/2010/221/d/5/Inventor_by_LeeSmith.jpg
Inventor by LeeSmith
"Necessity is the mother of invention and I am the father of necessity."

Invention is the pillar upon which whole worlds have been built. An inventor is someone who is busy creating the solution of which others mourn the lack, who looks at a problem and is already wondering how it might be solved.

Adventures: An adventure is a creative problem and requires a creative solution. An inventor lives for creative solution.

Characteristics: Augmentation, Demolition, Dynamics, Mesmerism, Repulsion and Robotics provide six different approaches of which an inventor can take three. This allows an inventor to choose their own destiny.

Alignment: Any. Invention can be done with good or ill intent, with sobriety or with excess.

Religion: Inventors tend to worship deities who either represent the mechanical, or the aspects which the inventor uses (for example, a god of travel would be a good fit for a dynamics specialist).

Background: Inventors generally start out their lives as the type of child who is always desperately keen to figure out how things work, and take that desire on to start making creations of their own.

Races: A lithe elfin war-droid is a worthy invention, but so is a large, clanking goblin juggernaut, even if the bits don't always stick together and he can't remember for the life of him which lever does what. Nearly any race can produce inventors.

Other Classes: Inventors may see themselves as in competition with spellcasters, or they may ally with them. Whatever the case, their allies are always grateful for a chance to try out the inventor's latest toy, especially if it goes boom a bit louder than the last one.

Role: Inventors can choose their own role or roles to suit the needs of the party.

Adaptation: Invention might be an art form, a cult, a long-forgotten technique, the pride of a city or region, or something that a few people just simply do, and no-one really ever thought to question it.



Level
BAB
Fort
Ref
Will
Special


1st
+0
+0
+0
+2
First Discipline Inventions (1st)


2nd
+1
+0
+0
+3
Second Discipline Inventions (1st)


3rd
+2
+1
+1
+3
First Discipline Inventions (2nd)


4th
+3
+1
+1
+4
Third Discipline Inventions (1st)


5th
+3
+1
+1
+4
First Discipline Inventions (3rd)


6th
+4
+2
+2
+5
Second Discipline Inventions (2nd)


7th
+5
+2
+2
+5
First Discipline Inventions (4th)


8th
+6/+1
+2
+2
+6
Third Discipline Inventions (2nd)


9th
+6/+1
+3
+3
+6
First Discipline Inventions (5th)


10th
+7/+2
+3
+3
+7
Second Discipline Inventions (3rd)


11th
+8/+3
+3
+3
+7
First Discipline Inventions (6th)


12th
+9/+4
+4
+4
+8
Third Discipline Inventions (3rd)


13th
+9/+4
+4
+4
+8
First Discipline Inventions (7th)


14th
+10/+5
+4
+4
+9
Second Discipline Inventions (4th)


15th
+11/+6/+1
+5
+5
+9
First Discipline Inventions (8th)


16th
+12/+7/+2
+5
+5
+10
Third Discipline Inventions (4th)


17th
+12/+7/+2
+5
+5
+10
First Discipline Inventions (9th)


18th
+13/+8/+3
+6
+6
+11
Second Discipline Inventions (5th)


19th
+14/+9/+4
+6
+6
+11
First Discipline Inventions (10th)


20th
+15/+10/+5
+6
+6
+12
Third Discipline Inventions (5th)


Alignment: Any
Hit Die: 1d8

Class Skills:
The class skills of the inventor (and the key ability for each skill) are Appraise (Int), Craft (Int), Concentration (Con), Decipher Script (Int), Forgery (Int), Gather Information (Cha), Knowledge (All skills, taken individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skill Points at 1st Level: (6 + Int modifier) ◊ 4
Skill Points at Each Additional Level: 6 + Int modifier

Weapon and armour proficiency
Inventors are proficient with simple weapons and with all inventions, whether they be weapon, armour or shield.

Inventions (Su)
An inventor can invent inventions from three different disciplines of the six available, which are as follows:

Augmentation is the empowerment of the existing to make it stronger. Whether this is a weapon or a creature, the results are an object or being which works far better than the original through the sufficient application of technology.
Demolition is blowing things up. Whether your preferred weapon is fire, blazing streams of lead or even a big hammer, demolition is the destruction of your enemies in style.
Dynamics is the way in which inventors move things. Whether simple floating platforms, teleporting missiles, or giant spaceships of doom, electrodynamics is your go-to.
Mesmerism is the stuff of dreams and nightmares, or whatever you choose, because it allows you to control minds. Telepathic communicators to literal mind control devices are all the devices of mesmerism, as are illusion generators.
Repulsion is the rejection of other, lesser works. It allows you to protect yourself and your allies from those who would oppose you, and from anything else that might befall them. It also allows you to repair those who are harmed by others' foolishness.
Robotics is the creation of constructs to do your bidding, from the smallest of nanobots to clockwork dragons. Robots serve you in all sorts of different tasks, whether it be in combat, repair, or making more inventions.

You can produce inventions from the invention lists when you have the correct discipline levels, which are given on Table: The Inventor. For example, a 10th level Demolisher/Augmenter/Mesmer can invent 5th-level demolition inventions, 3rd-level augmentation inventions and 2nd-level mesmerism inventions.

The hybrid inventions list contains inventions which require multiple disciplines. You must meet all of the discipline requirements unless otherwise stated.

The key ability for an inventor's inventions is WISDOM.


Alternate Class

The following is an alternate class for the Inventor.


The Tinker

http://fc01.deviantart.net/fs22/i/2007/334/c/2/Steampunk_by_Sumerky.jpg
Steampunk by Sumerky
"One might ask 'Why choose one when you can choose three?' A just question, but why choose three... when you can choose them all!"



Level
BAB
Fort
Ref
Will
Special


1st
+0
+0
+0
+2
First Discipline Inventions (1st)


2nd
+1
+0
+0
+3
Second Discipline Inventions (1st)


3rd
+2
+1
+1
+3
Third Discipline Inventions (1st)


4th
+3
+1
+1
+4
Fourth Discipline Inventions (1st), First Discipline Inventions (2nd)


5th
+3
+1
+1
+4
Fifth Discipline Inventions (1st)


6th
+4
+2
+2
+5
Sixth Discipline Inventions (1st)


7th
+5
+2
+2
+5
First Discipline Inventions (3rd)


8th
+6/+1
+2
+2
+6
Second Discipline Inventions (2nd)


9th
+6/+1
+3
+3
+6
Third Discipline Inventions (2nd)


10th
+7/+2
+3
+3
+7
Fourth Discipline Inventions (2nd), First Discipline Inventions (4th)


11th
+8/+3
+3
+3
+7
Fifth Discipline Inventions (2nd)


12th
+9/+4
+4
+4
+8
Sixth Discipline Inventions (2nd)


13th
+9/+4
+4
+4
+8
First Discipline Inventions (5th)


14th
+10/+5
+4
+4
+9
Second Discipline Inventions (3rd)


15th
+11/+6/+1
+5
+5
+9
Third Discipline Inventions (3rd)


16th
+12/+7/+2
+5
+5
+10
Fourth Discipline Inventions (3rd), First Discipline Inventions (6th)


17th
+12/+7/+2
+5
+5
+10
Fifth Discipline Inventions (3rd)


18th
+13/+8/+3
+6
+6
+11
Sixth Discipline Inventions (3rd)


19th
+14/+9/+4
+6
+6
+11
First Discipline Inventions (7th)


20th
+15/+10/+5
+6
+6
+12
Second Discipline Inventions (4th)



Special: You cannot be a tinker and an inventor at the same time.
Alignment: Any
Hit Die: 1d8

Class Skills:
The class skills of the tinker (and the key ability for each skill) are Appraise (Int), Craft (Int), Concentration (Con), Decipher Script (Int), Forgery (Int), Gather Information (Cha), Knowledge (All skills, taken individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skill Points at 1st Level: (6 + Int modifier) ◊ 4
Skill Points at Each Additional Level: 6 + Int modifier

Weapon and armour proficiency
Tinkers are proficient with all simple weapons and all inventions, be they weapon, armour or shield.

Inventions (Su)
Tinkers use inventions from all six of the different disciplines, but must choose which order to prioritise. The key ability for a tinker's inventions is INTELLIGENCE.


Prestige Classes

The following are prestige classes available to invention-using characters. They are granted additional capacity for using certain special abilities. In each case, their abilities known, their maximum abilities prepared or per day, their level in those abilities, and any other function of those abilities that increases with level is increased just as though they'd gained a level in that class. For inventions, this means increasing IL, IP, and level in at least one discipline.


The Arcaneer

http://pre12.deviantart.net/89e7/th/pre/i/2014/349/5/d/sachiel_by_kriscooper-d89xwl7.jpg
Sachiel by kriscooper
"Any sufficiently advanced magic is indistinguishable from technology"



Level

BAB
Fort
Ref
Will
Special

Spellcasting


Inventions



1st
+0
+0
+0
+2
Invent Item (0lvl), Rapid Crafting (1 days)

+1 level of previous arcane spellcasting class


+1 level of previous inventing class



2nd
+1
+0
+0
+3
Invent Item (1st), Rapid Crafting (2 days)

+1 level of previous arcane spellcasting class


+1 level of previous inventing class



3rd
+2
+1
+1
+3
Invent Item (2nd), Rapid Crafting (3 days)

+1 level of previous arcane spellcasting class


+1 level of previous inventing class



4th
+3
+1
+1
+4
Invent Item (3rd), Rapid Crafting (4 days)

+1 level of previous arcane spellcasting class


+1 level of previous inventing class



5th
+3
+1
+1
+4
Invent Item (4th), Rapid Crafting (5 days)

+1 level of previous arcane spellcasting class


+1 level of previous inventing class



6th
+4
+2
+2
+5
Invent Item (5th), Rapid Crafting (6 days)

+1 level of previous arcane spellcasting class


+1 level of previous inventing class



7th
+5
+2
+2
+5
Invent Item (6th), Rapid Crafting (7 days)

+1 level of previous arcane spellcasting class


+1 level of previous inventing class



8th
+6
+2
+2
+6
Invent Item (7th), Rapid Crafting (8 days)

+1 level of previous arcane spellcasting class


+1 level of previous inventing class



9th
+6
+3
+3
+6
Invent Item (8th), Rapid Crafting (9 days)

+1 level of previous arcane spellcasting class


+1 level of previous inventing class



10th
+7
+3
+3
+7
Invent Item (9th), Rapid Crafting (10 days)

+1 level of previous arcane spellcasting class


+1 level of previous inventing class




Prerequisites:

Capable of casting 2nd-level arcane spells
Capable of inventing 2nd-level inventions OR capable of inventing from three different disciplines
Knowledge (Arcana) 4 ranks
Knowledge (Architecture and Engineering) 4 ranks
Any Item Creation feat

Alignment: Any
Hit Die: 1d6

Class Skills:
The class skills of the arcaneer (and the key ability for each skill) are Appraise (Int), Craft (Int), Concentration (Con), Decipher Script (Int), Forgery (Int), Gather Information (Cha), Knowledge (All skills, taken individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skill Points at Each Level: 4 + Int modifier

Weapon and Armour Proficiency
Arcaneers gain no proficiency in any weapon or armour.

Invent Item (Ex)
It is possible for the arcaneer to invent magic items. This allows arcaneers access to powerful equipment without expending money or their own life force, but comes at the cost of using a large number of invention points. The cost is equal to the spell level required to make that item, times two (1/2*2=1 for cantrips), plus 1 IP for each 1000 GP, whole or part, in the item's cost. For example, inventing a Type II Bag of Holding costs 15 IP: 10 for the fifth-level spell and 5 for the 5000 GP market price.

Arcaneers still need to be able to cast the required spell. They still trigger it but needn't pay material or experience components. They can only invent magic items of a spell level one lower than their arcaneer level.

An item invented in this way is still an invention and acts like one. Even if it is a weapon it can never be attached to a robot. Its invention level is one higher than the level of the spell used to produce it. Saving throws against the item follow the item's rules, not the rules for an invention.

Rapid Crafting (Ex)
Arcaneers craft far faster than normal. Irrespective of whether they invent an item or craft it normally, doing so takes one day less than normal for each level they possess. Once it has been reduced to one day, each further reduction lowers the required time by one hour. Because each day of creating an item is only actually sixteen hours long with 8 hours' rest, this means that a tenth-level arcaneer can craft a potion in just six hours. The aforementioned Type II bag of holding would take 10 hours to create - 4 day reductions to get it to one day, and then six hour reductions from 16 hours.


The Speaker of the Gear
http://media.moddb.com/images/groups/1/3/2055/dominions_of_the_lathes_by_ameeeeba-d5ugapf.1.jpg
Dominions of the Lathes by ameeeeba
"Long before this machine was even thought of, the universe knew its name."




Level

BAB
Fort
Ref
Will
Special

Spellcasting


Inventions



1st
+0
+0
+0
+2
Omniscient Blessing


+1 level of previous truespeak class



+1 level of previous inventing class



2nd
+1
+0
+0
+3
Surge of Knowledge


+1 level of previous truespeak class



+1 level of previous inventing class



3rd
+2
+1
+1
+3
Mechanical Call


+1 level of previous truespeak class



+1 level of previous inventing class



4th
+3
+1
+1
+4
Bolster Defences


+1 level of previous truespeak class



+1 level of previous inventing class



5th
+3
+1
+1
+4
Word of Creation


+1 level of previous truespeak class



+1 level of previous inventing class



6th
+4
+2
+2
+5
Greater Omniscient Blessing


+1 level of previous truespeak class



+1 level of previous inventing class



7th
+5
+2
+2
+5
Greater Surge of Knowledge


+1 level of previous truespeak class



+1 level of previous inventing class



8th
+6
+2
+2
+6
Greater Mechanical Call


+1 level of previous truespeak class



+1 level of previous inventing class



9th
+6
+3
+3
+6
Greater Bolster Defences


+1 level of previous truespeak class



+1 level of previous inventing class



10th
+7
+3
+3
+7
Greater Word of Creation


+1 level of previous truespeak class



+1 level of previous inventing class



Prerequisites:

Capable of using second-level utterances from the Lexicon of the Evolving Mind
Capable of inventing 2nd-level inventions OR capable of inventing from three different disciplines
Knowledge (Architecture and Engineering) 4 ranks
Truespeak 4 ranks

Alignment: Any
Hit Die: 1d6

Class Skills:
The class skills of the speaker of the gear (and the key ability for each skill) are Appraise (Int), Craft (Int), Concentration (Con), Decipher Script (Int), Forgery (Int), Gather Information (Cha), Knowledge (All skills, taken individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Truespeak (Int) Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skill Points at Each Level: 6 + Int modifier

Weapon and Armour Proficiency
The speaker of the gear gains no proficiency with any weapons or armour.

Class features (Sp)
The speaker of the gear's class features are all utterances - hence the Sp tag - and are so listed as though they were utterances rather than class features. They are gained at the level given on the table, and don't take up a slot of their level when determining their level.

Mechanical Call, Word of Creation and their greater versions belong to the Lexicon of the World Asunder and all of these utterances have their level given for a worldspeaker (http://www.giantitp.com/forums/showthread.php?397500-The-Worldspeaker-revisited-Truenamer-PEACH) rather than a truenamer. This isn't technically a problem if you're a truenamer: you just have four utterances from a lexicon from which no others hail and the utterances you gain have an oddly high level. Further, most of the utterances will have a reversed version that you can't use because you can only reverse Evolving Mind utterances.

Bolster Defences
Level: Perfected Map 6. (Greater: 8)
Range: 60 feet
Duration: 1 minute
Normal: You raise the defences of the area.
You create walls around the area. Those in the area being attacked from outside gain a +4 circumstance bonus to AC and are treated as being in cover. The walls don't impede movement. (Greater: Total cover and +8 AC instead)
Reversed: You lower any defences in the area.
Nothing in the area grants cover. (Greater: And anyone in the area gets -4 circumstance to AC)

Omniscient Blessing
Level: Evolving Mind 4 and Crafted Tool 4 (Greater: 6 and 6)
Range: 60 ft
Duration: Instantaneous.
Normal: You repair an object for a large amount
You heal a construct for a large amount. You immediately restore half the construct's maximum hit points to it. Or, you repair an object of any size up to large to full health, though you don't restore its magical properties. (Greater: You restore a construct to full health. Or, you repair an object of any size up to gargantuan to full health.)
Reversed: You let an object fall into disrepair
You damage a construct, dealing 10d6 points of damage to it. Or, you destroy a nonmagical object of up to large size. Magical objects instead take 10d6 points of damage. (Greater: 20d6 damage; affects objects up to gargantuan).

Mechanical Call
Level: World Asunder 5 (Greater: 7)
Normal: You call upon a powerful construct to aid you.
This utterance works like Planar Ally except as noted here and that it calls constructs, not outsiders (Greater: Greater Planar Ally)
Reversed: You destroy constructs.
This works much as Holy Smite except that living constructs are treated as neutral, constructs are treated as evil, and everyone else as good, and that constructs aren't immune to any of its effects solely by virtue of being constructs. (Greater: Holy Word)

Surge of Knowledge
Level: Evolving Mind 5 (Greater: 7)
Range: Normal: Personal, Reverse: 60 feet.
Duration: Normal: Until discharged, Reverse: 5 rounds.
Normal: You gain a sudden insight into the workings of the world.
You increase your level in all your disciplines by one until you've made an invention. (Greater: Increase by two)
Reversed: You cut some of a creature's knowledge out from its mind.
A creature's CL, ML, and IL are reduced by 3 for the duration. (Greater: By 6)

Word of Creation
Level: World Asunder 7 (Greater: 9)
Normal: You make a new object
This utterance works just like Major Creation except as noted here. (Greater: True Creation)
Reversed: You remove an object from the world
(Will negates) An object within 60 feet is removed from existence. This doesn't affect artifacts. (Greater: This can affect artifacts. Non-artifacts receive a -5 penalty on the save).


The Techno Player
http://orig01.deviantart.net/f294/f/2011/056/0/4/the_electric_guitar_hero_by_ferlancer-d3ads9l.jpg
The Electric Guitar Hero by Ferlancer
"Your instrument isn't just a tool. Oh no. Your instrument doesn't serve you well: you serve it well."



Level

BAB
Fort
Ref
Will
Special

Spellcasting


Music


Inventions



1st
+0
+0
+0
+2
Upgrade Instrument

+1 level of existing arcane spellcasting class


+1 level of existing music class


+1 level of existing inventing class



2nd
+1
+0
+0
+3
Power Chord - Flame

+1 level of existing arcane spellcasting class


+1 level of existing music class


+1 level of existing inventing class



3rd
+2
+1
+1
+3
Power Chord - Shock

+1 level of existing arcane spellcasting class


+1 level of existing music class


+1 level of existing inventing class



4th
+3
+1
+1
+4
Power Chord - Blast

+1 level of existing arcane spellcasting class


+1 level of existing music class


+1 level of existing inventing class



5th
+3
+1
+1
+4
Power Chord - Storm

+1 level of existing arcane spellcasting class


+1 level of existing music class


+1 level of existing inventing class



6th
+4
+2
+2
+5
Power Chord - Turn/Rebuke/Command

+1 level of existing arcane spellcasting class


+1 level of existing music class


+1 level of existing inventing class



7th
+5
+2
+2
+5
Power Chord - Drain

+1 level of existing arcane spellcasting class


+1 level of existing music class


+1 level of existing inventing class



8th
+6
+2
+2
+6
Power Chord - Deafen

+1 level of existing arcane spellcasting class


+1 level of existing music class


+1 level of existing inventing class



9th
+6
+3
+3
+6
Power Chord - Stun

+1 level of existing arcane spellcasting class


+1 level of existing music class


+1 level of existing inventing class



10th
+7
+3
+3
+7
Power Chord - Death

+1 level of existing arcane spellcasting class


+1 level of existing music class


+1 level of existing inventing class




Prerequisites

Capable of casting 2nd-level arcane spells
Capable of inventing 2nd-level inventions OR capable of inventing from three different disciplines
Knowledge (Architecture and Engineering) 4 ranks
Perform (Any instrument: you can't use Sing, Tea Ceremony Oratory, Weapon Drill etc.) 4 ranks
Bardic Music class feature

Alignment: Any
Hit Die: 1d8

Class Skills:
The class skills of the techno player (and the key ability for each skill) are Appraise (Int), Craft (Int), Concentration (Con), Decipher Script (Int), Forgery (Int), Gather Information (Cha), Knowledge (All skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skill Points at Each Level: 6 + Int modifier

Weapon and Armour Proficiency
The techno player gains no proficiency with any weapons or armour.

Upgrade Instrument (Su)
Techno players can upgrade their instrument by spending 1 invention point per level of the upgrade, and spending one minute per level of the upgrade. This is treated as an augmentation invention (even if the user doesn't have the requisite, or any, ability to use them). The upgrade provides a +1 bonus to perform checks made with the instrument per level. A techno player can only put an upgrade of a level equal to or lower than his own class level on the instrument.

Multiple upgrades can be put on one instrument, but only the highest applies - the rest are usually used for Power Chords.

Power Chord (Su)
Techno players can break an upgrade of a certain level and spend a single use of their Bardic Music ability to perform a power chord as a standard action. Doing so doesn't break the techno player's concentration on any music he's already playing, and in fact maintains it if a standard action is needed to do so.

The power chords, and the levels of upgrade that must be sacrificed to perform them, are summarised in the following table. Where a save is allowed, the DC is equal to the techno player's perform result.



Chord
Level
Save
Effect


Flame
1
FOR negates
Fire damage equal to the amount failed by.


Shock
2
REF negates
Lightning damage equal to the amount failed by.


Blast
3
FOR negates
Knocks creatures back 1 feet/amount failed (round down) and prone.


Storm
4
FOR negates
Creatures are affected by strong winds, +1 category/5 failed.


Turn/Rebuke/Command
5
Turn check
Use perform result as check to turn/rebuke/command ignoring alignment.


Drain
6
FOR negates
Inflict 1 damage + 1/5 failed to each ability score.


Deafen
7
FOR negates
Deafen target, sonic damage equal to the amount failed by.


Stun
8
FOR negates
Stun target for 1 round + 1/5 failed


Death
9
FOR negates
Slay target. Failure by 10 or more destroys their remains. Not death effect.




The Techpriest

http://orig14.deviantart.net/121a/f/2012/062/e/7/__cogs___by_kaizeru-d4rkr4b.jpg
Cogs by Kaizeru
"I do what the book commands, and the book commands me to build."


Level
BAB
Fort
Ref
Will
Special

Spellcasting


Inventions



1st
+0
+0
+0
+2
Channel Holy Might (0lvl), Spontaneous Repair

+1 level of previous divine spellcasting class


+1 level of previous inventing class



2nd
+1
+0
+0
+3
Channel Holy Might (1st)

+1 level of previous divine spellcasting class


+1 level of previous inventing class



3rd
+2
+1
+1
+3
Channel Holy Might (2nd)

+1 level of previous divine spellcasting class


+1 level of previous inventing class



4th
+3
+1
+1
+4
Channel Holy Might (3rd)

+1 level of previous divine spellcasting class


+1 level of previous inventing class



5th
+3
+1
+1
+4
Channel Holy Might (4th)

+1 level of previous divine spellcasting class


+1 level of previous inventing class



6th
+4
+2
+2
+5
Channel Holy Might (5th)

+1 level of previous divine spellcasting class


+1 level of previous inventing class



7th
+5
+2
+2
+5
Channel Holy Might (6th)

+1 level of previous divine spellcasting class


+1 level of previous inventing class



8th
+6
+2
+2
+6
Channel Holy Might (7th)

+1 level of previous divine spellcasting class


+1 level of previous inventing class



9th
+6
+3
+3
+6
Channel Holy Might (8th)

+1 level of previous divine spellcasting class


+1 level of previous inventing class



10th
+7
+3
+3
+7
Channel Holy Might (9th)

+1 level of previous divine spellcasting class


+1 level of previous inventing class




Prerequisites:

Capable of casting 2nd-level divine spells
Capable of inventing 2nd-level inventions OR capable of inventing from three different disciplines
Knowledge (Architecture and Engineering) 4 ranks
Knowledge (Religion) 4 ranks
Any metamagic feat.

Alignment: Any
Hit Die: 1d8

Class Skills:
The class skills of the techpriest (and the key ability for each skill) are Appraise (Int), Craft (Int), Concentration (Con), Decipher Script (Int), Forgery (Int), Gather Information (Cha), Knowledge (All skills, taken individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skill Points at Each Level: 4 + Int modifier

Weapon and Armour Proficiency
The techpriest gains no proficiency in any weapons or armour.

Spontaneous Repair
Techpriests can spontaneously convert spells to mending, make whole, or any spell with the words "Repair" and "Damage" in its name just as a cleric spontaneously converts to cure or inflict spells. Clerics who are techpriests retain this ability; they just gain the ability to convert to other spells too.

It's entirely possible that these spells can only be cast in this way and can't actually be prepared. Classes who know spells rather than preparing them can still convert spells, though this is usually functionally identical to just knowing them. If they already know them, they can swap them immediately for others of the same level that they could have chosen instead.

Channel Holy Might (Su)
Techpriests can change their spells into holy power that allows them to make more inventions. By sacrificing a spell slot, their maximum invention points increase by 1 per level of the spell plus another 1. The maximum level of spell they can sacrifice in this way equals their level minus 1. They must sacrifice excess inventions when they lose this benefit, and they lose the benefit upon recovering spells. They can get no more than twice their IL in bonus IP in this way.

Jormengand
2015-11-20, 11:59 AM
Inventions

http://fc09.deviantart.net/fs71/i/2011/265/6/b/steampunk_dinosaurs_by_sumerky-d4akm8x.jpg
Steampunk dinosaurs by sumerky
"Even the mightiest of creations was once just a spark in its maker's eye."


An invention can be constructed by anyone who has the required level in the necessary discipline or disciplines. When the invention has been constructed, it can be used as given in its description. Augmentation inventions tend to take up body slots; demolition inventions are often weapons and sometimes have limited uses; robotics inventions have their own rules to aid you in constructing your own robot; the other three disciplines tend not to be so limited in their use.

You can abandon an invention at any time. If you do, you recover invention points (see below) immediately, and the invention begins to fail over the same amount of time as it would take to create it. At the end of that period, it shuts off, and disintegrates or otherwise becomes useless. Inventions that are destroyed or used up also return their invention points to your service immediately.

If a robot's chassis fails in this way, the rest of its parts fail immediately.

All inventions have the following information in their description:

Name What the invention is called
Level: The levels and disciplines at which the invention is available.
Invention Points: How many invention points the invention requires to sustain. You can sustain a number of invention points equal to five times your level at once.
Construction time: How long the invention takes to make.
There may be a description of the invention here

The invention's mechanics are written below these details. Any saving throws have a difficulty class equal to 10 + the invention's level + your key ability modifier.


Augmentation

http://fc02.deviantart.net/fs70/i/2010/015/9/7/The_Guardian_by_Heavyarmorhellfire.jpg
The Guardian by Heavyarmorhellfire
"Give a commoner a sword forged by the gods themselves, and he'll still fall like the man next to him. But give him power, well, that's a whole other story."

Augmentation inventions are used to increase the potency of people or objects. Each one has a bind field to tell you what it is used to augment. You can't augment the same thing twice, though you can augment the same person as many times as they have relevant body parts. For example, you can use a hand augment no more than twice on the same human (assuming the human still has two hands). You could only use a head augment on that human once. You can't use two different weapon augments on the same weapon, even if it's a double weapon - unlike most functions of a double weapon, the augment affects both ends of the weapon.

Inventions and magic can coexist. You can have an augmented hand with a chakra bound to it, wearing a magical augmented gauntlet, if you so choose. You can even augment a demolition invention. The only restriction is that the same thing cannot be augmented twice.

1st level

Healing Hands
Level: Aug 1
Invention Points: 5
Construction time: 20 minutes
Bind: Hands (Both)
The power of life flows more freely though upgraded hands.

Healing spells cast by the augmented creature heal one more point of damage when used to heal living creatures.

Lifter
Level: Aug 1
Invention Points: 1
Construction time: 5 minutes
Bind: Back
You allow the user to focus energy down their back, carrying more.

The creature's strength is increased by 4 for purposes of carrying capacity only.

Legs of Swiftness
Level: Aug 1
Invention Points: 1
Construction time: 5 minutes
Bind: Legs (Both)
You make the creature's legs more efficient at their primary function.

The creature's land speed is increased by 10 feet.

Power Weapon
Level: Aug 1
Invention Points: 2
Construction time: 10 minutes
Bind: Weapon or fists (both)
You increase the raw destructive power of a weapon.

The augmented weapon deals damage as though it were one size category larger.

2nd level

Defender Crown
Level: Aug 2
Invention Points: 4
Construction time: 15 minutes
Bind: Head
You construct an anti-magic crown around a creature's head.

The augmented creature gets a bonus to will saves equal to your key ability modifier.

Protector body
Level: Aug 2
Invention Points: 4
Construction time: 15 minutes
Bind: Torso
You place a defensive layer on a creature's body.

The augmented creature gets a bonus to fortitude saves equal to your key ability modifier.

Skilled Hand
Level: Aug 2
Invention Points: 5
Construction time: 20 minutes.
Bind: Hand (One)
You empower a creature's hands to be more dexterous.

The augmented creature gets a bonus to dexterity-based rolls using the augmented hand, including actions that require two hands, equal to your key ability modifier.

Swift-dodge legs
Level: Aug 2
Invention Points: 4
Construction time: 15 minutes
Bind: Legs (Both)
You enhance a creature's legs so they can dodge out of harm's way faster.

The augmented creature gets a bonus to reflex saves equal to your key ability modifier.

3rd level

Archer's Eyes
Level: Aug 3
Invention Points: 5
Construction time: Eyes
These new eyes will allow a creature to see past - or perhaps through - cover.

The augmented creature takes no penalties for any cover or concealment except total cover or concealment. You're no truenamer, son, and don't you forget it.

Empowered Equipment
Level: Aug 3
Invention Points: 3
Construction time: 20 minutes
Bind: Armour, weapon or shield
You temporarily emulate magical power with your invention.

The augmented equipment gains a +2 enhancement bonus, or a +1 bonus and a +1-equivalent special quality. Shields can be augmented twice in this way, once as a weapon and once as a shield. Armour and its spikes can similarly be augmented separately.

You can upgrade an unarmed strike as a hand bind.

Legendary Tool
Level: Aug 3
Invention Points: 3
Construction time: 15 minutes
Bind: Tool (Such as thieves' tools or masterwork tool)
You make a tool far more capable at its job.

The tool grants a +4 bonus to the relevant skill check.

Mechanical Wings
Level: Aug 3
Invention Points: 10
Construction time: 1 hour
Bind: Back
You create an elaborate set of wings that allow the creature to lift off the ground and fly, though not fast or well.

You give the augmented creature a fly speed of 20 feet with poor maneuverability.

4th level

Bow of Legends
Level: Aug 4
Invention Points: 10
Construction time: 20 minutes
Bind: One projectile weapon, such as a bow or crossbow
You grant a ranged weapon legendary abilities.

The bow of legends always deals damage as though it were 4 size categories larger, to a maximum of colossal. It acts as a composite weapon with the highest possible strength bonus for its wielder to use to maximum effect. A creature with the Power Attack feat can use a Bow of Legends with the feat even though it's a ranged weapon.

Darkseer's Eyes
Level: Aug 4
Invention Points: 10
Construction time: 20 minutes
Bind: Eyes
These eyes let you see in the dark

The wearer has Darkvision (no range limit).

Grappling Hand
Level: Aug 4
Invention Points: 5
Construction time: 15 minutes
Bind: Hand (One)
A creature becomes far better at grappling.

The augmented creature gets a bonus equal to half your IL, plus your key ability modifier, on grapple checks with the augmented hand.

Hardened Carapace
Level: Aug 4
Invention Points: 10
Construction time: 10 minutes
Bind: Torso
You make a creature far tougher.

The augmented creature has DR/- equal to half your IL, plus half your key ability modifier.

Mooncoat
Level: Aug 4
Invention Points: 1 per 10 lb of target's original weight
Construction time: 20 minutes
Bind: Entire object or creature.
A mooncoated item is far lighter.

A mooncoated item's weight is reduced to one fifth of normal. A mooncoated creature not only weighs one fifth of the normal weight but also gets a +6 bonus on climb and jump checks. A mooncoated thrown weapon or a projectile weapon launching a mooncoated piece of ammunition is treated as having double the normal range increment.

You can spend one IP to coat many objects of up to 10 lb between them, two IP to coat many of up to 20 lb between them, and so forth.

5th level

Deflector Shield
Level: Aug 5
Invention Points: 13
Construction time: 20 minutes
Bind: Shield
Whenever you wield your shield, all those who chose to oppose that shield shall yield.

The wearer of the Deflector Shield gains the benefit of the Deflect Arrows feat, though rather than needing a hand free, they can use the shield. If they already have the feat, they can deflect an extra projectile each round with the shield.

When an attack is deflected with the shield, it rebounds on the attacker. Without any action, the wielder of the shield makes an attack roll as though they were wielding the same weapon as the attacker. If they hit, the attack is resolved against the firer; otherwise it simply misses and goes nowhere of particular relevance.

Psychic Halo
Level: Aug 5
Invention Points: 15
Construction time: 45 minutes
Bind: Head
A shining halo appears above a psionic creature's head, and empowers them.

A creature with a Psychic Halo gains bonus maximum power points equal to your IL. They only gain actual points upon replenishing their power points, and lose points if they lose the halo and the maximum drops below their current total.

Superior Equipment
Level: Aug 5
Invention Points: 10
Construction time: 30 minutes
Bind: Armour, weapon or shield
You create an even more powerful piece of equipment.

As empowered equipment, but the total bonus is +4.

6th level

Cage of Physical Might
Level: Aug 6
Invention Points: 20
Construction time: 45 minutes
Bind: Back
Users finds themselves stronger, faster and tougher.

The bearer of a Cage of Physical Might gains a +6 bonus on all physical ability scores.

Crown of Mental Acuity
Level: Aug 6
Invention Points: 20
Construction time: 45 minutes
Bind: Head
This crown sharpens the wearer's wit.

The bearer of a Crown of Mental Acuity gains a +6 bonus to all mental ability scores.

Eyes of Knowledge
Level: Aug 6
Invention Points: 12
Construction time: 1 hour
Bind: Eyes
Upgraded eyes allow the user to see the properties of magic items just by looking at them.

The augmented creature can tell what an item does, and how to activate its functions, just by looking at it. Those items with will saves can take them against this effect, and if passed they are immune to the effect for 24 hours from the same creature, even if the eyes are unaugmented and then reaugmented in that time.

Mighty Claws
Level: Aug 6
Invention Points: 15
Construction time: 40
Bind: Natural weapon (not necessarily claw).
The creature's natural weapons become larger and fiercer.

The natural weapon deals damage as though it were 3 sizes larger (maximum colossal).

7th level

Legendary Equipment
Level: Aug 7
Invention Points: 15
Construction time: 40 minutes
Bind: Armour, weapon or shield
You make some equipment very powerful indeed.

As empowered equipment, but the total bonus is +6.

8th level

Crown of Swift Thought
Level: Aug 8
Invention Points: 25
Construction time: 1 hour
Bind: Head
Think fast!

A creature with a Crown of Swift Thought can take full actions as standard actions, so that they can move in the same turn.

Legs of the Traveller
Level: Aug 8
Invention Points: 20
Construction time: 50 minutes
Bind: Legs (Both)
The wearer becomes able to traverse any surface without hindrance.

A creature with legs of the traveller can walk or run on any surface as though it were solid and horizontal - even air. That creature can walk upside-down, and ignores effects which would normally hinder walking, as well as being able to charge over any surface and never needing to take balance checks.

9th level

Catalysis
Level: Aug 9
Invention Points: See text
Construction time: 10 minutes (Potion), 30 minutes (Scroll), 1 hour (Spell Trigger)
Bind: Potion, Scroll, or Spell Trigger item (eg wand)
Metamagic for fun and profit!

You can use Catalysis on a potion, scroll, or spell trigger item. The augmented item uses its spells as though affected by metamagics chosen by you. The cost to you in invention points is equal to the level of the original spell, plus the equivalent level after being affected by metamagic, multiplied by the number of times you wish for the effect to take place. For example, you could spend (1+3)*5+(3+6)*2 = 38 IP to empower the next five magic missiles and maximise the next two fireballs from a Staff of Rapid Barrage. The instant a charge is used, you regain the IP for that charge. If the wielder of the catalysed staff used one of the empowered magic missiles, for example, you would regain 4 IP; you would regain 9 if she used a fireball.

Some metamagics are unsuitable for use on potions, such as the Earthbound and Chain metamagics. As a general rule, only one creature (the drinker) should be affected directly by the potion.

Ultimate Equipment
Level: Aug 9
Invention Points: 20
Construction time: 50 minutes
Bind: Armour, weapon or shield
You construct some of the finest equipment in existence.

As empowered equipment, but the total bonus is +8.

10th level

Bonded Exoskeleton
Level: Aug 10
Invention Points: 60
Construction time: 1 day
Bind: Entire living humanoid creature (in shape, not necessarily creature type - a bonded exoskeleton is suitable for half-dragons with humanoid base creatures even though they're dragons, or for many outsiders).
You give someone a powerful robotic body.

You transform someone partly into a construct. This process is usually done mainly while the creature to be augmented is asleep, although creating a bonded exoskeleton for yourself isn't impossible.

The bonded exoskeleton changes the wearer's type to living construct and the creature's size category to one size larger. It grants a +16 bonus to strength and constitution, a +20 armour bonus to armour class, a +30 foot bonus to base movement speed, and includes jets which allow it to sustain a poor maneuverability 45-foot fly speed (though the exoskeleton's shape and weight preclude flight by other means). The exoskeleton can pick up weapons and fight with them - either the real hands picking up weapons of the wearer's original size, or the construct hands picking up weapons of the larger size - or the hands themselves can be used as simple, armed bludgeoning weapons that deal 2d10 damage when large and deal 3* normal damage on a critical hit.

The exoskeleton grants the wearer the benefits of the Improved Overrun feat, and anyone who is overrun by the exoskeleton takes 5d10 points of damage as they are crushed by the massive construct.

Perfect Body
Level: Aug 10
Invention Points: 50
Construction time: 6 hours
Bind: Entire creature.
Okay, maybe not quite perfect.

The augmented creature gains a +10 perfection bonus to all D20 rolls, such as attack rolls, saves, initiative checks and skill checks.

Jormengand
2015-11-20, 12:00 PM
Demolition

http://th05.deviantart.net/fs70/PRE/i/2013/260/9/7/pyromancer_steampunk_by_artmagix-d6mp4qg.jpg
Pyromancer Steampunk by artmagix
"It took years to build what I can destroy in minutes."

Demolition inventions may be weapons, in which case they can be augmented. Demolition items have an "Equip to robot" field detailing whether or not they may be used as a weapon system on a robot with a simple Yes or No. If Yes, they may be put in any weapon slot of a high enough level. You cannot make a demolition invention magical with a permanent effect, though you can use an effect such as a magic weapon spell.

1st level

Gearblade
Level: Dem 1
Invention Points: 3
Construction time: 10 minutes
Equip to robot: Yes (Longsword only) or yes (2 slots)
You create a blade of whirling gears.

The gearblade is either a longsword or a greatsword (you choose) that deals damage as though it were one size category larger.

Lockbreaker
Level: Dem 1
Invention Points: 2
Construction time: 5 minutes
Equip to robot: No.
This device quickly opens locks.

You can open a nonmagical lock in 5 rounds with a lockbreaker. No check is needed.

2nd level

Concealed Gun
Level: Dem 2
Invention Points: 5
Construction time: 20 minutes
Equip to Robot: No, but can be put in a robot's invention.
It's also a gun!

A concealed gun is placed inside another invention that is used in one or more hands. It can be fired as a revolver (1d8, *4, 50 ft) if one-handed or a repeating rifle (2d6, *4, 60 ft) if two-handed (or more!). It is not normally visible, but it's obvious where the bullet came from if someone sees you fire it.

Demolition Charge
Level: Dem 2
Invention Points: 4
Construction time: 10 minutes
Equip to robot: No
Demolition charges allow the user to blow things up.

A demolition charge requires being placed in a location, set as a full-round action which involves attaching it to a vaguely flat surface, and then left to its own devices for 1 minute (conveniently long enough to get out of the way, as well). Once placed, the demolition charge sticks in place and can't be detached short of a DC 20 strength check. It can be broken, but it has hardness 5, 25 hit points, and any hit landed on it has a 25% chance to make it explode prematurely, which is raised to 50% if it is destroyed in this way. When it explodes, it deals 5d6 fire and 5d6 force damage to each creature and object within a 60 foot burst, and it deals double damage to objects and ignores hardness.

Soulfire Sword
Level: Dem 2
Invention Points: 6
Construction time: 20 minutes
This sword is designed specially to steal the souls of those it touches.

A soulfire sword slays any creature brought below 0 hit points by its attack. Any creature slain in this way has part of their soul buried in the sword - this doesn't actually affect the creature, but gives the sword a single Soul Point, of which it holds a maximum of 10. When the sword hits a target, the wielder can as a free action spend any number of soul points to deal 1d6 points of fire damage to the struck foe for each soul point spent.

3rd level

Flamethrower
Level: Dem 3
Invention Points: 8
Construction time: 10 minutes
Equip to robot: Yes
You create a two-handed weapon that fires a gout of flame at your foes.

The flamethrower can be wielded in two hands to fire a 30 foot cone of fire which deals 1d6 fire damage/IL to anyone in the area as a normal attack. Even though it's normally a two-handed weapon, a robot can use a flamethrower in a single weapon slot.

Landmine
Level: Dem 3
Invention Points: 6
Construction time: 10 minutes
Equip to Robot: No.
This is a simple anti-personnel weapon that explodes if you get too close.

After you make a landmine, you can set it as a full-round action, and it will activate 2 rounds later. Anyone who moves within 10 feet of an active landmine sets it off, making it deal 3d6 fire and 3d6 force damage to each creature within 20 feet of it (Reflex half). The search DC is the same as the save DC, plus 10, and so is the Disable Device DC (A careful creature can move within 10 feet of the landmine in this manner without detonating it; this movement is taken as part of the disable device check).

Laser-cutter
Level: Dem 3
Invention Points: 10
Construction time: 15 minutes
Equip to Robot: Yes.
This laser takes too long to focus to be harmful to creatures, but is very good at opening doors.

A laser-cutter is a small device that can be held in one hand. When focused at a stationary object, it will deal 1d6 points of damage on the first round, 2d6 on the second, and so forth, but only over a very small area. Therefore, it can burn out a lock, or even cut a hole through a wall, but won't seriously threaten the structural integrity of a building (usually). While it makes wood burn, the fire is short-lived and the only real effect of the burning is that the edge of whatever is being cut will be singed.

4th level

Blast Shield
Level: Dem 4
Invention Points: 6
Construction time: 10 minutes
Equip to Robot: Yes
This shield is designed to save you from yourself.

As an immediate action, a creature with a blast shield can use it to protect themself from some kind of explosion. Any area effect that causes some kind of explosion and would harm a creature using a blast shield in this way fails. An action involving the use of the hand that holds the blast shield or movement removes this benefit. Blast shields are directional and only protect against attacks originating within a forwards arc (that is, from a location that would be affected by an infinite cone cast by someone behind the user).

A blast shield is also a shield, and provides a +2 bonus to AC, and cover to those hidden behind one. You cannot, however, take hide checks to hide you and all your equipment including a shield behind the freaking shield.

Gravity Gun
Level: Dem 4
Invention Points: 10
Construction time: 20 minutes
Equip to Robot: Yes (2 slots)
This gravity-based weapon crushes creatures under their own weight.

A gravity gun is a two-handed martial ranged weapon (it's obscure and unwieldy enough to be exotic if it weren't a point and pull kind of device; martial is a kind of compromise as any soldier should be able to find his way around it even though a sorcerer might not) with a range increment of 20 feet, but you can't fire it more than once a round. It doesn't deal damage normally: instead it deals 1d4 damage/level to an unarmoured creature, 1d6 damage/level to a creature in light armour, 1d8 damage/level to a creature in medium armour, 1d10/level to a creature in heavy armour, and 1 die higher to a creature with a shield, 2 higher if it's a tower shield. A creature with heavy armour and a shield or medium and a tower shield takes 1d12 points of damage per level, and a creature with heavy armour and a tower shield takes 1d12 points of damage per level, and must take a fortitude save or be crushed by the weight of all that armour and die.

Stun Grenade
Level: Dem 4
Invention Points: 6
Construction time: 5 minutes
Equip to Robot: No
These grenades emit bright light and dizzying sounds when thrown.

A stun grenade is a thrown splash weapon dealing 2d6 sonic damage. It blinds anyone who is hit - directly or otherwise - and fails a reflex save, deafens anyone who is hit and fails a fortitude save, and stuns anyone who fails both saves. The blinding and deafening last 1 minute, plus 1 round/level. The stunning only lasts 1 round.

5th level

Plaguebomb
Level: Dem 5
Invention Points: 16
Construction time: 45 minutes
Equip to Robot: No.
This bomb spreads some kind of disease about a large area.

You can set a plaguebomb to explode after a set time or on impact. The plaguebomb inflicts upon those within 1000 feet of where it explodes one of the following (your choice on creation): Blinding Sickness, Cackle Fever, Filth Fever, Mindfire, Red Ache, Shakes or Slimy Doom. There is no incubation period, and the invention save DC is used in lieu of the first save DC (subsequent saves are made as normal for the disease).

Soundstorm Cannon
Level: Dem 5
Invention Points: 10
Construction time: 1 hour.
Equip to Robot: Yes (two slots).
This weapon can knock anything from creatures to buildings down with waves of sound.

A soundstorm cannon is a two-handed martial weapon with a range increment of 50 feet, which deals 1d6 points of sonic damage and knocks the target prone if they fail a reflex save (passing negates the knocking prone effect).

Alternatively, a soundstorm cannon can be charged up for up to 20 consecutive full round actions, and then fired as a standard action, to do 1d6 points of sonic damage per round charged in a 10 foot cone, and 1d6 less for each 10 feet beyond that (if charged for 3 rounds, it deals 1d6 damage to a creature 25 feet away, 2d6 to a creature 10 feet away and 3d6 to an adjacent creature) and each creature in the area is knocked down if they fail a reflex save.

Soundstorm cannons ignore hardness.

Target Lock
Level: Dem 5
Invention Points: 12
Construction time: 20 minutes
Equip to Robot: Yes, but as head slot.
This allows easier targeting to shoot people or things.

You can use a target lock in one of three ways.

Long-ranged spread: You can use this mode to fire splash weapons more accurately. Any splash weapon you fire that misses can then be redirected one square by you after determining its final position.
Mid-ranged sweep: You can use this mode to make your blast weapons better at hitting to their full extent. Any attack you make which allows a reflex save for half damage instead allows a reflex save for three-quarters damage. A creature who would take no damage on a successful save takes half damage instead. In effect, only half of the damage is subject to being saved against.
Short-ranged lock: You can use this mode to strike an enemy's weak spots. You can sneak attack as a rogue of half your level. If you already have sneak attack, you only ever add a maximum of 2 extra dice over whichever of your current or new sneak attack is better. For example, a creature with 4d6 sneak attack who would get 5d6 sneak attack ends up with 6d6 total sneak attack.

Changing modes is a free action, and you can do it as many times as you like each turn.

6th level

Freezing Trap
Level: Dem 6
Invention Points: 15
Construction time: 20 minutes
Equip to Robot: No
This trap holds a freezing-cold liquid which is sprayed over attackers with reckless abandon.

This trap activates when a creature steps within 10 feet of it. A creature within 30 feet of the trap when it's activated takes 10d6 points of cold damage and is frozen to the spot for 3 rounds. A creature who passes a reflex save only takes half the damage and is only frozen for 1 round. A creature who is frozen to the spot can't take actions, except purely mental actions (including using still, silent spells and many psionic abilities). They aren't helpless, though, and can move just enough to defend themselves.

Missile Launcher
Level: Dem 6
Invention Points: 25
Construction time: 30 minutes
Equip to Robot: Yes (2 slots)
It was necessary, okay?

A missile launcher can be aimed as though it were a ranged splash weapon, only the range is 400 feet. When the missile lands, it produces an explosion dealing 5d6 fire and 5d6 force damage to a creature hit directly, and 5 of each to a creature hit indirectly. It takes a standard action to reload the launcher and two hands to load or fire it.

7th level

Frontal Ram
Level: Dem 7
Invention Points: 25
Construction time: 1 hour
Equip to Robot: Yes (Head)
This ram can be placed on a vehicle to bring pain.

Normally, two vehicles impacting at high speed heavily damages both of them. A vehicle equipped with a frontal ram that impacts another vehicle will, assuming that it's going in the right direction, deal 1d6 points of damage per 10 feet it moved in the last round to that target, and only take 1 point of damage per 10 feet moved itself. Robots equipped with frontal rams can potentially use this to their advantage when charging or even just running into something.

Gravity-Crusher
Level: Dem 7
Invention Points: 30
Construction time: 1 hour
Equip to Robot: No
A gravity-crusher slowly tears apart anything within.

A gravity-crusher is set up in a circular area of radius 15 feet in the space of 5 rounds. When activated (which can be done from just outside the area) it starts to spin up in another 5 rounds, increasing the effects of gravity in a 120-foot tall cylinder whose base is the gravity-crusher itself. It is set up attached to an object big enough to support it, usually the ground.

In the first round, the gravitational effects of the plane are increased straight to heavy gravity, even if they would be light. Each subsequent round up to the fifth, the effects of the penalties is applied again, and stacks (-2 on the first, -6 on the third, and so forth). Items' weights increase: double normal on the first round, triple on the second, quadruple on the third, and so forth. Damage dealt by falling increases each round as though it were dealt by bastard swords of increasing size (1d10, 2d8, 3d8, 4d8, 6d8, up to maxima of 20d10, 40d8, 60d8, etc.).

By the third round, creatures are encumbered by the weights of their own bodies. By the fifth, they are heavily encumbered and take the effects of a gravity gun each round.

Normal buildings aren't designed for their weights suddenly increasing, which is kinda the point of the device in the first instance. Any structure, or part of a structure, in the effect takes 1d6 damage in the second round, 1d8 damage in the third, 1d10 in the fourth, and 1d12 in the fifth and beyond. The effects are regressed by one round (no damage in the second and 1d10 in the fifth and beyond) if the building is designed to withstand heavy gravity, and progressed by one round (1d6 in the first, 1d8 in the second, 3d6 in the fifth and beyond) if it's not even meant to withstand medium gravity. This damage ignores hardness.

The machine isn't affected by anything falling on it (short of, say, a meteor) but if you can reach the centre with a bludgeoning or piercing weapon, the machine can be smashed to turn it off. Large interposing objects block the gravity effect, so upon destroying the building in which it resides, the machine is usually largely harmless.

8th level

Deep Charge
Level: Dem 8
Invention Points: 25
Construction time: 1 hour
Equip to Robot: No.
Deep charges are used to destroy entire buildings.

You can launch a deep charge to burrow to a target within 400 feet anything from 1 to 5 rounds later. The deep charge then detonates at that location, causing an earthquake in that location.

Time Bomb
Level: Dem 8
Invention Points: 40
Construction time: 1 hour
Equip to Robot: No.
The bigger brother of the demolition charge can level whole buildings.

A time bomb works exactly like a demolition charge except that it affects a radius of 100 feet and deals 15d6 fire and 15d6 force damage to anything in the area.

9th level

Groundclearer Bomb
Level: Dem 9
Invention Points: 30
Construction time: 1 hour.
Equip to Robot: No.
Kaboom.

A groundclearer bomb, when activated, drills into the ground for 5 minutes, and then detonates, causing either a near-cylindrical tunnel 10 feet in radius and 100 feet in height, or a crater 50 feet in diameter. A groundclearer bomb is not a weapon; anyone in the blast takes only 2d6 damage and anyone within 15 feet of the blast takes 1d6 damage. In either case the damage is nonmagical bludgeoning and a reflex save decreases the damage by one die.

Trebuchet Gauntlet
Level: Dem 9
Invention Points: 35
Construction time: 2 hours
Equip to Robot: Yes (Hand)
This glove packs the same punch as a catapult.

A creature with a Trebuchet Gauntlet is treated as one size category larger when making unarmed strikes. As a full-round action, they may focus their efforts on a single, destructive attack which deals 20d6 damage, plus 5 times the wielder's strength modifier, and ignores hardness. However, you get a -10 penalty on attack rolls when using a Trebuchet gauntlet in this way.

10th level

Doomstorm Missiles
Level: Dem 10
Invention Points: 40
Construction time: 1 day
Equip to robot: No.
You create a cluster missile that can ruin entire cities. Four times.

The doomstorm missile launcher is set up in a gargantuan-sized area and is practically immobile when set up unless measures are taken to move it. Even then, the launcher weighs 100 lb and each missile 25 lb. When given a target within 5000 feet as a full-round action, the doomstorm missile launcher will fire one of its missiles at that area. Each missile has three secondary rockets. The missile will randomly scatter (10d6-10d6)*5 feet away from the target location. Then, the secondary rockets will scatter away a further 5d6*5 feet in a random direction. The missile deals 10d6 fire and 10d6 force damage to anything within 50 feet and half as much to anything else within 100 feet. Each rocket deals 5d6 fire and 5d6 force to anything within 40 feet. Anyone unfortunate enough to be struck directly by a missile or rocket takes 10d6 points of falling damage.

A successful reflex save negates the falling damage (which will be applied to the surface beneath as you dodge out of the way) and halves the fire and force damage.

The launcher will explode, complete with missiles and rockets, if it is destroyed. It has 100 hit points and hardness 10.

Perdition
Level: Dem 10
Invention Points: 100
Construction time: 1 week
Equip to Robot: No (But they can wield it)
There is nothing I could write here that would even begin to describe this sword.

The legendary weapon Perdition was made my Arcanus Zephyrus Mecharius, rumoured to be the first inventor. Perdition was destroyed, but you can create a weapon that is a shadow of Perdition's glory.

Perdition is a longsword. It cannot be destroyed by any means, unless you recall its IP in which case it vanishes instantly rather than over the usual time, or it strikes another copy of Perdition in which case both explode, sucking anyone within 30 feet into the plane of negative energy. The blade of Perdition is a force effect, which cuts directly through anything it hits, mundane or magical. Only artifacts can turn aside its blade.

Any creature hit by Perdition must take a reflex save or the blade cuts directly through a vital organ, severs the creature in half, or otherwise slays them. Even if they pass, Perdition deals 7 times as much damage as a normal longsword.

Perdition can be stored in a special sheath, but when taken out it shines with a deep blue light and makes a loud thrumming noise, making it impossible for its wielder to hide or move silently.


Dynamics

http://th00.deviantart.net/fs71/PRE/f/2010/275/0/a/floating_stone_by_wanbao-d2zx201.jpg
Floating stone by wanbao
"I walk and the world walks with me, you stand and you stand alone."

Dynamics inventions follow the normal invention descriptions. Dynamicists carry control panels which allow them to turn their inventions on or off at a distance.

1st level

Hovering Board
Level: 1
Invention Points: 2
Construction time: 10 minutes
You create a board that floats a few feet off the ground.

A hovering board is a 5 feet by 10 feet board which, as the name implies, hovers. It will hover 5 feet off the ground, and can hold up to 20 pounds before dropping a foot, and another 10 pounds for each of the four remaining feet before it refuses to hover. Multiple hovering boards can be attached to each other, allowing them to carry more weight even if it is concentrated in one area (such as a 250 pound statue placed on one of 12 connected hovering boards only causing the entire system to go down 1 foot). Hovering boards have almost no friction, so if shoved they will slide a long distance (five feet times the result of a strength check if nothing's on them). They can also be dragged easily. If you stand on a hovering board, it doesn't necessarily have any method of propulsion so you usually can't make it move, though it can be used as an impromptu chariot.

Groups of more than 10 connected hovering boards are bought at a discount. Each board after the tenth costs one invention point, except those after the twentieth which only cost one invention point for each two.

Parallel Wheels
Level: Dyn 1
Invention Points: 1 per wheel.
Construction time: 5 minutes/wheel.
Though it makes no sense for wheels to be literally parallel, these wheels might be better described as synchronised.

You create a set of wheels that are attuned to each other. Turning one causes all of the others to turn by the same amount. This is only true of rotary motion and not of simply flipping the wheel over or moving it back and forth, so it can be carefully moved into position without affecting anything.

They are usually used to aim rockets, though they might be used to turn hovering boards. The wheel fails to turn anything that weighs very large amounts, and instead simply breaks free of its bonds or breaks itself.

Parallel wheels' heights aren't fixed, so if one were to attach a parallel wheel to a creature and spin it, the creature would fall on its head (though it would probably not take damage due to the short fall distance and/or its possession of arms). Two people who try turning parallel wheels against each other are subject to an opposed strength check as a standard action (if it's not their turn when they're resisted by someone else, they lose their next standard action much like an immediate action but with standard, not swift), but otherwise turning one is only a move action.

You can make a cart or similar out of parallel wheels, in which case the cart moves as fast as an unladen human would when you take the correct actions. Clever applications of parallel wheels and hovering boards may allow the construction of a pseudo-chariot in this way.

2nd level

Automatic Board
Level: Dyn 2
Invention Points: 3
Construction time: 20 minutes
This board floats along of its own accord.

An automatic board is much like a hovering board, except that left to its own devices it will float forwards at 15 feet per round. It can be turned around easily, and unless otherwise propelled won't exert enough force to have an adverse effect on any creature it could possibly actually hit.

If you physically tie an automatic board to a mobile object, it will move it slowly, usually about five feet per round, though it's not going to move a ship anywhere useful or interesting. If you attach it to a hovering board, its speed goes down to 10 feet/round, and a second hovering board will reduce that to five, with each three successive hovering boards causing it to require another round to move that five feet. Adding more automatic boards to keep a 1:1 or 1:2 (etc) ratio of automatic to hovering produces similar effects.

Grav-chute
Level: Dyn 2
Invention Points: 3
Construction time: 5 minutes
Grav-chutes are small devices that slow the wearer's fall.

Creatures wearing grav-chutes take no damage for falling. A grav-chute is worn in place of a robe.

Magnetic Grapple
Level: Dyn 2
Invention Points: 7
Construction time: 15 minutes
This device launches a grappling hook that will attach to almost any surface.

A creature using a magnetic grapple can fire it at a surface within 60 feet as a standard action, and wheel themselves up to the location as a full-round action (although trying to do this against a surface 60 feet in front of you may result in you swinging down and hitting the surface, taking damage). You can detach the grapple as a free action but it still takes a full-round action to return it to you. If fired at a creature it does only 1d6 damage and you can't pull the creature towards you without winning an opposed grapple check by 5 points for each 5 feet you want to pull them towards you.

Riderboard
Level: Dyn 2
Invention Points: 5

A riderboard is a little like an automatic board, except that it hovers only one foot off the ground, and the creature can use a move action to accelerate the riderboard's speed by 15 feet for 3 rounds (meaning that if a creature uses a single move action every round, the riderboard will move at a consistent 60 foot speed) and that the creature can freely control the riderboard's direction as though flying with average maneuverability (though the riderboard can be stopped from moving forwards at no cost).

3rd level

Booster Rocket
Level: Dyn 3
Invention Points: 6
Construction time: 20 minutes
Booster rockets are used to move things about.

A single booster rocket is useful for moving objects of up to about 250 lb, though more than one can combine to move heavier objects. It will, unless some system is provided to move it, only fire in one direction. It can be turned on or off remotely, however. It will move the attached object 100 feet/round. Multiple booster rockets can be used to move larger objects.

A booster rocket is not really a weapon, but it is inevitable that someone, somewhere, will want to use it as one. Upon striking an object or creature, it explodes, dealing 3d6 points of fire damage to everyone in the square and 2d6 of bludgeoning damage to that creature or object only. It can be avoided with a reflex save or simply due to the fact that it only travels in a straight line and is actually slower than a running human.

Jump Pack
Level: Dyn 3
Invention Points: 10
Construction time: 25 minutes
This back-worn device allows the wearer to move through the air short distances.

The wearer has a fly speed of 60 feet (Clumsy), but must end their move on a surface that could support them normally, or fall normally.

Simultaneous Spheres
Level: Dyn 3
Invention Points: 3 per sphere
Construction time: 15 minutes per sphere
Much like parallel wheels, these spheres all turn when any turns.

A set of simultaneous spheres works almost exactly the same way as a set of parallel wheels, but because they are three-dimensional, this allows them to be used in more ways: clever fixing of simultaneous spheres allows you to use them to drive a vehicle.

4th level

Automatic Wheels
Level: Dyn 4
Invention Points: 5 per wheel
Construction time: 10 minutes/wheel
These wheels can be controlled remotely, and will move automatically.

These wheels are mounted such that they can rotate up to 45 degrees either way from their starting position (given room to move, of course) and they can be set to move anything up to 120 feet per round, as well as choosing a direction in which to turn 45 degrees before moving, from afar and as a standard action for each command. If left to their own devices, they will keep following their previous command until given a new one.

Jet Pack
Level: Dyn 4
Invention Points: 12
Construction time: 30 minutes
This device is usable to allow a creature to fly for a sustained duration, though it is slower than other methods.

This device is worn on the back, and grants the wearer a fly speed of 45 feet (average).

Sealed Tank
Level: Dyn 4
Invention Points: 1 per 10 ft cube
Construction time: 6 minutes per 10 ft cube*
You create a sealed tank that allows things to be moved without harming them, but that also weighs very little.

The sealed tank allows the entrants to exist without being harmed by adverse outside conditions, including (and especially) the damage from space. The sealed tank can have as many doors as you can fit on it, and can be moved by numerous other inventions such as booster rockets. The sealed tank only weighs 5 lb per 10-ft cube.

The sealed tank exchanges breathed-out air with filtered air from outside the tank - not even magical poisons can enter the tank in this way - and this system shuts off when there is no air to be had outside the tank. The tank can hold enough air for 1 medium creature to subsist for 24 hours per 10 foot cube (each size category below doubles this length and each one above halves it) and creating a portal reachable from a space with air in allows for proper air exchange.

The wall of the tank has hardness 20 and each 10 foot square panel has 100 hit points. Rupturing the tank renders it nonfunctional as a method of protection, and it takes 1 minute to repair each 10 foot panel of wall.

It is possible to create walls within the tank to have a "Sub-tank" which allows for the continued function of the inner tank when the outer tank is damaged. In any case, 6 panels cost an invention point between them and each takes a minute to make.

Water Cycler
Level: Dyn 4
Invention Points: 5
Construction time: 10 minutes
It's pretty nice to be able to breathe on long underwater journeys.

When fitted to the edge of a sealed tank, the water cycler can filter oxygen out of water, so the air inside the tank remains breathable even if the tank is underwater.

5th level

Accelerator
Level: Dyn 5
Invention Points: 10
Construction time: 1 hour.
Accelerators don't actually accelerate anything, but instead change the user's perception of time.

A creature wearing an accelerator on its back moves 3 times as fast whenever it moves.

Hovercopter
Level: Dyn 5
Invention Points: 15
Construction time: 1 hour
This is a small flying machine suitable for one driver and one passenger.

A small or medium creature can drive a hovercopter with a small or medium passenger; a large creature can only fly solo. Tiny or smaller creatures follow the normal rules for occupying two squares to determine how many passengers can fit in (this does mean that large creatures are a special case, taking up only half their normal combat space). Huge or larger creatures cannot use Hovercopters.

A creature in a hovercopter can pilot it at 60 feet per round (average maneuverability). A hovercopter can carry 400 lbs inside it, and can also pick up objects or (if desperate) creatures using in-built tethers under the bottom of the hovercopter. A creature who is tied under a moving hovercopter takes 1 point of damage per minute. It is easy for an unwilling nonhelpless creature to dodge the tethers.

Telekine Hand
Level: Dyn 5
Invention Points: 21
Construction time: 1 hour.
This item allows you to pick up and move things from afar.

You can move objects or creatures weighing no more than 300 lb at a speed of up to 30 feet per round, so long as they are within 600 feet, as a full-round action. Creatures receive a will save to prevent being moved, or a reflex save to prevent objects in their possession being taken.

VTOL Jets
Level: Dyn 5
Invention Points: 6
Construction time: 30 minutes
These jets allow for safe landing and easy take-off.

While it is possible for a dynamicist to make a vertical take off or landing for their craft normally, a set of VTOL jets makes this much faster and easier: each one will lift up to 200 pounds up to 100 feet in the air in one round, or up to 5 times as much a proportionally smaller distance, and will allow 1000 pounds to fall slowly as a feather fall effect. They can be used to maintain a set height up to the maximum for that weight.

6th level

Grav-Belt
Level: Dyn 6
Invention Points: 20
Construction time: 45 minutes
This belt allows you to choose if, and how, gravity affects you.

A creature wearing a grav-belt can change the mode as a swift action to change the plane's gravity planar trait as pertains to them and their equipment only. If they are grappling another creature, they each take their own gravity effects, which may or may not cancel out (for example, "Objective directional: up" will cancel with "Normal gravity" if the creatures are the same size, having the same effect as no gravity at all).

Personal Teleporter
Level: Dyn 6
Invention Points: 25
Construction time: 1 hour
This item allows the user to teleport around.

A personal teleporter allows the wearer to teleport 400 feet, much like the use of dimension door, once every five minutes.

Turbo-booster
Level: Dyn 6
Invention Points: 20
Construction time: 1 hour
You make a large rocket capable of propelling a heavy object very far.

The turbo-booster works like a booster rocket, but its speed, carrying capacity and damage upon impact are doubled.

7th level

Portals
Level: Dyn 7
Invention Points: 20 for each portal.
Construction time: 1 hour for each portal
You create a portal that allows for travel to others of its kind.

Each time you create a portal, you can choose to have it link to another portal such that moving through the one you just built will take someone to the linked portal, much like a gate, although you can use them on the same plane, as well as others. You can also change which portal (if any) a portal is linked to with 10 minutes' work, so it is a simple job to link a new portal to an old, step through the new, and then amend the old so that it leads you to the new when stepped though.

Of course, it is possible to make systems of more than one portal by linking them up so that A leads to B leads to C leads to A, for example. Further, a portal needn't be linked to any others in which case stepping through will simply take you from one side to the other much as if the portal hadn't been there, as will entering a portal from the wrong direction in any case.

Portals are attached to some kind of object big enough to hold them, usually the ground but perhaps a hovering board array (at least 4) or sealed tank.

Planar Teleporter
Level: Dyn 7
Invention Points: 13
Construction time: 1 hour
This device allows people to teleport between the planes.

A creature equipped with a planar teleporter can use it once every half an hour by taking 5 consecutive full-round actions. They then travel to any location on any plane, although this is as inaccurate as a plane shift spell in actually getting them there.

8th level

Hydropolis
Level: Dyn 8
Invention Points: 20
Construction time: 1 day
A one-up on the submarine.

A hydropolis is a flat surface built on water, 1 mile in diameter. You can build on a hydropolis. On command, it raises a transparent, waterproof barrier, and sinks at 10 feet/round until it hits the bottom of the body of water in which it resides. It cannot be returned to the surface on command. It crushes small impediments and stabilises on larger ones. No-one can move from the hydropolis to the surface without help such as a portal, so constructing one is advised.

When the Hydropolis' IP are recalled, it rises to the surface at 30 feet/round and when it reaches the surface, the barrier opens. The inhabitants have the rest of the day to escape before the hydropolis breaks apart.

Tele-grapple
Level: Dyn 8
Invention Points: 17
Construction time: 1 hour
This grappling hook allows for the establishment of a teleport passageway.

When you fire a Tele-grapple as a standard action, you must aim at some kind of object for it to be effective - shooting a creature with the tele-grapple does an unceremonious 2d6 points of piercing damage and nothing else. When you do hit an object - use the splash weapon rules if necessary - you create a pseudo-portal between where you were standing, and the object you hit. A creature at your location when you fired can teleport through the portal just by moving through, much like a gate. A creature who does so, and only a creature who does so, can then teleport back through in the other direction by walking back through the gate. A creature can only go back if they're gone forwards since the last time they've gone back - you cannot go forwards, walk to the firer's location, go forwards again, go backwards, walk to the target's location and go backwards again.

The exit portal is opened at the tip of the grapple, and the grapple can pierce through three inches of stone or most metals. This might allow you to teleport into a castle or Sealed Tank.

The firer can disable the portal as a standard action at any time. When they do, it is disabled in both directions.

9th level

Aethercloak
Level: Dyn 9
Invention Points: 25
Construction time: 3 hours
This cloak lets the user step between worlds.

An aethercloak has 20 charges, and regains 1 per round when not in use. A creature can activate or deactivate their worn aethercloak as a swift action to become concealed against material foes (2 charges/round), incorporeal (5 charges/round) or ethereal (10 charges/round). When the cloak runs out of charges, the creature materialises again, with predictable results (as any other type of incorporeality ending).

Teleport Lodestone
Level: Dyn 9
Invention Points: 10
Construction time: 1 hour.
This lodestone allows for more accurate teleportation.

A creature attempting to teleport onto a lodestone - which takes up a 5-foot square - cannot miss. Anything on the lodestone at the time is shunted the minimum distance to avoid collision. More importantly, every creature on the same plane who has ever touched the lodestone can teleport to it as a word of recall at-will spell-like ability, only the casting time is 5 rounds.

10th level

Aeropolis
Level: Dyn 10
Invention Points: 30
Construction time: 1 day
What use is a city that doesn't FLY?

An aeropolis is a flat planar surface 1 mile in radius that will, on command, slowly levitate into the air, until it reaches 1 mile above the planet's surface in an hour. It won't come back. It is entirely possible to build more on the aeropolis. Portals are recommended to enable transportation from the ground to the air and back. When the IP are recalled from the aeropolis, it falls slowly, taking a whole day to return to the ground and landing whatever is upon it onto the surface on which it was built.

An aeropolis can be built under pre-existing structures.

Warp Drive
Level: Dyn 10
Invention Points: 30
Construction time: 4 hours.
A warp drive can be activated to teleport even the largest of vessels.

Warp drives occupy a 500 cubic foot space (usually 5*10*10). A creature with access to a warp drive can move the warp drive, and the vessel for which the warp drive was designed, as well as all its contents and inhabitants, through teleportation. A warp drive is set up to affect objects within a volume no greater than 62500 cubic feet (200 5 ft cubes) about it, which are contained within something akin to a Sealed Tank. If you wish to recalibrate what the warp drive affects, you must spend an hour working on it to do so.

A warp drive has 25 charge points, and recovers 1 every 2 minutes if it loses them (most commonly through using it). A creature with access to the warp drive may take a full-round action to:


Teleport the warp drive and all it affects up to 1000 feet (3 charge points)
Teleport the warp drive and all it affects anywhere else on the same plane (15 charge points)
Teleport the warp drive and all it affects anywhere on any plane (25 charge points)


The warp drive ignores effects such as dimensional anchor, dimensional lock and planelocker shards unless the level (such as caster level or inventor level) is the same as, or higher than, yours.

Jormengand
2015-11-20, 12:01 PM
Mesmerism

http://fc06.deviantart.net/fs70/i/2014/338/d/9/concept_art_challenge___day_14___overmind_cpu_by_d e_prime-d88nvzs.jpg
Overmind CPU by de prime
"The trade is a simple one: You give up your freedom to live in my dream."

Mesmerism inventions follow the normal invention descriptions.

1st level

Addling Fumes
Level: Mes 1
Invention Points: 2
Construction time: 5 minutes
By making a mask with the right chemicals in, you create something which impairs the fight-or-flight response.

The wearer of the addling fumes mask is immune to fear.

Knockout Salve
Level: Mes 1
Invention Points: 3
Construction time: 10 minutes
You mix up a poison that will knock someone clean unconscious.

Knockout Salve is an injury poison whose save DC is equal to the invention DC and whose primary effect is unconsciousness for 1 round. There are no secondary effects.

2nd level

Holographic Projector
Level: Mes 2
Invention Points: 5
Construction time: 20 minutes
A short holographic message plays, or a holograph is created to obscure vision.

The holographic projector plays a simple message once a set trigger condition is met, such as a creature entering the room it's in or the device being picked up by Jonathan, the human paladin. The message is a short visual and auditory illusion that lasts no more than one minute, and it can't use command words or make more noise than two talking humans would. The visual element can fill about 20 feet in each direction, but is always coloured a slightly-transparent blue and is therefore obviously not real unless it is trying to emulate something of that description and the device itself is hidden, in which case a will save is still allowed to disbelieve.

This can be used to obscure an area, granting each creature behind that area concealment, and it can also make an annoying noise that causes creatures to require concentration checks to use spells or anything else that requires focus (If no DC is relevant, DC 5+save DC for an invention). However, the device itself is easily broken if any damage is dealt to it (AC 4 touch 4)

Shimmersuit
Level: Mes 2
Invention Points: 10
Construction time: 1 hour.
It is hard to look straight at the wearer of a shimmersuit.

You have concealment while wearing a shimmersuit but you can't use that concealment to hide.

Thoughtreader
Level: Mes 2
Invention Points: 7
Construction time: 30 minutes
The wearer of these goggles can see others' thoughts.

The wearer of the Thoughtreader - which goes over their eyes - can perceive the surface thoughts of creatures seen through it, as a detect thoughts spell, at will.

3rd level

Aethereal beacon
Level: Mes 3
Invention Points: 5
Construction time: 20 minutes
It's no amulet of Ghostspeak, but it'll do.

An aetherial beacon allows the user to speak with the spirits of the dead, assuming that they speak (or spoke) the wearer's language.

Cloaking Field
Level: Mes 3
Invention Points: 15
Construction time: 2 hours
When you wear this small object about your person, you are near-invisible.

The wearer of a cloaking field is invisible as invisibility, but a DC 20 spot check will not only reveal the wearer to anyone who looks directly through them, but allow them to track them and ignore their concealment. The wearer's still invisible, it's just that someone knows where they are. If they make an attack, they reveal their location until they manage to hide themself from observation.

Sympathetic Beacon
Level: Mes 3
Invention Points: 13
Construction time: 20 minutes
You make those about you like you more by... altering their minds.

While you carry a sympathetic beacon, creatures' initial attitudes towards you are 1 step better, though you cannot make a creature fanatical in this way.

4th level

Mind-wipe (Block)
Level: Mes 4
Invention Points: 7
Construction time: 15 minutes
These devices wipe out memories from a set time, in a completely non-selective manner.

By spending 15 minutes with a helpless or willing creature, you delete the last memories it had. You choose an amount of time, and all memories which were earned that amount of time ago or less are erased from the creature, with no save of any kind allowed against this effect. The creature creates new memories to fill the gaps. By showing a creature irrevocable proof that the new memories are fake, the old memories can be restored.

Traitor's Mark
Level: Mes 4
Invention Points: 6
Construction time: 15 minutes
You implant this device in a creature and see what it sees and hear what it hears.

You can implant a Traitor's Mark in a helpless creature as a full-round action, and you can then receive auditory and visual input from that creature for 24 hours, after which the Traitor's Mark degrades and becomes useless.

5th level

Mind-control Helm (Cursed Item)
Level: Mes 5
Invention Points: 5
Construction time: 20 minutes
This helmet allows telepathic communication... and control.

This helm appears to all inspection to be a telepathic helm, and can be linked up to other telepathic helms and mind-control helms. The wearers of mind-control helms which are connected to other mind-control helms can communicate with the wearers of other mind-control helms without anything untoward happening. However, anyone wearing a normal telepathic helm that's linked to a mind-control helm (and knows that they are wearing a telepathic helm and the other person is wearing a mind-control helm) can give suggestions, as the spell, to the mind-control helm's wearer.

Telepathic Helm
Level: Mes 5
Invention Points: 5
Construction time: 20 minutes
Interlinking telepathic helms allows the wearers to communicate.

When you make a telepathic helm, or by spending 10 minutes tinkering, you can link it to any other telepathic helms that are at hand (it only requires 10 minutes of tinkering to link any number of helms to any number of other helms, and you can create the links so that A is linked to both B and C but B is not linked to C). Those who wear a telepathic helm share a telepathic bond, as the spell, with those to whom they are linked.

6th level

Divination Misdirector
Level: Mes 6
Invention Points: 13
Construction time: 30 minutes
You misdirect your foes' divination spells.

A creature using a divination spell to gain information about you must take a will save or the information they receive will be incorrect information chosen by you. Even if they pass the save, you are aware that someone tried to use a divination on you and which one it was.

Mindbreaker
Level: Mes 6
Invention Points: 11
Construction time: 10 minutes
This potent drug makes it impossible even to think about obeying a wizard's commands.

A mask full of Mindbreaker confers immunity to mind-affecting abilities to the wearer. Despite the name, there are no long-term side effects to using mindbreaker.

7th level

Dream Manipulator
Level: Mes 7
Invention Points: 15
Construction time: 1 hour
You can create whatever you like in a creature's dreams without their knowing.

You can use a dream manipulator to alter a creature's dreams. Either you can spend 5 minutes determining the rough contents of the creature's dreams for the night, or you can spend any amount of time at the helm, influencing the exact contents of the creature's dreams for as long as you do so. Either way, the creature to be affected must be within 100 feet.

Mind-wipe (Selective)
Level: Mes 7
Invention Points: 13
Construction time: 1 hour
These are more sophisticated mind-wipes to delete specific memories.

By spending 15 minutes with a willing or helpless creature, you choose specific memories or types of memories (all memories about you, for example), and delete them from the creature. The creature's mind will invent new memories to keep the continuity of their memory. By showing a creature irrevocable proof that the new memories are fake, the old memories can be restored.

8th level

Maddening Talisman
Level: Mes 8
Invention Points: 27
Construction time: 3 hours
This talisman is so terrible to behold that it drives all who view it insane.

A creature who looks upon a Maddening Talisman must take a will save or be confused for 5d6 rounds. You can exclude specific creatures, or types of creature, from the effect when you create the Talisman. Once a creature has made their save, pass or fail, they are immune for the rest of the day. This benefits them for the rest of the day, even with another Maddening Talisman involved.

Mirror Entity
Level: Mes 8
Invention Points: 20
Construction time: 1 hour
Also known as the "Mirror deity" if you're feeling pompous.

The wearer of the mirror entity appears to be in thousands of places at once, and can control a number of illusions equal to their key ability modifier while guiding the rest in a vaguely-coordinated swarm. Those who can move freely act as mirror images, while the rest provide concealment for those in a circle of 30-foot diameter, and invisibility for the wearer and the other images, and can also replace destroyed images, taking up the mantle of a controlled image.

9th level

Construct Controller
Level: Mes 9
Invention Points: 20
Construction time: 30 minutes
Cyborgs. Under. MY. Command.

A construct controller is a tiny, parasitic weapon that can be used to take over a construct by making a melee touch attack. When you hit with it, the construct is fooled into thinking you are its creator and master until you recall the IP you used.

Mind Control Beacon
Level: Mes 9
Invention Points: 30
Construction time: 1 hour.
There is no mind control, citizen. Go back to your fun.

The mind control beacon allows you to influence people in a large area. Within 1 mile of the Mind Control beacon, you can place locations which are affected as by sympathy or antipathy. A creature who remains within a mile of the beacon becomes susceptible to your ideas as per suggestion after one week. The only ways to defeat the effects of a Mind Control beacon are to leave the area, destroy the beacon (Huge, AC 16 Touch 8 FF 16, Hardness 10, 60 HP), or slay the inventor.

10th level

Mind wipe (Remove-replace)
Level: Mes 10
Invention Points: 17
Construction time: 2 hours.
These are the epitome of memory-alteration techniques, allowing for the complete rewriting of memories.

If someone uses these mind wipes on a willing or helpless creature for 15 minutes, they can alter the creature's memories as they please, including choosing the new memories that they have. By showing a creature irrevocable proof that the new memories are fake, the old memories can be restored.

Simulation Serum
Level: Mes 10
Invention Points: 40
Construction time: 2 hours.
A specially prepared formula which will cause the user to believe anything you tell them, and show them a world that matches.

If you hit someone with the simulation serum (which is a light improvised weapon and does no damage), they must take a will save or become your eternal minion. This is achieved by allowing you to fool their senses of sight, hearing, touch, taste, and smell, as well as special senses including but not limited to blindsight, blindsense, and detect spells. You can also convince the creature of anything you could convince them with a suggestion spell. The creature's proprioception is not fooled - that is, they are aware of the location of their own body - but otherwise you are essentially the master of all they survey.

It requires no check to tell that the person is under some kind of delusion, but it's impossible to tell whether they're acting, insane, cursed, or they know something you don't. They do not appear to be under any kind of compulsion, because in a sense, they aren't. Creatures are unlikely, therefore, to know that remove curse, limited wish, wish or miracle can remove the effects.

If you recall the IP from the Simulation Serum, the creature is freed from its effects.


Repulsion

http://th06.deviantart.net/fs70/PRE/f/2014/086/5/8/clockwork_valkyrie_by_liyart-d5ut53o.jpg
Clockwork valkyrie by liyart
"Let nothing enter this place, alive or dead."

Repulsion inventions follow the normal invention descriptions.

1st level

Elemental Jacket
Level: Rep 1
Invention Points: 5
Construction time: 15 minutes
This jacket protects against the elements.

The jacket grants resistance 5 to an energy type chosen by you upon its creation, and resistance 2 to each other energy type.

Force Armour
Level: Rep 1
Invention Points: 2
Construction time: 10 minutes
You create light armour which defends with a force field rather than any mass of its own.

The armour you create requires no proficiency, and provides a +4 armour bonus to AC when worn.

Force Shield
Level: Rep 1
Invention Points: 2
Construction time: 10 Minutes
This is a shield that creates a force field in front of it.

This shield requires no proficiency, and provides a +4 shield bonus to AC when held.

Repair Mixture
Level: Rep 1
Invention Points: X
Construction time: X minutes
This drink will restore anyone to health.

Imbibing a repair mixture restores X hit points to those living, dead or otherwise. It can also be put on an item to repair it. It only heals creatures up to half their hit points.

2nd level

Impenetrable Lock
Level: Rep 2
Invention Points: 5
Construction time: 20 minutes
This lock is technically not quite impenetrable, but does a good job

This lock requires a strength check or disable device check equal to the normal invention save DC, plus 10, to open it. It is immune to the effects of spells such as knock which would normally bypass it.

Toughened Carapace
Level: Rep 2
Invention Points: 7
Construction time: 25 minutes
A toughened carapace protects you from most attacks.

You gain DR/- equal to half your IL when you wear this cloak.

3rd level

Bane of the Unseen
Level: Rep 3
Invention Points: 9
Construction time: 20 minutes
These goggles allow you to see invisible creatures.

A creature who wears a Bane of the Unseen over their eyes can see invisible creatures exactly as though they were visible.

Indomitable Armour
Level: Rep 3
Invention Points: 13
Construction time: 30 minutes
You create a set of heavy but powerful armour.

This adamantine full plate gives a +12 armour bonus to armour class, rather than +9.

4th level

Cureall
Level: Rep 4
Invention Points: 11
Construction time: 45 minutes
You can use this when you decide you don't like the existence of someone's ailment.

A cureall can be drunk (or stuffed down someone's throat) to remove blindness, curses, deafness, diseases, or paralysis. It also restores 1d6 points of ability damage.

Repulsor Impact Field
Level: Rep 4
Invention Points: 8
Construction time: 20 minutes.
This device creates a force field which damages aggressors.

The repulsor impact field can be worn as a small accessory that requires no slot. A creature that moves into within 5 feet of a creature wearing a repulsor impact field takes 3d6 points of force damage, or 6d6 if they charged into the area. The repulsor impact field can be turned on or off as a swift action. You can't deal damage by moving the area within 5 feet of you into a creature, but a creature triggers the effects of the field if it is pushed into the area.

5th level

Forcefield Generator (Sphere)
Level: Rep 5
Invention Points: 12
Construction time: 30 minutes
When turned on, this generator creates a forcefield around you.

This generator only has to be a very small object, and can be turned on or off as a standard action to create a resilient sphere about the wearer.

Healing Mixture
Level: Rep 5
Invention Points: X
Construction time: X minutes
This drink will restore anyone to health.

Imbibing a healing mixture restores 2X hit points to those living, dead or otherwise. It can also be put on an item to repair it.

6th level

Storm Shield
Level: Rep 6
Invention Points: 30
Construction time: 1 hour
This shield's force field has a large chance to prevent damage outright.

When a creature carries this shield, any damage that creature takes has a 65% chance to be halved. This only works for hit point damage and nonlethal damage, not ability or any other type of damage.

Subspace Sanctuary
Level: Rep 6
Invention Points: 25
Construction time: 30 minutes
This allows the user to disappear into a pocket dimension with their allies.

The user of a subspace sanctuary can travel with any creature within 30 feet, and all these creatures' possessions, to an extradimensional space. No creature is forced into this space, and any may leave it as a free action. This means that with the aid of some method of seeing out, a subspace sanctuary can be used to surprise foes. Creatures rematerialise as close to their previous location as possible. If you leave the space, everyone else is woken up and forced out.

Miracle Mixture
Level: Rep 6
Invention Points: 25
Construction time: 1 hour 15 minutes.
This allows for the removal of more conditions.

A miracle mixture removes 1d6 points of ability drain, and once that ability drain is all healed, heals twice the remainder in ability damage. It also removes a single negative level, and removes blindness, confusion, deafness, instability (dying), nausea, paralysis, sickness, stunning, and - if the creature has enough hit points - unconsciousness. It can be drunk or administered just as a potion.

7th level

Forcefield Generator (Wall)
Level: Rep 7
Invention Points: 16
Construction time: 30 minutes
This generator creates a linear force field

The wall forcefield generator creates a wall of force, as the spell, within range when turned on. However, moving the forcefield generator once it is switched on will move the wall of force by the same amount. If you try to force a creature or object back in this way, the generator turns off. Turning it on or off is a standard action (Though the latter can fairly easily be done as a move action by forcing it off).

Suspended Animator
Level: Rep 7
Invention Points: 27
Construction time: 1 hour
This allows the wearer to enter suspended animation.

A creature wearing a suspended animator - which goes on their head - can activate it to turn invisible, undetectable to divinations, and unconscious. This state lasts for a length of time determined by the user, and while in suspended animation do not experience the passage of time normally. A creature can discover the wearer by hearing, feeling, or (somehow) tasting them.

Every day the creature wakes up for a few moments (though they don't become visible or detectible) and can use this time to end the effect.

8th level

Antimagic Crown
Level: Rep 8
Invention Points: 25
Construction time: 1 hour
This device shuts off all other magic in the area.

When switched on, an Antimagic Crown - unsurprisingly worn on the head - projects an Antimagic Field, though it isn't affected by Antimagic Fields itself.

Inevitable Gate
Level: Rep 8
Invention Points: 25
Construction time: 1 hour 20 minutes
It's not an inevitable that's a gate. It's a gate that is inevitable.

An inevitable gate is a doorway that appears in multiple locations at once: up to one per level. It has base hardness 20 and 100 hit points, and anything that is done to protect the gate applies to every copy of it. If one is damaged, the others are not; if one is destroyed the others are.

9th level

Armour of the Last Guardian
Level: Rep 9
Invention Points: 45
Construction time: 1 hour.
Even better than the armour of the penultimate guardian.

The Armour of the Last Guardian makes its wearer nearly immune to hit point damage: any hit point damage taken by the wearer is reduced to 1. It does not, however, provide an AC bonus and does inhibit normal armour use, as well as being heavy armour with an armour check penalty of -6, maximum dexterity of +1 and arcane spell failure chance 50%.

Impermeable Colosseum
Level: Rep 9
Invention Points: 35
Construction time: 2 hours
Nothing gets into or out of here without your say-so.

No creature can enter or view into an Impermeable Colosseum, which has a 10-foot thick wall and a 25-foot radius, without your permission. A creature with permission can simply walk in through one of a multitude of doors, but otherwise the Colosseum blocks entry, and also prevents any kind of divination within its domain, including the walls.

10th level

Field of Woe
Level: Rep 10
Invention Points: 50
Construction time: 1 day.
The bane of all magi is here. Tremble before its horrific might.

A Field of Woe is one of the most powerful anti-magic inventions ever to come to be. It is set up in an area consisting of up to 20 10-foot squares, which must form a continuous zone with no gaps, and its domain extends 1000 feet skywards unless a large physical barrier stops it. Whenever a creature casts a spell in a Field of Woe, the spell is destroyed: it does not resolve and become countered, it does not fail, it simply does not come to pass. The spell slot is wasted. So too is it for psionic powers, and spell-like, psi-like and supernatural abilities. Creatures who bring constant-effect magical items or spell effects into the field, or enter with a constant-effect supernatural ability, find that they simply fail once they are brought in: weapons and armour are still usable, and even masterwork, and any constant-effect item that is taken out of the field works once more after a round (assuming, and to the extent that, it worked prior to entry). Items or supernatural abilities that must be activated simply do not work and their charges are wasted.

A Field of Woe gains power points equal to the caster/manifester/inventor level of each spell, power, spell-like or psi-like ability, activated supernatural ability, or magic item charge it consumes, but none for suppressing constant-effect items or supernatural abilities. If there is none, use the creator or user's hit dice as appropriate.

A Field of Woe acts precisely once when its power points were raised from zero to a number greater than zero, and it does so one round after this occurred, before the transgressor's initiative count (Suppose a wizard enters and tries to cast a spell, then a cleric enters and does the same, then the Field of Woe will act just before the wizard has another chance to act). It is not subject to its own effects, and the creature it summons is not either, but nor can Fields of Woe be built so as to overlap or both will fail to operate. When a Field of Woe acts, it raises a barrier around its edge, and summons a Shadow of Nothing directly in front of the creature who set it off, or as close as possible if it cannot be placed. Given that a Shadow of Nothing can fly, it is almost certain that it can be placed in the field. If not, the field explodes, dealing damage equal to the number of power points it had times seven to each creature in the area.

Shadows of Nothing and the walls around the Field of Woe share a hit point total, which is also equal to the number of power points the Field of Woe has: as one increases or decreases, so too do the other two. By destroying the wall or the Shadow of Nothing, the Field of Woe can be left. The wall's AC is always that of the Shadow of Nothing, although it's always flat-footed because it's a wall. Destroying a Field of Woe while it is active is impossible, but when it is inactive a creature can attempt to destroy it with a weapon. It has a hardness of 10 and 100 hit points per square, but destroying any of the squares renders the whole lot inoperable.

A Shadow of Nothing with no hit points is destroyed. A Shadow of Nothing without anyone to attack shatters, as does the wall, and the Field of Woe is reduced to zero power points.

Shadow of Nothing
Size/Type: Huge
Hit Dice: * (10 effective hit dice)
Initiative: +4 +*/5 + */20
Speed: 20+* feet (4+*/5 squares), Fly 20+* feet (Clumsy)
Armor Class: 8 + 3*/10 (+*/4 +*/20 Dex -2 Size) touch 8+3*/10 flat-footed 8+*/4
Base Attack/Grapple: +10/+12+*/20
Attack: Horror +8+*/20 melee (1d6+(*+*/20))
Full Attack: 2 Horrors (+8+*/20)/(+3+*/20) melee (1d6+(*+*/20))
Space/Reach: 20 ft/20 ft
Special Attacks: Drain Magic
Special Qualities: A Shadow in the World, Nihil Est
Saves: For +7 + */10 Ref +7 + */20+*/10 Will +7 + */20+*/10
Abilities: Str 10+*/10 Dex 10+*/10 Con - Int 10+*/10 Wis 10+*/10 Cha 10+*/10

A Shadow of Nothing attempts to kill anything in its field. It cannot be commanded or controlled, speaks no languages and understands all of them, and only uses this comprehension to ensure the total destruction of the opposition. Shadows of Nothing do not leave their fields, nor do anything but kill people.

Drain Magic: Whenever a Shadow of Nothing hits with a melee attack, it removes the target's highest level spell slot, or power points equal to the number of power points that creature can spend at once, whichever gives it more power points. If it gets the same number from each, it chooses randomly. It then absorbs that many power points, or twice the spell's level in spell points, into the field. If there are multiple spell slots that could be chosen, the spell slot lost is chosen randomly.

A Shadow in the World: A Shadow of Nothing gets more powerful the more power points there are in the field. This gets weird fast.

The Shadow of Nothing's Hit Points and Movement Speed (in feet) scale directly with the Field of Woe's power points, as does the damage its horror deals (though this also scales with strength, so the scaling is 21/20 times the number of power points). Its untyped bonus to AC scales with a quarter of its power points. Its initiative scales with 1/5 of its power points, but also with dexterity. Its saves scale with 1/10 of its power points and the relevant ability score. The ability scores scale with 1/10 of its power points.

Nihil Est: A Shadow of Nothing has no types or subtypes. It lacks an alignment. Anything that requires an alignment, or type, or subtype to function is not effective against a Shadow of Nothing. A Shadow of Nothing is not a living creature, nor a dead one, nor an object, nor a construct. Shadows of Nothing don't go away in an antimagic field even if you can get one close enough.

Magic-Eater Suit
Level: Rep 10
Invention Points: 50
Construction time: 4 hours.
This robe devours magical energy.

The wearer of this +5 Heavy Fortification robe is immune to the effects of hostile spells which would affect them directly.

Jormengand
2015-11-20, 12:02 PM
Robotics

http://th09.deviantart.net/fs71/PRE/f/2015/016/c/e/clockwork_dragon_2_by_amarys-d8e4hzs.jpg
Clockwork dragon 2 by amarys
"Must we always destroy? Can we not stop for a moment and create?"

Robotics is by far the most complex field of invention, but all things are relative. To build a robot, you choose a chassis. This chassis then has slots for you to place other inventions on. Each robotics invention will have a slot field. This slot field will either tell you where it goes, or will say "Chassis" to indicate that it is the starting point from which one builds one's robot. A chassis, as well as some other parts, will be able to sustain other parts. There is a Sustains field to detail this information. So, for example,

Slot: Chassis
Sustains: Arm 2, Arm 1, Mouth 1

...means that you can put an arm of up to second level, an arm of first level, and a mouth part of first level on the robot. Some parts will have their own slots, such as:

Slot: Arm
Sustains: Weapon 1

...meaning that this part is an arm which can support a first-level weapon.

As a worked example, suppose we have a second-level Chassis which sustains Arm 2, Arm 1, Mouth 1. We then add a second-level Arm which, in turn, sustains Weapon 1 Hand 1. Our available slots are now Arm 1 Mouth 1 Weapon 1 Hand 1. If we add the weapon and the hand, and then add an Arm which sustains a Weapon 1, we can then add another weapon and a mouth part. Out robot is now equipped with two first-level weapons, a first and second level arm and a first-level mouth part, mounted on a second-level chassis.

You needn't fill all of the slots on your robot and can fill them with parts of a lower level than the level given, just not a higher one.

A chassis has a base statistic block, which usually does not have that many abilities. Further abilities can be added by adding parts. Many fields on the chassis' statistic block are missing. These entries are usually irrelevant, nonexistent, or always true neutral.

Parts of a robot can be augmented. Further, many Demolition weapons can be used to fill a weapon slot of high enough level.

Robots accept many different types of commands and are about as intelligent as a creature with INT 10 (despite lacking an intelligence score), unless they really do have intelligence scores in which case use that instead. A robot won't accept complex commands or commands which require use of more than the most basic of mathematics or general knowledge to understand. A robot can attack the Duke of Rivengale if you show it a picture of the Duke, but can't be expected to know offhand. In general, a robot's instructions can't consist of more than one detail per point of intelligence score, usually allowing five commands and five triggers for these commands. (For example: "Go west", "Until you reach the bridge", "And then attack", "The troll that lives under the bridge", "Acquire", "The Troll's Head", "Walk to me", "And if I'm not there", "Hide in this box" "And defend yourself".)

If you are not with a robot, you can command it remotely, but it only accepts simple instructions like "Come here", "Defend yourself", "Go away", "Fight", and so forth. Robots speak one language chosen by you that you speak. They may get bonus languages (that you speak) for having a high intelligence score.

1st level

Automaton
Level: Rob 1
Invention Points: 3
Construction time: 2 hours
Slot: Chassis
Sustains: Arm 1 Arm 1
This is a very simple mechanical construct to do your bidding.

An automaton is a medium-sized robot with simple legs and no arms, though it has space to put arms on. It might have a head, but it's generally ornamental and there's no room to put more parts on it - it actually sees through cameras on its chest. It attacks by kicking, kneeing and otherwise slamming into its foe.

Size/Type: Medium construct.
Hit Dice: 1/2 d10 + 20 (22 HP)
Initiative: -1
Speed: 30 feet (6 squares)
Armor Class: 11 (-1 dex +2 natural) touch 9 flat-footed 11.
Base Attack/Grapple: +0/+0
Attack: Unarmed Strike +0 melee (1d3)
Full Attack: Unarmed strike +0 melee (1d3)
Space/Reach: 5 ft/5 ft
Special Attacks: None
Special Qualities: Construct traits
Saves: For +0 Ref -1 Will -5
Abilities: Str 10 Dex 8 Con - Int - Wis 1 Cha 1

Basic arm
Level: Rob 1
Invention Points: 1
Construction time: 10 minutes
Slot: Arm
Sustains: Hand 1
You add an arm that is capable of sustaining a proper hand.

This arm is mainly useful when a hand is equipped to it, as it allows for the manipulation of that hand and is largely useless alone, though it can conceivably be used to hold something in a fairly awkward manner.

Basic Hand
Level: Rob 1
Invention Points: 1
Construction time: 5 minutes
Slot: Hand
Sustains: -
This hand can manipulate objects about as well as a human hand can.

This basic hand allows the robot to wield weapons and perform other tasks requiring hands normally.

Blaster
Level: Rob 1
Invention Points: 1
Construction time: 20 minutes
Slot: Weapon
Sustains: -
This part fires blasts of energy at enemies.

The blaster is a ranged piercing weapon that deals 1d4 damage and has a range increment of 20 feet. It never runs out of ammunition.

Bite
Level: Rob 1
Invention Points: 1
Construction time: 20 minutes
Slot: Mouth
Sustains: -
These teeth are strong enough to allow the creature to bite things in combat.

The creature gains a bite as appropriate for its size.

Hound Robot
Level: Rob 1
Invention Points: 4
Construction time: 1 hour 30 minutes
Slot: Chassis
Sustains: Mouth 1, Back 1

This robotic dog is too small to ride, but serves willingly and well. Sometimes, they are created in the forms of other animals, such as cats or even spiders or lizards.

Size/Type: Small construct.
Hit Dice: 1/2 d10 + 10 (12 hp)
Initiative: +1
Speed: 40 feet (8 squares)
Armor Class: 14 (+1 dex +2 natural +1 size) touch 12 flat-footed 13
Base Attack/Grapple: +0/-1
Attack: Claw +0 melee (1d2-1)
Full Attack: 2 claws +0 melee (1d2-1)
Space/Reach: 5 ft/5 ft
Special Attacks: None
Special Qualities: Construct Traits
Saves: For +0 Ref +1 Will -5
Abilities: Str 8 Dex 12 Con - Int - Wis 1 Cha 1

Simple Arm
Level: Rob 1
Invention Points: 1
Construction time: 10 minutes
Slot: Arm
Sustains: -
You create a simple arm that comes with a hand on the end of it free of charge!

A simple arm really is just an arm with a hand on the end. It allows for none-too-skillful manipulation of objects, and anything even slightly fiddly is done at a -8 penalty. Anything requiring any manual dexterity at all - beyond hitting things with a weapon, at least - is still at a -4 penalty.

Siren
Level: Rob 1
Invention Points: 1
Construction time: 5 minutes
Slot: Back 1
Sustains: -
This siren makes a loud noise when fired.

The robot can fire the siren to make a loud noise at a volume equivalent to about four hollering humans, and/or a series of light flashes equivalent to a bright but flickering fire, as a swift action. The robot can change whether the machine produces light, sound, neither or both as a swift action.

Weapon Arm
Level: Rob 1
Invention Points: 1
Construction time: 10 minutes
Slot: Arm
Sustains: Weapon 1
This arm can be used to carry a simple weapon system.

This arm allows for the use of the equipped weapon in the normal fashion.

2nd level

Fireblaster
Level: Rob 2
Invention Points: 3
Construction time: 15 minutes
Slot: Weapon
Sustains: -
This shoots fire, so it's automatically awesome.

This weapon shoots blasts of fire which do 1d8 points of fire damage when they hit. A critical hit doesn't do any more damage, but instead sets the creature on fire. It has a range increment of 50 feet and never runs out of ammunition.

Humanoid Robot
Level: Rob 2
Invention Points: 8
Construction time: 3 hours
Slot: Chassis
Sustains: Arm 2 Arm 1 Head 2
You create a relatively basic, standard robot that is used for a variety of purposes.

The humanoid robot looks like a human, only without any arms and made of metal. Unless properly equipped, it runs awkwardly and fights with kicks and headbutts.

Size/Type: Medium construct.
Hit Dice: 1d10 + 20 (25 HP)
Initiative: 0
Speed: 30 feet (6 squares)
Armor Class: 12 (+2 natural) touch 10 flat-footed 12.
Base Attack/Grapple: +0/+0
Attack: Unarmed Strike +1 melee (1d3+1)
Full Attack: Unarmed strike +1 melee (1d3+1)
Space/Reach: 5 ft/5 ft
Special Attacks: None
Special Qualities: Construct traits
Saves: For +0 Ref 0 Will -5
Abilities: Str 12 Dex 10 Con - Int - Wis 1 Cha 1

Laser Eyes
Level: Rob 2
Invention Points: 10
Construction time: 20 minutes
Slot: Head
Sustains: -
Who wouldn't give a robot laser eyes?

The robot can shoot lasers out of its eyes, which deal 2d6 damage and have a range increment of 50 feet.

Mechanical Steed
Level: Rob 2
Invention Points: 12
Construction time: 4 hours
Slot: Chassis
Sustains: Mouth
You construct a trusty steed out of trusty steel.

A mechanical steed is a vague parody of a light horse, and much like its living brethren cannot fight while carrying a rider. If you give a mechanical steed a bite attack, it's a primary weapon even though its hooves are secondary.

Size/Type: Large construct.
Hit Dice: 1d10 + 30 (35 hp)
Initiative: -1
Speed: 60 feet (12 squares)
Armor Class: 8 (-1 Size -1 Dex) touch v flat-footed w
Base Attack/Grapple: +0/+1
Attack: Hoof -5 Melee (1d4)
Full Attack: 2 hooves -5 melee (1d4)
Space/Reach: 10 ft/5 ft
Special Attacks: -
Special Qualities: Construct Traits
Saves: For +0 Ref -1 Will -4
Abilities: Str 10 Dex 8 Con - Int - Wis 1 Cha 1

Turret
Level: Rob 2
Invention Points: 5
Construction time: 10 minutes
Slot: Chassis
Sustains: Weapon 10
Dakkadakka.

A turret is fixed to a flat surface. It can fire its weapon automatically. It's only about 2 feet tall. It fights as a construct, but it has no wisdom or charisma score (or any other ability score) and is an object. It spins fast enough to prevent hits on it as though it had a dexterity of 10.

Size/Type: Small construct.
Hit Dice: 1d10 + 10 (15 hp)
Initiative: +0
Speed: -
Armor Class: 6 (+1 size -5 object) touch 6 flat-footed 6
Base Attack/Grapple: +0/+0
Attack: Weapon +0
Full Attack: Weapon +0
Space/Reach: 5 ft/-
Saves: For +0 Ref +0 Will +0
Abilities: Str - Dex - Con - Int - Wis - Cha -

Twin-link weapon
Level: Rob 2
Invention Points: 0
Construction time: 0
Slot: Weapon
Sustains: Weapon 1, Weapon 1
This special weapon-mount allows the equipped robot to fire two weapons at once.

The two equipped weapons can be fired at the same target as part of the same action with no penalty. They can both be fired once with one standard action, or the robot may take a full action as normal, but both weapons must be fired at one target.

Weapon Arm 2
Level: Rob 2
Invention Points: 2
Construction time: 15 minutes
Slot: Arm
Sustains: Weapon 2
This is an upgraded version of the weapon arm.

This arm allows for the use of the equipped weapon in the normal fashion.

3rd level

Forceblade
Level: Rob 3
Invention Points: 5
Construction time: 20 minutes
Slot: Weapon
Sustains: -
This blade is made along similar principles to a wall of force, but on a smaller scale.

A forceblade is a longsword that deals force damage and is a force effect.

Gatling Gun
Level: Rob 3
Invention Points: 10
Construction time: 20 minutes
Slot: Weapon or Back
Sustains: -
Dakkadakkadakkadakkadakka.

A gatling gun sprays a 60-foot line of bullets which deal 1d6 points of damage per level (reflex half) to those caught in the spray. The robot can't activate the gatling gun itself: only a rider can.

Centauroid
Level: Rob 3
Invention Points: 15
Construction time: 4 hours
Slot: Chassis
Sustains: Arm 3, Arm 3, Back 3, Mouth 2
Sometimes mistaken for zelekhut inevitables, these mechanical centaurs are swift to trample on their foes.

A centauroid is about the size and weight of a centaur and deals additional damage when charging with a lance in the same way. Its hooves are secondary natural weapons, but any other natural weapon it has, including its unarmed strike, is a primary one.

Size/Type: Large construct.
Hit Dice: 2d10 + 30 (41 hp)
Initiative: +2
Speed: 50 feet (10 squares)
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +1/+9
Attack: Hoof +0 melee (1d4+2)
Full Attack: 2 hooves +0 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Construct traits
Saves: For +0 Ref +2 Will -4
Abilities: Str 18 Dex 14 Con - Int - Wis 1 Cha 1

Tri-link weapon
Level: Rob 3
Invention Points: 0
Construction time: 0
Slot: Weapon
Sustains: Weapon 1, Weapon 1, Weapon 1
An unwieldy contraption, but one that allows the robot to fire three weapons at once.

The three equipped weapons can be fired at the same target as part of the same action with no penalty. They can all be fired once with one standard action, or the robot may take a full action as normal, but all weapons must be fired at one target.

Weapon Arm 3
Level: Rob 3
Invention Points: 3
Construction time: 20 minutes
Slot: Arm
Sustains: Weapon 3
This is a further improved version of the weapon arm.

This arm allows for the use of the equipped weapon in the normal fashion.

4th level

Acid Cannon
Level: Rob 4
Invention Points: 20
Construction time: 25 minutes
Slot: Weapon (Two slots)
Sustains: -
An acid cannon rains down death and corrosion upon foes.

One fires an acid cannon much like a ranged splash weapon only with a range increment of 30 feet. It deals 5d6 damage. A creature or object hit, whether by the main blast or the splash, takes 5 damage per round for 3 rounds. The acid cannon, of course, deals acid damage.

Dual-engineered weapon
Level: Rob 4
Invention Points: 0
Construction time: 0
Slot: Weapon
Sustains: Weapon 2, Weapon 2
This upgraded weapon-mount allows the equipped robot to fire two weapons at once.

The two equipped weapons can be fired at the same target as part of the same action with no penalty. They can both be fired once with one standard action, or the robot may take a full action as normal, but both weapons must be fired at one target.

Weapon Arm 4
Level: Rob 4
Invention Points: 4
Construction time: 25 minutes
Slot: Arm
Sustains: Weapon 4
This is a greater version of the weapon arm.

This arm allows for the use of the equipped weapon in the normal fashion.

5th level

Great Force Blade
Level: Rob 5
Invention Points: 20
Construction time: 90 minutes.
Slot: Weapon
Sustains: -
This force weapon is made of several trapezium-shaped panels which fly apart and cut through many enemies when the blade is swung.

A great force blade works much like a longsword, but it is a force effect, deals force damage, and can be used to damage every foe in a 15-foot cone in place of each attack to which the wielder would normally be entitled. The wielder threatens a 15-foot area, but can only attack the provoker of the attack of opportunity, not anyone else. If the wielder is large or larger, it can affect 15 feet or its natural reach, whichever is larger, with either of these two effects.

Mechanical Angel
Level: Rob 5
Invention Points: 20
Construction time: 3 hours
Slot: Chassis
Sustains: Arm 5 Arm 5 Mouth 5
This looks much like an astral deva, save for the fact that it is clearly mechanical.

This creature lacks arms until they are added, but shares an astral deva's ability to slam into its foes.

Size/Type: Medium construct.
Hit Dice: 12d10 + 20 (86 hp)
Initiative: +4
Speed: 50 ft. (10 squares), fly 100 ft. (good)
Armor Class: 29 (+4 Dex, +15 natural), touch 14, flat-footed 25
Base Attack/Grapple: +8/+14
Attack: Slam +18 melee (1d8+9)
Full Attack: Slam +18 melee (1d8+9)
Space/Reach: 5 ft./5 ft.
Special Attacks: None.
Special Qualities: Construct Traits
Saves: For +4 Ref +8 Will -1
Abilities: Str 22 Dex 18 Con - Int - Wis 1 Cha 1

Weapon Arm 5
Level: Rob 5
Invention Points: 5
Construction time: 30 minutes
Slot: Arm
Sustains: Weapon 5
This is a... look, work it out.

This arm allows for the use of the equipped weapon in the normal fashion.

6th level

Dinosaur Robot
Level: Rob 6
Invention Points: 50
Construction time: 6 hours
Slot: Chassis
Sustains: Arm 4 Arm 4 Head 2 Back 3 Mouth 2 Weapon 4 Weapon 4
This t-rex shaped robot features a weapon inside its mouth and two on its back, and beware its jaws for they are deadly.

A creature can ride on a Dinosaur Robot if they're the right size category.

Size/Type: Gargantuan Construct
Hit Dice: 16d10+60 (148 hp)
Initiative:
Speed: 60 feet
Armor Class: 13 (-4 Size -1 dex +8 natural) touch 5 flat-footed 13
Base Attack/Grapple: +12/+31
Attack: Bite +15 melee (3d6+10)
Full Attack: Bite +15 melee (3d6+10)
Space/Reach: 20 ft/20 ft
Special Attacks: Thunderstomp
Special Qualities: Construct Traits
Saves: Fort +5, Ref +3, Will +0
Abilities: Str 24 Dex 6 Con - Int - Wis 1 Cha 1

Thunderstomp
Even though they can't normally have feats, dinosaur robots are treated as having the improved overrun feat. Any creature they successfully overrun takes 6d6 points of bludgeoning damage from the robot crushing them underfoot.

Lightning Launcher
Level: Rob 6
Invention Points: 25
Construction time: 90 minutes
Slot: Weapon (2 slots)
Sustains: -
Just in case being a wizard capable of throwing around lightning bolts wasn't your calling, now you can have a robot that does it for you!

A lightning launcher can be used as a standard action to emulate the spell Lightning Bolt (CL=IL).

Mechanised Spider
Level: Rob 6
Invention Points: 50
Construction Time: 5 hours.
Slot: Chassis
Sustains: Weapon 6, Weapon 6, Arm 3, Arm 3, Head 3, Back 3.
Spider mech, spider mech...

This is large, spider-like robot, with space for two weapons underneath its segmented body. Additionally, its pedipalps can be replaced with specialized components. Spiked feet allow it to climb walls that can support itís weight.

Size/Type: Large Construct
Hit Dice: 14d10+30 (107 HP)
Initiative: +3
Speed: 30 ft. Climb 30 ft*
Armor Class: 20 (+8 natural, +3 Dex, -1 size) touch 12, flat footed 17
Attack: Slam +14 melee (1d8+5)
Full Attack: Slam +14 melee (1d8+5)
Space/Reach: 10 ft./10 ft.
Special Qualities: Construct Traits
Saves: Fort +4, Ref +7, Will +0
Abilities: Str 20, Dex 16, Con -, Int -, Chr 1, Wis 1

* (Only on surfaces with a Hardness between 5 and 10, inclusive. Wood has Hardness 5, and steel has Hardness 10.)

Piggyback system
Level: Rob 6
Invention Points: 0
Construction time: 0
Slot: Weapon
Sustains: Weapon 3, Weapon 3
This improved weapon-mount allows the equipped robot to fire two weapons at once.

The two equipped weapons can be fired at the same target as part of the same action with no penalty. They can both be fired once with one standard action, or the robot may take a full action as normal, but both weapons must be fired at one target.

Weapon Arm 6
Level: Rob 6
Invention Points: 6
Construction time: 35 minutes
Slot: Arm
Sustains: Weapon 6

This arm allows for the use of the equipped weapon in the normal fashion.

7th level

Lance of the Ultimatum
Level: Rob 7
Invention Points: 30
Construction time: 100 minutes
Slot: Weapon
Sustains: -
This is one hell of a lance.

A Lance of the Ultimatum is a force weapon which deals 2d6 points of damage on a successful hit, and can be thrown - in which case a new one is generated in the user's hand. Any critical hit with the Lance of the Ultimatum is resolved as a Coup de Grace.

Mechanised Landshark
Level: Rob 7
Invention points: 55
Construction Time: 6 hours.
Slot: Chassis
Sustains: Weapon 7, Weapon 7, Mouth 7, Back 7.
Why anyone looked at a shark and went "Ooh, I know, let's put it on land!" is one of the greatest questions of this era.

This burrowing robot is based on the fearsome bulette - but without the pesky aversion to eating elves! It has room for a weapons in itís mouth, on itís back, and attached to itís sides.

Size/Type: Huge Construct
Hit Dice: 17d10+40 (133 hp)
Initiative: +2
Speed: 40 ft, Burrow 10 ft.
Armor Class: 20 (+10 Natural, -2 Size, +2 Dex) touch 10, flat-footed 18
Space/Reach: 15 ft./10 ft.
Attack: Bite +20 melee (1d10+8)
Full Attack: Bite +20 melee (1d10+8)
Space/Reach: 15 ft./10 ft.
Special Qualities: Construct Traits
Saves: Fort +5, Ref +7, Will +1
Abilities: Str 26, Dex 15, Con-, Int -, Chr 1, Wis 1

Silver Tongue of the Speaker
Level: Rob 7
Invention Points: 25
Construction time: 2 hours
Slot: Mouth
Sustains: -
This component allows the robot to speak utterances.

The equipped robot can utter as a worldspeaker of one quarter your IL. It gets a bonus on truespeak checks equal to your IL, plus your key ability score (not modifier).

Weapon Arm 7
Level: Rob 7
Invention Points: 7
Construction time: 40 minutes
Slot: Arm
Sustains: Weapon 7

This arm allows for the use of the equipped weapon in the normal fashion.

8th level

Dual-strike weapon
Level: Rob 8
Invention Points: 0
Construction time: 0
Slot: Weapon
Sustains: Weapon 4, Weapon 4
This powerful weapon-mount allows the equipped robot to fire two weapons at once.

The two equipped weapons can be fired at the same target as part of the same action with no penalty. They can both be fired once with one standard action, or the robot may take a full action as normal, but both weapons must be fired at one target.

Iceshard Cannon
Level: Rob 8
Invention Points: 35
Construction time: 2 hours
Slot: Weapon (2 slots)
Sustains: -
Basically, it's a big snowball machine.

An iceshard cannon fires a blast of ice at a creature when used as a standard action. It doesn't run out of ammunition. If it misses, it's resolved as a ranged splash weapon, though its range increment is actually 75 feet; if it hits, it deals 5d6 bludgeoning and 5d6 cold damage to the target. Either way, it then sends several shards of ice into the air, pelting the area within 30 feet for 3 rounds. Everyone has concealment from anyone who needs to look through the field to see them; anyone who tries to pass through does so at half speed; everyone in the area takes 2d6 slashing and 2d6 cold damage per round from the shards.

Weapon Arm 8
Level: Rob 8
Invention Points: 8
Construction time: 45 minutes
Slot: Arm
Sustains: Weapon 8

This arm allows for the use of the equipped weapon in the normal fashion.

9th level

Ultimate Force Blade
Level: Rob 9
Invention Points: 35
Construction time: 2 hours
Slot: Weapon
Sustains: -
Bigger, better, more forceful.

An ultimate force blade is much like a great force blade, but it does triple damage and affects up to a 30 foot range.

Weapon Arm 9
Level: Rob 9
Invention Points: 9
Construction time: 50 minutes
Slot: Arm
Sustains: Weapon 9

This arm allows for the use of the equipped weapon in the normal fashion.

10th level

Doppler weapon
Level: Rob 10
Invention Points: 0
Construction time: 0
Slot: Weapon
Sustains: Weapon 5, Weapon 5
This legendary weapon-mount allows the equipped robot to fire two weapons at once.

The two equipped weapons can be fired at the same target as part of the same action with no penalty. They can both be fired once with one standard action, or the robot may take a full action as normal, but both weapons must be fired at one target.

Railgun
Level: Rob 10
Invention Points: 30
Construction time: 2 hours
Slot: Weapon (2 slots) Back, Head
Sustains: -
Can you say "Shot that goes so fast that it causes an explosion even without any explosive?"

A railgun is an insanely powerful weapon that requires that the robot commit everything to its use to do so successfully. Not only does it take up two weapon slots, but it requires a large power pack on the robot's back, and special target-sighting goggles on its head to be able to use the weapon with even a modicum of accuracy. Further, it takes five rounds to fire the weapon, as it has to charge up, and if the robot didn't spend a full-round action getting into the correct position to fire it before charging up, the robot itself will take 20d6 points of backlash damage from the gun's recoil.

The railgun has a range increment of 1000 feet, and rolls to hit against touch AC. If it hits a target, it deals 3d100 points of piercing damage to it, and creates a fiery blast much like a fireball (CL 10) around the area of the target, though the effect isn't actually magical. If it misses, it goes xd6*5 feet in a random direction (determined with 1d8) away from the target, where x is the number of points by which it missed. If this would make the shot appear behind the firer or in another exceedingly unlikely location, re-roll until it doesn't. The fireball emanates from this random location, though the railgun shot itself doesn't hit anyone.

Once this is resolved, the robot requires another 5 rounds to return power to its other systems, and is stuck in place, helpless, until this occurs. The railgun requires another hour before becoming ready to fire again.


Soul of the Tarrasque
Level: Rob 10
Invention Points: 70
Construction time: 1 day
Slot: Chassis
Sustains: 10*Back 10, 4*Weapon 10, Mouth 10
Stompy Stompy.

A Soul of the Tarrasque looks very similar to the Tarrasque itself, though it's clearly robotic. A Soul of the Tarrasque can't fire any of the weapons it's given and they must be fired by riders. There are 4 weapon spaces on platforms on its back and 3 on each side, as well as platforms to use any other back systems if they are also weapons. If the Soul of the Tarrasque is given a mouth weapon, it can use that, though.

Size/Type: Colossal construct.
Hit Dice: 20d10 + 80 (130 hp)
Initiative: +3
Speed: 20 feet (4 squares)
Armor Class: 35 (-8 size +3 dex +30 natural) touch 5 flat-footed 32
Base Attack/Grapple: +15/+48
Attack: Bite +24 Melee (4d8+17/18-20/x3)
Full Attack: Bite +24 melee (4d8+17/18-20/x3) and 2 horns +19 melee (1d10+8) and 2 claws +19 melee (1d12+8) and tail slap +19 melee (3d8+8)
Space/Reach: 30 ft/20 ft
Special Attacks: Augmented critical, frightful presence, improved grab, rush
Special Qualities: Construct Traits
Saves: For +6 Ref +9 Will +1
Abilities: Str 45 Dex 16 Con - Int - Wis 1 Cha 1

Frightful presence (Su)
Because the save DC is charisma-based, the Soul of the Tarrasque's Frightful Presence is only DC 29.

Super-soldier
Level: Rob 10
Invention Points: 50
Construction time: 4 hours
Slot: Chassis
Sustains: Arm 10 Arm 10 Back 10 Head 10 Mouth 10
This is one of the best robots known to man, woman or child, and it knows it.

A super soldier is a powerful construct with the Paragon template (ELH), meaning that all its attacks are enhanced much as its unarmed strike is.

Size/Type: Medium construct.
Hit Dice: 10d10 (Max) + 140 (240 HP)
Initiative: +7
Speed: 90 feet (18 squares)
Armor Class: 46 (+12 insight +12 luck +5 natural +7 dexterity) touch 41 flat-footed 39.
Base Attack/Grapple: +7/+28
Attack: Unarmed Strike +40 melee (1d3+28)
Full Attack: Unarmed strike +40/+35 melee (1d3+28)
Space/Reach: 5 ft/5 ft
Special Attacks: Spell-like Abilities
Special Qualities: Construct traits, Resistance to fire 10 and cold 10, DR 10/epic, SR 45, Fast healing 20
Skills: 40 points among any skills (All class skills), +10 to all skills.
Feats: Any 5 (Must meet prerequisites)
Saves: For +13 Ref +20 Will +16
Abilities: Str 27 Dex 25 Con - Int 15 Wis 16 Cha 16

A super-soldier's natural weapons (including its unarmed strike and any added later) are treated as epic for the purposes of ignoring damage reduction.

Weapon Arm 10
Level: Rob 10
Invention Points: 10
Construction time: 55 minutes
Slot: Arm
Sustains: Weapon 10

This arm allows for the use of the equipped weapon in the normal fashion.



Hybrid Inventions

http://th09.deviantart.net/fs48/PRE/f/2009/187/8/6/Steamblood_Hybrid_by_Kraken_Steelklaw.jpg
Steamblood hybrid by Kraken Steelklaw
"I am the creator and the destroyer, the strengthener and the weakener, the mover of mind and of matter."

Some inventions need more than one discipline. These could be any number of different things, but most important is the fact that they follow all of the rules for their disciplines unless otherwise specified. They will also usually follow their own strange logic, as explained in their descriptions.

There is no good way to list these strange constructions, and so they are compiled into groups of the highest level in any one discipline that is needed to create them - Aug 4 Dem 1 goes after Aug 3 Dem 3 Rep 3. They are considered to be of this highest level when deciding whether or not they can be equipped to a robot.

Someone can help you to make a hybrid invention. You can split up the IP needed to do so in a pre-agreed fashion. If anyone recalls them, everyone else must too.

1st level

Exploding Board
Level: Dem 1 Dyn 1
Invention Points: 5
Construction time: 15 minutes
This looks like a normal hovering board... nothing to see here.

This hovering board explodes when trigger conditions set by you on its creation are met. The conditions can be a creature touching it, a creature being struck by another creature pushing it, or a creature trying to stand on it. Either way, it deals 3d6 points of fire damage (reflex half) to anyone so bold or so foolish as to stand within 10 feet when someone does activate it. The search DC to spot that the exploding board is trapped, and the disable device DC to remedy this are 10 higher than the save DC.

Otherwise, it behaves as a normal hovering board.

2nd level

Mental Override
Level: Mes 2 Rob 2
Invention Points: 5
Construction time: 10 minutes
No, you can't perform a mental override on a wall.

A mental override is worn as a small trinket such as a headband, earpiece or even earring. It allows you to override one of your own robots, anywhere, as a free action. When you do, you control the robot as though you were that robot, and yourself as though you were the robot. That is, you control the robot directly, and can only give yourself the kinds of orders that you could give a robot. You can switch back, or to another robot, as a free action.

You gain all the robot's special abilities, physical ability scores, base attack bonus, base save bonuses, movement speeds, AC bonuses, and other statistics for the duration and the robot gains yours, though your mental ability scores are retained. The robot may not be able to use abilities such as inventions while in your body.

3rd level

Self-destruct system
Level: Dem 2 Rob 3
Invention Points: 10
Construction time: 20 minutes
Slot: -
Sustains: -
What good is a robot that doesn't explode dramatically when destroyed?

A self-destruct system takes up no space on a robot. It explodes 20 feet outwards from every edge, dealing 3d6 fire and 3d6 force damage to everyone in the area, when destroyed or commanded to explode.

4th level

Freestep Feet
Level: Aug 2 Dyn 2 Rep 4
Invention Points: 21
Construction time: 2 hours.
Bind: Feet (Both)
These upgraded feet allow you to move over almost anything.

Nothing short of a physical wall can prevent the augmented creature from moving or hinder them from doing so, and moving does not cause them damage.

Hallucinogen Grenades
Level: Dem 2 Mes 4
Invention Points: 30
Construction time: 20 minutes
Equip To Robot: Yes (two slots)
This special grenade launcher fires grenades full of powerful substances which trick the mind.

The hallucinogen grenade launcher is a two-handed splash weapon (or rather, fires splash weapons) with a range increment of 30 feet. It does no damage, but anyone caught in the area must take a will save or be subject to its effects. Anyone under where the grenade itself lands takes 1d6 points of damage from being hit by the canister but no-one else actually takes any damage from it.

A creature who is hallucinating is randomly (1d6) confused (1-3), cowering (4), nauseated (5) or panicked (6) each round. They can take a will save each round to end the effect, which otherwise lasts indefinitely.

5th level

Planelocker Shards
Level: Dyn 5 Rep 3
Invention Points: 15
Construction time: 1 hour 15 minutes
Equip to Robot Yes.
This weapon launches tiny dimensional anchors at a creature.

You can fire a planelocker shard launcher at a creature within 30 feet as a standard action. That creature takes a reflex save. If they fail, they take 5d6 points of piercing damage and - whether or not they take any damage - some of the shards lodge in their skin. If the save is passed the damage is halved and the creature doesn't have any shards lodged in their skin.

A creature with planelocker shards lodged in its skin can't perform any type of extradimensional travel - even within the same plane, despite the name - until they are removed with a DC 25 heal check as a full-round action, or they are torn out as 3 full-round actions which deal 2d6 points of damage each. Either method provokes attacks of opportunity.

Creatures without skin are still affected as the shards lodge somewhere else.

6th level

Neural Network
Level: Mes 6 Rob 3
Invention Points: 15
Construction time: 10 minutes
No, you cannot do a mental override on Shring the Artist.

The Neural Network acts like a mental override, but you can control any number of robots at once, although you can't control yourself at the same time.

Telemissiles
Level: Dem 6 Dyn 4
Invention Points: 30
Construction time: 1 hour
Equip to Robot: Yes (2 slots)
Like, really, REALLY necessary.

Telemissiles work just like a normal missile launcher, except that they travel in a pseudo-teleportation-based manner. The missiles are never actually anywhere between their firer and their target, allowing them to pass through walls (except walls very close to the target, such that the missile doesn't actually fit between the wall and the target), but are visible along the path they would have travelled. Telemissiles ignore cover so long as the target is visible. If the target is not visible due to some kind of barrier, they are treated as having cover and total concealment from the attack. You must guess which square to attack, and you can't even see the square you're trying to aim at.

7th level

Boarding Rocket
Level: Dem 4 Dyn 7
Invention Points: 20
Construction time: 20 minutes
Users of the boarding rocket are advised to find some other way back to their ship afterwards.

A boarding rocket contains all of the necessary equipment to protect entrants from the cold vacuum of space, to launch itself 2000 feet and no further in the round in which it is launched by pressing the launch button as a free action (located in the front of the rocket), to carry any combination of creatures who can fit in a 10-foot cube (1 large, 4 medium or small, 4 medium/small and 4 flying medium/small, etc), and to teleport its contents directly inside any structure it impacts during its movement, though the teleportation (which is resolved individually for each occupant) fails should it involve more than 100 feet of movement to reach free space. It must be attached to a flat surface, such as a sealed tank, to function.

8th level

Robotic Dragon
Level: Dyn 4 Rob 8
Invention Points: 45
Construction time: 8 hours
Slot: Chassis
Sustains: Arm 7 Arm 7 Back 3 Back 3 Mouth 8 Weapon 6 Weapon 6
Hic sunt dragones.

A robotic dragon can sustain several riders, who are almost certainly needed to fire all of its weapons: two side-mounted on platforms on the edge, and potentially another two on the back. Organically, it has no arms and crawls forwards on its wings.

Size/Type: Gargantuan construct.
Hit Dice: 13d10 + 60 (131 hp)
Initiative: +0
Speed: 40 feet (8 squares), fly 200 foot clumsy (40 squares)
Armor Class: 36 (-4 size +30 natural) touch 6 flat-footed 36
Base Attack/Grapple: +9/+31
Attack: Slam +15 melee (4d6+15)
Full Attack: Slam +15/+10 melee (4d6+15)
Space/Reach: 20 ft/15 ft
Special Attacks: Breath Weapon
Special Qualities: Construct Traits.
Saves: For +4 Ref +4 Will -1
Abilities: Str 30 Dex 10 Con - Int - Wis 1 Cha 1

Breath weapon: 60 foot line of fire 12d6.

9th level

10th level

Robotic Exoskeleton
Level: Aug 10 Rob 5
Invention Points: 60
Construction time: 1 day
Bind: Entire living humanoid creature (in shape, not necessarily creature type - a bonded exoskeleton is suitable for half-dragons with humanoid base creatures even though they're dragons, or for many outsiders).
Slot: Chassis
Sustains: Weapon 5 Weapon 5 Back 5 Head 5 Hand 5 Hand 5
You use a living creature as a platform for your robotic inventions.

You give the creature an exoskeleton much like the Bonded Exoskeleton, though it is not equipped with the giant hands, so the creature can only wield weapons of its own size category, not the exoskeleton's. You can also add additional robotic systems to the robotic exoskeleton much like any other robot chassis.

Mechanomechane
Level: Aug 10 Rob 10
Invention Points: 75
Construction time: 1 day
There is something intrinsically satisfying about a "Machine machine".

A mechanomechane is a gargantuan-sized box which creates inventions inside it. It can create inventions that one of its creators could have for that creator's purposes, allowing them to do other things. Whoever gets to the mechanomechane first is the first to get their order produced. It takes just as much time as a normal inventor to produce the items and they use the orderer's IP.

Jormengand
2015-11-20, 12:03 PM
Invention Feats
http://pre10.deviantart.net/d5f0/th/pre/i/2013/015/0/c/inventress_by_duckgirl722-d5rli29.jpg
Inventress by Duckgirl722
"We do not just reflect reality. We create it."

Empowered Invention [Metavisionary]
You can make your inventions more powerful.
Prerequisites: Must be capable of inventing 3rd-level inventions.
Benefit: You can empower an invention, increasing its effective invention level by 2 when determining whether or not you can invent it. It costs 10 more IP, but any variable, numeric effects of the invention are increased by 1.5 times.
Special: Metavisionary feats stack when determining the invention's effective level and IP cost.

Enlarge Invention [Metavisionary]
Your inventions have longer range.
Prerequisites: Must be capable of inventing 2nd-level inventions.
Benefit: You can enlarge an invention, increasing its effective invention level by 1 when determining whether or not you can invent it. It costs 5 more IP, but its range is doubled. Its area of effect, though, is not.
Special: Metavisionary feats stack when determining the invention's effective level and IP cost.

Inventive
You find you have the capacity to invent more.
Prerequisites: Must have a pool of invention points.
Benefit: You gain more invention points. The number of invention points you gain equals your Key Ability Modifier. If you somehow have two Key Ability Modifiers, you shouldn't, but you can choose which one to apply. The bonus to invention points improves and decreases as your Key Ability Modifier does, but only to a maximum of your IL.
Special: You can take this feat more than once. Its effects stack. The level limit is only checked once per feat, not holistically. An inventor with two copies of Inventive, an IL of 3, and an intelligence of 18 gains 6 bonus IP.

Inventor's Tradition
You follow a tradition of invention different from your own.
Prerequisites: Must have a key ability score.
Benefit: You can choose a new key ability score. You can't choose Constitution.
Special: You can't take this feat more than once, but you can change the key ability score whenever you gain a new feat.

Maximised Invention [Metavisionary]
You can make your inventions operate at maximum power.
Prerequisites: Must be capable of inventing 4th-level inventions.
Benefit: You can maximise an invention, increasing its effective invention level by 3 when determining whether or not you can invent it. It costs 15 more IP, but any variable, numeric effects of the invention are maximised.
Special: Metavisionary feats stack when determining the invention's effective level and IP cost.

Quick Inventing
You are fast to invent new things.
Prerequisites: Must be capable of inventing inventions.
Benefit: You invent inventions in four fifths of the normal time.
Special: You can take this feat more than once. Its effects do not stack; they multiply. That is, an inventor with 2 instances of the feat invents items in 16/25 of the normal time. Remember to round down. You cannot invent anything in less than thirty seconds. It's just not possible.

Jormengand
2015-11-20, 12:05 PM
I'm still looking for more suggestions for inventions, so if you want to contribute, feel free! I'm aware that it needs a lot more stuff to be able to do. :smalltongue:

Realms of Chaos
2015-11-20, 12:46 PM
To point out the obvious, a few very basic mechanics seem to be missing from the base class.

How many invention points does the class get? How are they regained (if they are regained)?
Also, do inventions remain built indefinitely or are they cannibalized into new inventions on a daily basis?
What are bindings and what do they mean?

Am I missing a link to another set of rules somewhere? Maybe something related to gramarie?

noob
2015-11-20, 12:49 PM
You get five invention point per level in an inventing class(shared pool for all inventing classes).
Inventions stays forever until you decide to recall them and suddenly they stop working(if they were not already destroyed) and you get the IP back(I believe it was this way)


You can abandon an invention at any time. If you do, you recover invention points (see below) immediately, and the invention begins to fail over the same amount of time as it would take to create it. At the end of that period, it shuts off, and disintegrates or otherwise becomes useless. Inventions that are destroyed or used up also return their invention points to your service immediately.
From Jormengad

Binds are like item slots but for inventions you can have only one invention on one precise bind slot.



Augmentation inventions are used to increase the potency of people or objects. Each one has a bind field to tell you what it is used to augment. You can't augment the same thing twice, though you can augment the same person as many times as they have relevant body parts. For example, you can use a hand augment no more than twice on the same human (assuming the human still has two hands). You could only use a head augment on that human once. You can't use two different weapon augments on the same weapon, even if it's a double weapon - unlike most functions of a double weapon, the augment affects both ends of the weapon.

Jormengand
2015-11-20, 01:14 PM
To point out the obvious, a few very basic mechanics seem to be missing from the base class.

How many invention points does the class get? How are they regained (if they are regained)?
Also, do inventions remain built indefinitely or are they cannibalized into new inventions on a daily basis?
What are bindings and what do they mean?
Precisely none of these is missing from the text:

"You can sustain a number of invention points equal to five times your level at once."
"You can abandon an invention at any time. If you do, you recover invention points (see below) immediately, and the invention begins to fail over the same amount of time as it would take to create it. At the end of that period, it shuts off, and disintegrates or otherwise becomes useless. Inventions that are destroyed or used up also return their invention points to your service immediately."
"Each one has a bind field to tell you what it is used to augment. You can't augment the same thing twice, though you can augment the same person as many times as they have relevant body parts. For example, you can use a hand augment no more than twice on the same human (assuming the human still has two hands). You could only use a head augment on that human once. You can't use two different weapon augments on the same weapon, even if it's a double weapon - unlike most functions of a double weapon, the augment affects both ends of the weapon."


Am I missing a link to another set of rules somewhere? Maybe something related to gramarie?

There is no link to gramarie, or to any other set of rules.

Realms of Chaos
2015-11-20, 02:26 PM
My apologies for the oversight. It just seemed odd that absolutely none of that information was presented within the actual base class itself... which looks absolutely skeletal in text when compared to every single other class I've seen. I can see that all of the information is there but... seriously, compare that base class with its one class feature (which is mostly explained in other places) with the binder/incarnate/wizard/warlock/you get the idea.

Now that I understand the class, I really like what I see. Even so, a centralized explanation (including such pleasantries as "save DC equals 10 + invention level + ability modifier") would be appreciated from an aesthetic viewpoint, if nothing else.

Drynwyn
2015-11-21, 12:54 AM
The "flamethrower" invention says it deals "3d6 fire damage/IL". Assuming that's intended to be read as 3d6 damage per inventor level, that seems far too high (whereas a flat 3d6 seems too low.) Is this meant to be 1d6/IL or something similar?


Also, the class description for Inventor says the key ability is Wisdom, but the Inventive feat references Intelligence as the key ability modifier. (and INT seems to make more sense to me.)

Orderic
2015-11-21, 03:27 AM
Maybe I just missed it, but could you add something about what happens with inventions inside antimagic fields?


Also, I really like this system. Far easier to use than most other magitech systems and definitely more balanced. It might find use in my campaign.

noob
2015-11-21, 06:09 AM
"Maybe I just missed it, but could you add something about what happens with inventions inside antimagic fields?"
They stop working because it is SUR.

Jormengand
2015-11-21, 07:41 AM
Flamethrower has been fixed to do less damage. I suspect it was actually meant to be a flat 3d6 as it scales with number of attacks, but it should probably scale.

Inventive now correctly says Tinker, whose key ability modifier really is intelligence. Added the Inventor's Tradition feat.

Noob is correct that an Antimagic Field will stop inventions from working.

noob
2015-11-21, 08:02 AM
"Inventor's Tradition"
Who would not pick strength and then abuse with polymorph and consumptive field and other spells of this kind.(It is by far the stat the easiest to rise)
I through to a PRC which would simulate an Inventor and Inventor theurge
Needs level 2 inventing.
Second first Discipline Inventions (1st)
Second second discipline inventions (1st)
Second first Discipline Inventions (2st)
First and second Third Discipline Inventions (1st)
First and second First Discipline Inventions (3rd)
First and second Second Discipline Inventions (2nd)
And so on with two inventor progressions.
It would end up giving more inventions than tinker
That essentially means that the tinker seems to be underwhelming.(He might stop looking underwhelming if there was more low and average level hybrid inventions but that is very weird)

Jormengand
2015-11-21, 08:13 AM
"Inventor's Tradition"
Who would not pick strength and then abuse with polymorph and consumptive field and other spells of this kind.(It is by far the stat the easiest to rise)

Just because something can be abused in 3.5 doesn't make it bad or, honestly, particularly special.

noob
2015-11-21, 08:15 AM
And so why would you be able to abuse it with strength and unable to use con?
How inventing "because I have awesome muscles" or "because I have a great personality" make more sense than "inventing with my weird constitution"
Except if it was meant to be used by people plain average or bad at optimization.

Jormengand
2015-11-21, 08:47 AM
And so why would you be able to abuse it with strength and unable to use con?
How inventing "because I have awesome muscles" or "because I have a great personality" make more sense than "inventing with my weird constitution"
Except if it was meant to be used by people plain average or bad at optimization.

Inventing things by forcing things into place or by turning the fiddly bit into position or by having an inventive personality makes more sense than inventing by taking a hit from your invention in order to make it.

noob
2015-11-21, 12:29 PM
Goblins creating stuff who explodes randomly might object: Before having an invention exploding five minutes after its creation you created thousand of inventions exploding right after being created.

Drynwyn
2015-11-21, 03:31 PM
Some clarification about whether weapons attached to robots count as Primary natural weapons, Secondary natural weapons, or equipped non-natural weapons would not go amiss.

Additionally, Mental Override could use some more detailed explanation about what being in a robot's body does- does the body act on your initiative, or it's initiative? Does it benefit from your feats while you are controlling it? Does it use your BaB, or it's BaB? What exactly counts as "an order you could give a robot"?

Jormengand
2015-11-21, 04:15 PM
Some clarification about whether weapons attached to robots count as Primary natural weapons, Secondary natural weapons, or equipped non-natural weapons would not go amiss.

Additionally, Mental Override could use some more detailed explanation about what being in a robot's body does- does the body act on your initiative, or it's initiative? Does it benefit from your feats while you are controlling it? Does it use your BaB, or it's BaB? What exactly counts as "an order you could give a robot"?

They're either not natural weapons or primary weapons; they're natural weapons in the case where they emulate natural weapons and they're not where they don't.

The way that controlling robots works could use an altogether better description. Give me a moment.

Drynwyn
2015-11-21, 04:41 PM
Is flamethrower intended to resolve as an attack? It seems like it should be a Touch attack or a Ref Half.

Also, serious issue: Due to the lack of a chassis that can sustain them, you can't actually use any of your Robotics inventions between invention level 7 and 9. Removing the Dynanimism requirement from the Mechanical Dragon would somewhat help with this (after all, the Angel can fly, and it doesn't require Dynamism). There do need to be additional chassis in that range, though. (I can draft a few tonight if you'd like.)

Jormengand
2015-11-21, 04:57 PM
Is flamethrower intended to resolve as an attack? It seems like it should be a Touch attack or a Ref Half.

It doesn't use an attack roll; it just deals damage.


Also, serious issue: Due to the lack of a chassis that can sustain them, you can't actually use any of your Robotics inventions between invention level 7 and 9. Removing the Dynanimism requirement from the Mechanical Dragon would somewhat help with this (after all, the Angel can fly, and it doesn't require Dynamism). There do need to be additional chassis in that range, though. (I can draft a few tonight if you'd like.)

I'm aware of this issue and would be happy for inputs.

Drynwyn
2015-11-21, 05:14 PM
Currently drafting a giant spider robot, a bulette robot, and a wolf robot (probably extant at several different invention levels.)

Incidentally, the Tarrasque's HP calculation is off- it should have 190 HP based on hit dice and bonus HP, but is listed as having only 130.

Edit: Finished giant spiderbot and bulette bot.

Mechanized Spider (Rob 6)
A large, spider-like robot, with space for two weapons underneath itís segmented body. Additionally, itís pedipalps can be replaced with specialized components. Spiked feet allow it to climb walls that can support itís weight.
Sustains: Weapon 6, Weapon 6, Arm 3, Arm 3, Head 3, Back 3.

Size/Type: Large Construct
Hit Dice: 14d10+30 (107 HP)
Initiative: +3
Speed: 30 ft. Climb 30 ft (Only on surfaces with a Hardness between 5 and 10, inclusive. Wood has Hardness 5, and steel has Hardness 10.)
Armor Class: 20 (+8 natural, +3 Dex, -1 size) touch 12, flat footed 17
Attack: Slam 1d8 +14 melee
Full Attack: Slam +14 melee (1d8+5)
Space/Reach: 10 ft./10 ft.
Special Qualities: Construct Traits
Saves: Fort +4, Will +0, Ref +7
Abilities: Str 20, Dex 16, Con -, Int -, Chr 1, Wis 1

Mechanized Land-Shark (Rob 7)
A burrowing robot based on the fearsome bulette- but without the pesky aversion to eating elves. It has room for a weapons in itís mouth, on itís back, and attached to itís sides.

Sustains: Weapon 7, Weapon 7, Mouth 7, Back 7.
Size/Type: Huge Construct
Hit Dice: 17d10+40 (133 hp)
Initiative: +2
Speed: 40 ft, Burrow 10 ft.
Armor Class: 20 (+10 Natural, -2 Size, +2 Dex) touch 10, flat-footed 18
Space/Reach: 15 ft./10 ft.
Attack: Bite +20 melee (1d10+8)
Full Attack: Bite +20 melee (1d10+8)
Space/Reach 15 ft./10 ft.
Special Qualities: Construct Traits
Saves: Fort +5, Will +1, Ref +7
Abilities: Str 26, Dex 15, Con-, Int -, Chr 1, Wis 1

qazzquimby
2015-11-21, 07:03 PM
All I can see so far that could be improved is the clarity of the class in how it is taught to the reader.

Thought process from reading from the top (I think I'm not significantly more stupid than the average reader).
Class table that is mostly meaningless at this point
Class description explains the disciplines, then explains the entire advancement mechanic in one sentence. It's missing (assuming I understand correctly) that you need to prioritize the 3 disciplines you choose. It also says "You can produce inventions from the invention lists when you have the correct discipline levels," but class table doesn't use the term levels which to me made it not connect. It also doesn't explain how using inventions actually works, which I expect is explained, but is usually at least partially explained in the class.

Description of the disciplines could probably go in an overview above the Inventor, since it seems weird to have that information in the Inventor but not the other classes.

Have to get through PRCs before learning how the system works.

If not for the mention of "invention points (see below)," many more people would probably think there is no limit to how many inventions you can have. People often skip past the "how to read these entries" descriptions because they're nearly always obvious.

I would also make the limitation on invention points part of the Inventions class feature, so it can be modified in other classes, and is more easily seen and referenced.

I would put PRCs and disciplines in spoilers, since there is a lot of scrolling to find things right now.

You can't make small low hovering boards to hoverboard around on :C

Parallel Wheels (Not sure why they're not just called synchronized wheels):
If turning a wheel turns all others, physics+common sense would imply that resistance to turning a wheel resists turning all the others, which seems to be contradicted by "The wheel fails to turn anything that weighs very large amounts, and instead simply breaks free of its bonds or breaks itself."

They are usually used to aim rockets, though they might be used to turn hovering boards.
What. How? Do you need to clamp the wheel onto the board?


You can make a cart or similar out of parallel wheels, in which case the cart moves as fast as an unladen human would when you take the correct actions.
I interpret this as: It move as fast as a human carrying nothing. The correct actions are driving the cart? Neither the wheel or the board create movement in an obvious way. Is someone turning a crank that turns the wheels?

Can you make a second set of parallel wheels that are not synced to the first set?

Automatic board should probably explain what happens if you attach multiple automatic boards to a large object, if that doesn't need to get too mathy.

Automatic Wheels
What. After reading twice, the 45 degree rotation is changing the direction the wheel is facing (rotating it left or right assuming it is standing upright), allowing it to turn?
Or it is just a wheel that jams after 45 degrees? If they're mounted, what are they mounted on?

they can be set to move anything up to 120 feet per round,
by RAW (and I don't know how else to interpret) they you can drag people on the other side of the world 120ft into the air and drop them every round. I sort of get that this is supposed to be for remote control cars.

Telekine hand seems like a reflex save should negate, assuming that is referring to dragging something out of their hand, or away from their reach. If that's referring to the creature negating your moving the creature themself, it should say you can move objects or creatures, since I believe they're generally exclusive terms.

I might have missed it, but there should be something like Portals that is much faster and easier, but has a very limited range between portals. For portal combat and spacial puzzle solving.

Drynwyn
2015-11-21, 08:10 PM
Gatling Gun seems like it should have a longer range or more damage. As is, it's sharply inferior to Flamethrower, and Flamethrower costs far fewer Invention Points.

Jormengand
2015-11-23, 12:54 PM
The spider and landshark have been added, the gatling gun has been buffed to the point of usefulness (though I'm wary of high amounts of untyped damage).

Parallel wheels really are as dangerous as the description sounds, although mainly to themselves. You would indeed need to attach a wheel to anything you expected it to turn. When you turn a wheel around, which would be the correct actions to make the wheels on a cart move, the cart moves at 30 ft/round if you took a move action to turn the wheel or 120 ft/round if you take a full action to do so. Nothing prevents you making more than one set.

Automatic boards are deliberately kept vague, though much like hovering boards they won't carry more than 120 lbs each, so you can probably work it out from that.

Automatic wheels can turn left or right 45 degrees. They can move forwards or backwards as many as they like. They can, of course, move a distance which is "Anything up to 120 feet" each round.. They cannot take an object which is anything, and move it a distance which is "120 feet".

Telekine hand was miswritten as creatures are not objects; that's been fixed.

We're still waiting for the folks at aperture science to return our emails. On a more serious note, the Personal Teleporter and Tele-grapple are useful for shorter-ranged teleportation.

Randomguy
2015-11-23, 10:57 PM
I'm a bit confused about Weapon slots on robots. If a robot has, for example, 3 weapons equipped, all of which take a standard action to fire, does that mean it can fire off all 3 as a full round action? Or only one at a time?

I've also got a question about Doppler weapon and dual-strike weapon: most weapon equips above 3rd level take more than one slot. So how does that work? Can you only put one-slot weapons on there, or or does each weapon just need to have at least one of its 2 slots on the doppler weapon?

Also, can a Soundstorm Cannon be equipped to a robot? For some reason that line is missing on that one invention.

Oh, and one more thing: Gatling gun can only be activated by a rider. Is that only if it's on the back slot? Or even if it's on the weapon slot?

Drynwyn
2015-11-24, 12:58 AM
I'm a bit confused about Weapon slots on robots. If a robot has, for example, 3 weapons equipped, all of which take a standard action to fire, does that mean it can fire off all 3 as a full round action? Or only one at a time?

I've also got a question about Doppler weapon and dual-strike weapon: most weapon equips above 3rd level take more than one slot. So how does that work? Can you only put one-slot weapons on there, or or does each weapon just need to have at least one of its 2 slots on the doppler weapon?

Also, can a Soundstorm Cannon be equipped to a robot? For some reason that line is missing on that one invention.

Oh, and one more thing: Gatling gun can only be activated by a rider. Is that only if it's on the back slot? Or even if it's on the weapon slot?


Can answer the first question. According to Jormengand, they're treated as equipped weapons. By RAW, then, they are fired as an attack action, including use in multi-weapon fighting. Of course, there would be heavy to-hit penalties for multiweapon fighting without feats- but if you were using, say, flamethrowers, or other components not involving an attack roll, that becomes irrelevant.

More to the point, if you made a full attack, you could use one weapon for all attacks, or fire a different weapon for each attack, or some combination thereof. (For example, using fireblasters for the early, high to-hit attacks, and then using the low-to-hit attack actions to hose down the area with a flamethrower.)

Can also answer the Gatling gun question- Gatling guns go in the "back" slot, and cannot be attached to a weapon slot.


EDIT: Also, IMO, Techno Player is more than a little bit OP, particularly given how easy it is to boost skill checks to make your Power Chord into an I Win button. EDIT EDIT: Eh, you'd need to take 4 levels of Bard to qualify, plus three levels of inventor, so it's not as bad as it could be.

noob
2015-11-24, 02:02 PM
So with dual strike weapon and 7 BBA and two flamethrowers you can do two attacks hitting two times with 1d6 per level of the inventor dealing 80d6 damage(with a level 20 inventor weapon) then if you are a TWF super soldier you can add up two attacks and so add 80d6.(I simply sum up to see if that is that the way the rules works)
Seems balanced since it is fire damage and that this inventor have spent 50+16 IP for this and since he will do nearly nothing by itself so it is approximately like using a flask rogue except that opponents can be immune to your weapons.

Randomguy
2015-11-24, 03:09 PM
So with dual strike weapon and 7 BBA and two flamethrowers you can do two attacks hitting two times with 1d6 per level of the inventor dealing 80d6 damage(with a level 20 inventor weapon) then if you are a TWF super soldier you can add up two attacks and so add 80d6.(I simply sum up to see if that is that the way the rules works)
Seems balanced since it is fire damage and that this inventor have spent 50+16 IP for this and since he will do nearly nothing by itself so it is approximately like using a flask rogue except that opponents can be immune to your weapons.

I was thinking more along the lines of Turret + Piggyback System + 2 flamethrowers + hoverboard to carry the turrets at level 11, doing 22d6 damage for 23 IP each. If you've got +7 wisdom by that level and 2 feats for extra IP you can get 3 of those, for an average 231 damage.

Jormengand
2015-11-24, 04:01 PM
I was thinking more along the lines of Turret + Piggyback System + 2 flamethrowers + hoverboard to carry the turrets at level 11, doing 22d6 damage for 23 IP each. If you've got +7 wisdom by that level and 2 feats for extra IP you can get 3 of those, for an average 231 damage.

The hovering boards won't actually carry the turrets, though there's no reason you couldn't mount them on the back of a cart... if you really wanted your day ruined by anyone capable of dealing 45 damage split evenly between 3 AC 6 targets. Or immune to fire. Or able to murder you because if you're spending your entire build on these turrets, you're missing out on PPE - in this case, equipment to protect your person from attacking uberchargers, archers, or flying magi who are quite happy to stay out of flamer range.



Soundstorm cannons are going to be modified to say that yes, they can go on robots. Doppler weapons can hold a single two-slot weapon, yes.

Drynwyn
2015-11-24, 11:55 PM
Yeah, being able to deal a whole bunch of damage if your foes are kind enough to stand in one place and let you doesn't strike me as a balance problem. Fascinating theoretical exercise, but hugely nonviable in an actual campaign outside of very specific circumstances.

(Though the flamethrower seems like something that should allow Ref Half, just based on precedents and the general guideline that things should either require a save or require hitting AC. Admittedly, ability to ruin melee-only character's day at 7th level is hardly remarkable, but...)

pi4t
2015-12-19, 12:05 PM
I really like this class, and will probably ask if I can use it in a future game. I do have some questions, though; the phrasing of several of the inventions leads to results you may not have intended, and a few are poorly balanced. I should say that I generally play Pathfinder, so I may be slightly inaccurate on certain things. I'll try to check the 3.5 versions first, though. Please don't take the long list of comments as meaning that I don't like the classes: I do, I think it's the best system for technology in dnd I've seen.

Augmentations:
Healing hands: 5 IP for healing 1 more point on healing spells is a really bad deal. Even at first level where this is most useful, you spend all your IP in order to make CLW go from 1d8+1 to 1d8+2.
Legs of swiftness: Perhaps make this an enhancement bonus so it doesn't stack with longstrider, expeditious retreat, etc?
Skilled hand: Are you aware that this will also add your key ability score to people's attack bonus with ranged/finessed weapons, as written?
Empowered equipment: Does this add to existing enhancement bonuses, or do you just take the best? That information should probably be in the rules for the invention. Also, is this meant to be 3IP? The pattern of superior/legendary/ultimate equipment suggests it should be 5.
Superior equipment: Can you split the +4 bonus between actual enhancement bonus and special abilities in any way you want, with a minimum of +1 actual bonus? That seems to be the implication, but it's not explicitly stated.
Cage of physical might/Crown of mental acuity: Should these bonuses have a type (enhancement?) or did you intend them to stack with all other ability score bonuses?
Mighty claws: Correct me if I'm wrong, but isn't this giving less than the bow of legends, for more IP, at a higher level?
Legendary equipment: See superior equipment.
Legs of the traveller: I don't know about these. I mean long term flight is a thing which you should have got already by this level, and I don't think they give enough benefit over that to justify 20IP.
Ultimate equipment: See superior equipment.
Bonded exoskeleton: Again, should the ability and speed bonuses be typed, or did you intend them to stack with everything? Also, I find it odd that you say the size and weight of the construct prevent other kinds of flight: magical effects like the fly spell aren't impeded by the target's weight, after all. Perhaps "preclude flight by other mundane means"? Speaking of weight, shouldn't the creature's weight increase by some factor too?
Perfect body: Unless I've missed something, there's no such thing as a "perfection bonus" in d&d, so this may as well just be referred to as a +10 bonus. This also seems very powerful, although I guess it is effectively your capstone ability...

Demolition:
Gearblade: Not sure why this costs 1 point more than power weapon, although I guess they stack.
Lockbreaker: I was going to say that it was a bad idea to just give automatic success on a skill check which is traditionally the role of the skill monkey, but it seems that Knock does the same thing in 3.5. It does seem to provide nearly all the utility of the significantly more expensive and higher level laser cutter, though.
Concealed gun: Just going to point out that Pathfinder has a different take on gun rules which you might find of interest. Basically they take a long time to reload (especially more primitive ones, which also have a chance of blowing up), but target touch AC.
Soulfire sword: Missing the "equip to robot" line.
Landmine: This seems rather disappointingly low damage, considering you have to hope your enemy will come close enough to set it off, they have a chance to find it and disable it, and there's a reflex save for half damage.
Blast shield: Given that most blast effects are instantaneous and thus you can't take actions or movement during them, can you clarify this sentence? "An action involving the use of the hand that holds the blast shield or movement removes this benefit."
Groundclearer bomb: Why does a reflex save reduce the damage by 1 dice, instead of halving it as is normal for blasts?
Doomstorm missiles: The flavour text indicates that there are 4 missiles, but I can't see that in the rules. Am I just failing my spot check, or is that missing?
Perdition: The "my" in "...was made my Arcanus..." seems to be a typo. More importantly, given it should be able to slice through armour without trouble, should it target people's touch AC?

Dynamics:
Magnetic grapple seems a bit expensive considering how slow it is: augmentation gives mechanical wings for only 10 IP, and that allows you to move faster than the grapple and without having to make checks (over the course of two rounds, the grapple takes a standard and a full round action to travel 60ft leaving you with a move action, while you can take two move actions and a standard action to fly 60ft and be left with a standard action). Perhaps returning the grapple/moving yourself to the grapple could become a move action? That seems to fit with the iconic uses of this kind of device in films and things, where people seem to whizz upwards at high speed when they activate it.
Riderboard has no description or construction time.
Sealed tank: Is this 1IP per 10ft cube, or per six 10ft*10ft panels? The same also applies to the weight. The IP entry and first paragraph implies the former, while the last paragraph implies the latter. There is a significant difference: a 30ft*30ft*10ft space will cost 9IP and weigh 45lbs by the first method, and only 5IP and 25lbs by the second. Also, given this is obviously meant to go in space, can I suggest having some sort of air compressor invention or something so you don't have to make (and lift) a giant tank for long journeys?
Accelerator: Would it be clearer to say that the accelerator triples a character's move speed? Or do you mean a creature can only move its normal distance per round, but does so much more quickly in some way? The latter seems...weak.
Portals: Speaking on behalf of everyone who's played Portal and is now getting ideas, do you keep your momentum when going through these portals? They also seem a bit expensive (especially if the answer's "no") considering you need two of them to have any effect.
In general, I also feel that this category of inventions could use a few more low-level ones which aren't just components for making larger machines. Particularly for the level 1 inventions, when characters may not have access to other categories of invention at all: if you specialised in augmentation, at first level you can give most of the party a +10ft speed boost and deal damage as if you were a size larger. If you specialised in dynamics, you can...get a couple of floating boards and a wheel.

Mesmerism:
Aethereal beacon: I'm sure I'm missing something, because I'm not sure what this does which simply talking to the spirit couldn't achieve. It doesn't seem to give you any special ability to see spirits of the dead, after all.
Mirror entity: Is there a way for opponents to disable this, or is it a permanent, undispellable mirror image and invisibility, and concealment for all within 30ft?
Mind control beacon: I assume the effects could also be defeated by persuading the inventor to reclaim the IP used in making the beacon?
In general, I'm a bit surprised that none of these effects seem to be mind affecting. Not that that's necessarily a bad thing mechanically: it's generally accepted that enchantment is bad at high levels because of all the mind affecting effects, after all. Some sort of IC justification for it would be nice, though.

Repulsion:
Repair mixture: I assume that when applied to a dead person, it will restore hp to the corpse but not return the person to life? It also seems kind of weak as an in-combat option (spending all your IP allows you to make one potion giving 5hp/level, or a bit more than a wizard's hp, per encounter) although I guess it has some utility outside combat in a group which doesn't have unlimited access to wands.
Impenetrable lock: How does this interact with the lockbreaker?
Healing mixture: See repair mixture.
Storm shield: I'm curious, why 65%?
Subspace sanctuary: If you're meant to be able to transport more than one other creature to the sanctuary at a time, the first sentence should say "travel with any creatures".
Suspended animator: Can creatures be discovered by smelling them, ie using the scent ability? It's conspicuously missing from the list.
Inevitable gate: Er...do these doorways lead anywhere unusual? Or do you just create a bunch of random doorways around the world that all get destroyed when one does?
Field of woe: This has the issue that you have to trick your enemy casters into using magic while in the field, which is...tricky given they'll have had all their buffs dispelled on entering and will probably guess that it's an antimagic field. It's thus just an antimagic field which has nasty effects if your opponents are foolish enough to try casting a spell while within the field. Also, "power points" made me think it was doing something psionics related.

Robotics
Mechanical steed: There isn't a level limit given for the mouth it can sustain. It also seems rather expensive: it's weaker in all regards (except the ability to add a bite attack, which is not enough to make up for it) than a normal light horse, which costs 75gp.
Forceblade: Why not just give the robot a normal longsword, using a simple arm? I'd have said that doing force damage is rarely going to be worth 7IP (5 for the forceblade, 1 extra for getting a weapon arm 3 instead of simple arm). Although I am tempted to make General Grievous.
Gatling gun: Per level of what?
Centauroid: Just pointing out that right now there aren't actually any mouth 2 inventions, so it's effectively just got mouth 1 unless something else gets added. On a less significant note, it's also in the wrong position if inventions are being sorted alphabetically.
Acid cannon: Again my gut instinct says this is overpriced. Remember it also costs 8 IP to get the arms to use it, and takes up two arm slots.
All the level 4 inventions: These can't actually be used until you get 5th level inventions and can mount them on the mechanical angel.
Great force blade: How much damage does the "15 foot cone" effect deal? Do you have to make attack rolls? Also, the phrasing is a bit ambiguous: do you do the AoE once as an alternative to all your attacks, or can you swap out each individual attack for a use of the cone effect?
Mechanical angel: Again, there have been no mouth slot inventions since level 1 so the "mouth 5" slot might as well be mouth 1.
Dinosaur robot: Very fun, but I feel it's a bit too expensive once you try to fill most of the slots, and if you leave most of the slots empty you might as well go back to the mechanical angel and get flight at half the cost. Eg 50 base + 4*2 weapon arms + 0*4 dual engineered weapon +0*8 twin-link weapon + 16*1 blaster + 10 laser eyes + 1 bite + 10 gatling gun = 95IP. Considering even at 20th level you get only 100IP (or a few more with Inventive)...that seems far too high a price.
Lightning launcher: seems to cost a bit much, especially if you hope to get multiple of them.
Mechanised spider: See dinosaur robot.
Mechanised landshark: See dinosaur robot. Also, a pet hate: there shouldn't be apostrophes in "It has room for a weapons in itís mouth, on itís back, and attached to itís sides."
Iceshard cannon: Once again, this seems overpriced.
All the 8th and 9th level inventions: Can't be used until you unlock the 10th level chassis. Even then, can't be used as they're too expensive when added to the 10th level chassis.
10th level inventions: too expensive, etc.

All the higher level robotics inventions seem to have the issue that they cost too much, and you can never afford to have even one strong robot. The chassis cost grows rapidly as you go up levels, even though the main benefit to doing so is just that you get access to more equipment slots. The arms slots then require [level of weapon you want] IP to be able to use the weapons inventions (or you can just give them a normal weapon, but then you can't get any benefit from the higher level slot which defeats the purpose of the exercise). You then have to pay IP for each weapon, and that price grows rapidly as you get both more weapons and stronger weapons. I suppose that the soul of the tarrasque is supposed to be a job for a large number of inventors, and that's fine. However, a single level 20 inventor can't even make a super soldier and give it two great force blades without using up all his IP. Even if you take leadership, get your cohort to take this class as well, and wait until 20th level, you'll have trouble getting all the IP you need to equip one super soldier. The costs really need to come down, a lot.

Also, there isn't a melee first level weapon, unless I missed it. Can you equip a normal weapon in a weapon slot? If not, that makes those "gain two weapons of half the level" upgrades worth a lot less for a melee robot.

Hybrid:
Exploding board: See landmine.
Self-Destruct system: See landmine. Yes, you can detonate it at will, but you lose the robot in the process and it costs more.
Freestep feet: These cost more than the legs of the traveller, which are more useful and which I still don't think are worth the cost.
Robotic dragon: See general robotics comments.


As I said at the start, despite the large number of inventions I've commented on, I really like this set of classes and intend to ask my GM if I can use them for a future character.

mantia
2015-12-21, 02:11 AM
Inventing things by forcing things into place or by turning the fiddly bit into position or by having an inventive personality makes more sense than inventing by taking a hit from your invention in order to make it.

I would go with the argument that Con is more about endurance than taking a hit. Like "This great inventor spent a whole week without sleep perfecting his plans." or some bs like that.