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New Class for Metropolis: Inventor

Started by Blackheart, June 26, 2006, 02:14:54 AM

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Blackheart

Posting this one here for feedback before it goes in the Metropolis thread. Looking for feedback on game balance, mechanics, feel, any specialties that feel like must haves.
It hasn't ben play tested yet so comments and sugestions would be greatly appreciated.
Cheers

Blackheart

New Core Class: Inventor

The Inventor is much more than just a talented Steam engineer or Clock Maker; these roles can usually be filled by experts. No the inventor is a gifted scientist and engineer with an extraordinary insight into the nature of physics, chemistry, and electromagnetism allowing him to create wondrous devices beyond the imagination.


Game Rule Information

Alignment: any
Hit Die: d6

Class Skills
Appraise (int), Craft: Clockworking (int), Craft: Steamworks (int), Craft: Munitions(int), Craft: any (int), Decipher Script (int), Disable Device (int), Knowledge; Architecture and Engineering (int),Knowledge; Chemistry and pharmaceuticals(int),Knowledge; Mechanical Engineering (int),Knowledge; Electromagnetism (int), Open Lock (dex), Profession (wis), Search (int),

Skill points at 1st level: (6 + int modifier) x 4
Skill Points at each additional level: 6 + int modifier

Armour and weapon proficiency: inventors are proficient with the dagger, wrench (treat as club), light hammer, hypodermic, and firearms. Inventors are proficient with light armour, but not with shields.
Invent Device: The inventor is able to create amazing technological devices. Although these devices might emulate magical effects they are not magical and so are not affected by anything that affects magic like dispel magic, an antimagic field or spell resistance. The device powers an inventor can create progress with level much like a wizard gains spells and are based upon his intelligence score. Like a wizard an inventor must have intelligence score of a least 10 + the deviceâ,¬,,¢s power level to be able to build a device with that power, and like a wizard he uses the bonus spells table to learn extra device powers.
Bonus Device: At 1st level and every two levels thereafter the inventor gets a bonus device incorporating the highest level device power he knows at no cost. These items are single power, use activated devices with 50 charges which represent fuel, fragile components or general wear and tear. The inventor is assumed to have been working on this device in his spare time. After these charges have been spent the device is rendered useless until it can be repaired (see creating inventor devices).
Specialty: at 1st level and every four levels after an inventor can choose a specialty to apply to the devices he creates making them more individualised. Choose a specialty from the options below:
Miniaturisation: The devices you create are smaller than usual being one size step smaller than a device of equivalent power (minimum tiny). You can choose this specialty multiple times, its effects stack.
Power Focus: The devices you create use focused, high yield power sources making their effects harder to resist adding + 1 to the save DC. This specialty can be taken multiple times, its bonuses stack.
Resourceful: You scrounge for materials and cannibalise other machines for the parts you need to create your devices. This effectively halves the base cost of creating the device but due to its haphazard construction the device is one size category larger than a normal device of equivalent power.
Chemist: Rather than creating large clanking machines you can create elegant chemical solutions which are much more portable. You still require a laboratory of a size capable of producing the appropriate device power level except you need not take it with you to benefit from its effect.  
Steamworker: Any device you create of huge or larger size can be powered by a steam engine allowing it to operate as long as the boiler is kept fuelled. Requires ranks in the craft: steamworks skill.
Parts Pool: The inventor is always collecting parts, components, reagents, fuel sources and materials to build his Devices with. The parts he collects go towards offseting the costs of constructiong his inventions and are represented as a value in gp. Each time the Inventor gains a new level, the value of his parts pool increaces; leftover gp value from the previous level do not carry over. This pool does not represent actual gold and the materials in the parts pool cannot be traded for gold as they are more or less worthless to anyone except the Inventor who collected them.
Decipher Schematics: At 2nd level the Inventor is able to work from the plans of another inventor. Each Inventor plans are written using personal shorthand, sketchy drawing, margin notes etc., so an inventor attempting to read anothers designs must fist succeed a Decipher Script Check equal to 10 + inventor level + Device Power Level. If he passes the check he can continue to build the device spending the appropriate funds.
Trapfinding: At 3rd level the inventor can use the search skill to locate traps when the task has a Difficulty Class higher than 20 just like a rogue although this ability does not extend to magical traps.
Bonus Feat: Every four levels the inventor gains a bonus feat. This feat must be selected from the following list: Empower Device, Enlagre Device, Extend Device, Maximize Device
Master Craftsman: At 6th level the Inventor is such an acomplished craftsman that anything he creates using one of his Craft skills is considered masterwork.

[class=Inventor][levels=20][bab=cleric][fort=poor][ref=poor][will=good]
[special=Special][repeat]
[1]Invent Device, Bonus Device, Speciality[/1]
[2]Decipher Schematics[/2]
[3]Trap Finding, Bonus Device[/3]
[4]Bonus Feat[/4]
[5]Specialty, Bonus Device[/5]
[6]Master Craftsman[/6][7]Bonus Device[/7]
[8]Bonus Feat[/8][9]Bonus Device[/9]
[10]Specialty[/10][11]Bonus Device[/11]
[12]Bonus Feat[/12][13]Bonus Device[/13]
[14][/14]
[15]Specialty, Bonus Device[/15]
[16]Bonus Feat[/16][17]Bonus Device[/17][18][/18][19]Bonus Device[/19]
[20]Bonus Feat, Specialty[/20]

[/special][/class]
Device Powers Known
Levelparts pool
(Value represented
in gold pieces)
01st2nd3rd4th5th6th
1st250gp4------
2nd250gp52-----
3rd250gp63-----
4th250gp632----
5th250gp643----
6th625gp643----
7th625gp6442---
8th625gp6443---
9th625gp6443---
10th625gp64442--
11th1250gp64443--
12th1250gp64443--
13th2500gp644442-
14th2500gp644443-
15th3750gp644443-
16th3750gp6544442
17th6250gp6554443
18th6250gp6555443
19th12500gp6555544
20th12500gp6555554
Device Power List
Power LevelPower NameScientific
 Disciplines*
0 Level Device Powers
acid splash
flare
light
daze
ray of frost
mage hand
open/close

C
C
C or EM
EM
C and M
EM
EM
1st Level Device Powers
expeditios retreat
obscuring mist
sleep
burning hands
shocking grasp
jump
grease
hypnotism
feather fall
low light vision
spider climb

C or M
C
C
C and M
EM
M
C
C or M
M
EM and M
M or EM
2nd Level Device Powers
melfs acid arrow
web
see invisibility
daze monster
scorching ray
shatter
hypnotic pettern
Invisibilty
bulls Strength
dark vision
levitate
Mirror image

C and M
C and M
EM
EM
C and M
M
M and EM
EM
C or M
EM
EM
EM and M
3rd Level Device Powers
Protection from energy
stinking cloud
hold person
daylight
fireball
lightning bolt
flame arrow
fly
haste
keen edge
water breathing

C or EM
C and M
EM or C or M
EM
C and M
M and EM
C and M
M or EM or C and M
C
M or C or EM
C and M
4th Level Device Powers
fire shield
shout
greater invisibility

C and M
M
EM
5th Level Device Powers

6th Level Device Powers

*C requires ranks in Knowledge: Chemistry and pharmaceuticals
  M requires ranks in Knowledge; Mechanical Engineering
  EM requires ranks in Knowledge; Electromagnetism



Blackheart

Creating Inventor Devices
Inventor devices use a variety of mechanical, chemical and electromagnetic components to mimic the effects of some spells as set out in the Device Power List. In order to create the device the Inventor must have ranks in the appropriate Knowledge Skill. Because the resulting devices are not magical they are not affected by anything that affects magic like dispel magic, an antimagic field or spell resistance.
The rules for creating inventor devices are similar to the rules for creating magical items except the inventor does not need to spend the XP component (unless the spell being mimicked has an XP component in which case the XP cost is paid once at the time of creation and again if the device is repaired).
To successfully create the device the inventor must first draw up plans and schematics for the design of the device. This requires the Inventor to make a Knowledge check for each scientific discipline needed for the device. The DC for this check is equal to 10 + Device Power Level + Caster Level (note using the term caster level to avoid confusion). If he fails any of these Knowledge Checks he will not be aware of the fact until he completes the device and it fails to work. The inventor can choose to design the device at a lower caster level if desired. The schematics for a device use one page per power level for each power the device is to have.
Next the Inventor must calculate the base price of the device based upon the usage for each power in the device (Note that 0 level powers count as Power Level0.5):

single use, use activated = Device Power Level x Caster Level x 50gp
50 charges, use activated = Device Power Level x Caster Level x 1000gp
use activated or continuous = Device Power Level x Caster Level x 2000gp
no space limitation* = multiply entire cost by 2

*use this when creating Devices which are wielded or carried and not worn on the body


Once the base price has been calculated the inventor must spend one half of the price in raw materials, and then spend an amount of time equal to one day per 1000gp of the base price working on it. If the device does not work because of a miscalculation in the design process the Inventor can salvage half of raw materials (i.e. 1/4 of the base price) from the failed device.
If the device is a 50 charge use activated item it is rendered useless when all the devices charges have been expended until it can be repaired. Repairing a spent or damaged device is simple so long as the inventor still possesses the original schematics, it only requires the inventor to spend 1/4 of the base price in replacement parts. Should the inventor no longer have his origional designs he will have to make the required Knowledge checks again but he receives a +2 bonus on the rolls. Repairing a device only requires one day per Power Level.

Inventor Device Sizes
Devices become more complex depending on their power level and as such the materials and machinery needed to work them gets larger. Devices with multiple powers use the highest Device Power level for determining size. A creature cannot use a device that is more than on size category large than himself. Such devices are stationary unless they can me mounted on a larger creature or incorporated into some type of vehicle. Devices that are huge or lager can be powered by steam engines allowing them to operate as long as the engine is fuelled using the Steamworker Inventor specialty.
The body slots used by an item are determined during creation process.
 
 
Inventor Device Sizes
[tr][td] Power Level[/td][td] Device Size*[/td][td] Item Spaces[/td][/tr]
[tr][td] 0[/td][td] Tiny[/td][td] 1[/td][/tr]
[tr][td] 1st[/td][td] Small[/td][td] 2[/td][/tr]
[tr][td] 2nd[/td][td] Medium[/td][td] 3[/td][/tr]
[tr][td] 3rd[/td][td] Large[/td][td] 4[/td][/tr]
[tr][td] 4th[/td][td] Huge[/td][td] 5[/td][/tr]
[tr][td] 5th[/td][td] Gargantuan[/td][td] 6[/td][/tr]
[tr][td] 6th[/td][td] Colossal[/td][td] 7[/td][/tr]
[/table]


â,¬Å"Metamagicâ,¬Â Devices
Although not magical an inventor can create his devices using metamagic feats. Doing so increases the devices power level appropriately in terms of base cost and save DC but not for the purposes of size.

Weaponlike Devices

Some devices are wielded like weapons for example fireball could be incorporated in to a bazooka like weapon or keen could be used to make a chainsword. The inventor who created such a device is considered proficient with it while another character would suffer a â,¬'4 penalty unless they took an exotic weapon proficiency in order to use it.

example device 1: Detrick, 7th level inventor wants to build Flame Launcher using the fireball device power. The power is related to the Chemical and Mechanical scientific disciplines and is a 3rd level power. Detrick begins drawing up his plans which carry Knowledge: Chemistry and pharmaceuticals and Knowledge: Mechanical Engineering DCs of 20 (3+7+10=20). Detrick has 10 ranks in each skill and 15 intelligence for a total mod of 12, he rolls a 9 for his Mechanical Engineering check and a 12 for his Chemistry and pharmaceuticals. The base price for the Flame Launcher is 42000gp (a 50 charge, use activated device which does not use any body slots) so he puchases the required materials for 21000gp and begins the construction process which will take 42 days. Its seems like a lot of time and money but at the end of day Detrick has hiself a large weapon capable of dealing 7d6 damage at a range of 680ft which can fire once per round for 50 rounds and is not subject to spell resistance.    

example device 2: This time Detrick wants to build a complicated set of Ultra Goggles capable of seeing in different spectrums of light. The resulting invention will use the following device powers; Lowlite Vision 1st level electromagnetic mechanical,Darkvision 2nd level electromagnetic mechanical, See Invisibility 2nd level electromagnetic mechanical. Due to the complexity of design (and the number of skill checks involved) Detrick elects to design the device at the lowest caster level. So the skill checks and DCs involved drawing up the plans will be: Lowlite Vision knowledge EM 12 knowledge M 12, Darkvision knowledge EM 13 knowledge M 13, See Invisibility knowledge EM 13 knowledge M 13. This time all he has to do is not roll a 1 on any of the 6 checks. The base price for the goggles 5000gp (1k for the lowlite, 2k for darkvision and see invisibility, 50 charches use activated). He spends 2500gp on meterials and 5 days on construction. The finished Ultra Goggles are going to take three body slots and Detrick chooses Eyes, Head and Neck. The Goggles have 50 charges and produce the following effects: lowlite vision 1 hour per charge,darkvision 1 hour per charge, see invisibility 10 minutes per charge.


Poseptune

Its an interesting concept, but I think it needs a little more work to be a playable class.

1. I don't care for the minor invention chain. I understand you're trying to get the Inventor a little more money so he can make more inventions, but what Inventors that don't want the recognition. A few examples off the top of my head are an introvert, a criminal, or someone running from some organization(Government, Mafia, etc...).

2. What is the starting gold for an Inventor? A 1st level Inventor would need 250gp to make a 0th level device (How many days would such a device take to craft? 1/2?). He wouldn't be able to do that until he was closer to 2nd level (unless he doesn't buy anything and saves all his money). So now we have a 2nd level Inventor trying to make a 0th level device. He needs to spend 1000gp and a day to craft it. By the Wealth By Level table (just using it as a base line) he should only have about 900gp. Even if he saves every cent he gets the average 2nd level Inventor can't craft a 0th power level device. You may want to think about having the base price use half the Inventor level. Meaning a 2nd level Inventor could craft a 1st level device for about 500gp: (1 (power level) X 1 (1/2 Inventor level) X 1000gp)/2 for raw materials cost.

3. As the Inventor progresses in level he will need more and more down time. This isn't always possible.

4. OTHER: No craft checks are needed when making these devices? Can Inventors take apart other Inventors devices to learn how they work?

Balancing the power is going to be a little tough. You want to make it easy for the Inventor to make his devices, since it they don't have much more that makes them a useful member of a party, but when taking away the XP cost and allowing the devices to function in an anti-magic field you can't make it too easy.

I have to get back to work. I may have some more comments later.
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[/spoiler]

 Markas Dalton

Blackheart

Quote from: Poseidon1. I don't care for the minor invention chain. I understand you're trying to get the Inventor a little more money so he can make more inventions, but what Inventors that don't want the recognition. A few examples off the top of my head are an introvert, a criminal, or someone running from some organization(Government, Mafia, etc...).
The concept here was not only to give the inventor extra cash for his devices but also to have the PC inventor contribute to the emerging technology of the world. One of the things I want from this game is to establish a starting level of tech and see how the party uses (and abuses) the possibilities. I see what you're saying though re: character types, I'll have to think about it.
Quote from: Poseidon2. What is the starting gold for an Inventor? A 1st level Inventor would need 250gp to make a 0th level device (How many days would such a device take to craft? 1/2?). He wouldn't be able to do that until he was closer to 2nd level (unless he doesn't buy anything and saves all his money). So now we have a 2nd level Inventor trying to make a 0th level device. He needs to spend 1000gp and a day to craft it. By the Wealth By Level table (just using it as a base line) he should only have about 900gp. Even if he saves every cent he gets the average 2nd level Inventor can't craft a 0th power level device. You may want to think about having the base price use half the Inventor level. Meaning a 2nd level Inventor could craft a 1st level device for about 500gp: (1 (power level) X 1 (1/2 Inventor level) X 1000gp)/2 for raw materials cost.
Thanks for spotting this. I was basing the class a lot on the Gnome Artificer from Magic of Faerun. I used the base price formula from there without thinking too much about it. But of course your 1st lvl Gnome Artificer  is a minimum 6th lvl character. Definately back to the drawing board here.
Quote from: Poseidon3. As the Inventor progresses in level he will need more and more down time. This isn't always possible.
I don't see this being too much of a problem, even when the Character doesn't have free time to spend inventing he still gets 10 devices free of charge without the need for downtime.
Quote from: Poseidon4. OTHER: No craft checks are needed when making these devices? Can Inventors take apart other Inventors devices to learn how they work?
I origionally had four seperate craft skills representing different scientific disciplines and was assigning each of the spells in the Device Power List a corresponding craft skill with a craft check required during the creation proccess. I removed this mechanic to streamline the process. I was thinknig of adding a generic craft skill but decided against it. Yes one inventor should be able to reverse engineer anothers devices and yes this would require a craft check of some kind. Hmmmm.....

I realize this class is a bit gimped any suggestions on how to improve it would be helpful. This class is going to be an integeral part of Metropolis so it needs to work effectively.

Poseptune

Quote from: Blackheart
Quote from: Poseidon3. As the Inventor progresses in level he will need more and more down time. This isn't always possible.
I don't see this being too much of a problem, even when the Character doesn't have free time to spend inventing he still gets 10 devices free of charge without the need for downtime.

Ok I didn't know that they got some to make some of their devices free of charge, must have missed it. So this point is dead. I'll look over it again and see if I can make any suggestions.
[spoiler=My Awesometageous awards] Proud Recipient of a Silver Dorito award

[/spoiler]

 Markas Dalton

Blackheart

Its the Bonus Device ability, he recieves one bonus device at first level and one evrey two levels after that.

Poseptune

I did miss it.

Is there a sent Inventor's Power List or can they choose any spell out there? Arcane, divine, or both?

Can Inventors stack powers into one device, or even make devices that link to each other? For example, A device that acts like magic missle and attached to in is a device that acts like a light spell.

As for the emerging technology contributions, the Inventor is going to need money. So they may sell some of their items to local business men, Inventors, and the such. A few weeks later they start seeing people with said invention. For example: you Inventor PC sells the magic missle with flashlight above, and a little while later (A few weeks) the town guards of the city he sold it in now use the device as standard issue. If the PC ever notices this he may want to start selling direct to the government instead of the to shop owners.

While reading this class I was getting the impression of a mundane (non-magical) Artificier. If you have access to the Eberron Campaign Setting there is a base class called the Artificier. (I don't know anything about the Gnome Artificier). Eberron's Artificier uses infusions instead of true magic to enhance object already made.
[spoiler=My Awesometageous awards] Proud Recipient of a Silver Dorito award

[/spoiler]

 Markas Dalton

Blackheart

Quote from: PoseidonIs there a sent Inventor's Power List or can they choose any spell out there? Arcane, divine, or both?
There is a Power List, it's on its way i'm just having some trouble selecting the higher level powers.

Quote from: PoseidonCan Inventors stack powers into one device, or even make devices that link to each other? For example, A device that acts like magic missle and attached to in is a device that acts like a light spell.
Origionally no but after your post on the cashflow issue I rechecked the rules on creating magic items and expanded on the creation process a little (updated "creating inventor devices" post to show changes).

Quote from: PoseidonAs for the emerging technology contributions, the Inventor is going to need money. So they may sell some of their items to local business men, Inventors, and the such. A few weeks later they start seeing people with said invention.

Yeah this ol' chestnut. I'm thinking of scrapping the whole, "world affecting inventions" idea as a game mechanic and instead roleplaying it as a campaign hook. As for the extra cash he's going to need, he's going to have to have an ability that generates income without excess roleplaying. I'm thinking along the lines of the Eberron Artificers craft pool except with gp not xp. Perhaps it is assumed that the Inventor is always selling mundane trinkets, pocket watches, flowing ink pens, windup toys etc. I not sure still thinking.

Quote from: PoseidonWhile reading this class I was getting the impression of a mundane (non-magical) Artificier.
Dead right that's exactly, what he is. I have looked at the Eberron Artificer but he's still a little too magical. There will be a Prestige class that tacks on to the Inventor that will allow him to create truely magical tech.

Just to note. I've reintroduced the idea that each spell in the Device Power List will be tied to one or more scientific disciplines. I've updated "Creating Inventor Devices" to describe the new process, and have also added new skills to the Inventors skill list and added 2 extra skill points.

Blackheart

Added a couple of example devices and the creation processes for each of them.

Poseptune

A small gp craft reserve would probably work. Just make sure it says this extra gp can only be used for crafting devices.

I like the rebuilt Crafting Device rules. You may want to allow a second knowledge check if they failed the checks for the blueprints by less than 5. This would allow them to fix the device after it was built and find out that it doesn't work. Just something to think about, but may not be pratical.

I think you are very close to having a decent PC class.
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 Markas Dalton

Blackheart

OK getting pretty close now. A few updates added:
Parts Pool
altered the Weapon and Armour proficiencies
added special abilities Decipher Schematic and Master Craftsman
posted the first few power levels of the Device Power List with corresponding fields of science.

I'm having trouble selecting spells for levels 4 - 6, if anyone has any ideas about spells to fill out these levels feel free to post but include which fields (E C EM) you think would apply to the power and how you think it might work.

Poseptune

If you need descriptions of the rest of them I'll add them. They'll probably be similar to the level 4 devices.

4th
Charm monster - C - Device emits a pheromone that calms creatures
Ice Storm - M and C - Device spins and hovers in the air, mixing two chemicals that produces ice.
Wall of Fire - C - Expanding foam mixed with another chemical that makes it burst into flames
Wall of Ice - C - Expanding foam mixed with another chemical that makes it freeze solid
Illusionary Wall - EM - Electomagnetic field creates an illusion

5th
Cloudkill - C
Teleport - EM
Hold Monster - EM
Mind Fog - C
Cone of Cold - M and C
Wall of Force - EM
Mirage Arcana - M and EM
Persistant Image - EM
Seeming - EM
Blight - C
Over land flight - EM

6th
Repulsion - EM or C
Acid Fog - M and C
Wall of Iron - M
True Seeing - M or EM
Chainlighting - EM
Freezing Sphere - C and M
Programmed Image - M and EM
Circle of Death - C
Disintegrate - EM
Move Earth - EM
Mislead - EM
[spoiler=My Awesometageous awards] Proud Recipient of a Silver Dorito award

[/spoiler]

 Markas Dalton