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S-Class Inventor

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What Are S-Class Characters?

S-class characters are built using the summoner class, as originally presented, as the basis against which all other classes are balanced. The “S” in this case stands for both summoner and, as a more appropriate in-world reference, superior. If you have played—or GM’d for—a summoner and felt it was fine as is, you should have no problem running with an s-class character.

S-class inventors are canny creators of crazy contraptions. They build explosive inventions and use what they learn to discover even greater innovations in technology than the world has known. With borderline magic abilities, there are someparts of the world who question if inventors are just wizards of a different means.

Role: An s-class inventor’s guild defines their primary role, which is supplemented by their base inventions and the innovations they pick up as they gain experience.

Note: The s-class inventor is an alternate, superior version of the inventor class introduced in Heroes of Omen: the Inventor. They retain all of the standard inventor faire, which qualifies them to select archetypes without adjustments.

Alignment: Any.

Hit Die: d8.

Starting Wealth: 3d6 × 10 gp (average 135 gp.) In addition, an s-class inventor begins play with both a spellbook containing her 0-level and 1st-level spells and an outfit worth 10 gp or less.

Class Skills

The inventor’s class skills are Appraise (Int), Climb (Str), Craft (Int), Disable Device (Dex), Fly (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Table: S-Class Inventor
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st 0 +2 +0 +2 Base invention, explode 1d6, inventor’s guild, overdrive
2nd +1 +3 +0 +3 Innovation
3rd +2 +3 +1 +3 Explode 2d6, guild benefits, reconfigure
4th +3 +4 +1 +4 Innovation
5th +3 +4 +1 +4 Explode 3d6, guild benefits, offensive boost
6th +4 +5 +2 +5 Innovation
7th +5 +5 +2 +5 Explode 4d6 (10-ft.-radius)
8th +6/+1 +6 +2 +6 Innovation
9th +6/+1 +6 +3 +6 Explode 5d6, guild benefits
10th +7/+2 +7 +3 +7 Breakthrough innovations, innovation
11th +8/+3 +7 +3 +7 Critical overdrive, explode 6d6
12th +9/+4 +8 +4 +8 Innovation
13th +9/+4 +8 +4 +8 Complete reconfiguration, explode 7d6, guild benefits
14th +10/+5 +9 +4 +9 Innovation
15th +11/+6/+1 +9 +5 +9 Explode 8d6 (15-ft.-radius)
16th +12/+7/+2 +10 +5 +10 Innovation
17th +12/+7/+2 +10 +5 +10 Explode 9d6, guild benefits, stable overdrive
18th +13/+8/+3 +11 +6 +11 Innovation, revolutionary innovations
19th +14/+9/+4 +11 +6 +11 Explode 10d6
20th +15/+10/+5 +12 +6 +12 Infinite invention, innovation, maximum overdrive

Class Features

The following are class features of the inventor.

Weapon and Armor Proficiency

An s-class inventor is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Base Invention (Ex)

S-class inventors begin play with a base invention and its associated list of innovations. The invention has one innovation already applied to it of the inventor’s choice.

  • Armor—She gains masterwork leather armor or a masterwork breastplate (your choice).
  • Construct—She gains an animal companion as a druid of her inventor level –3 (minimum 1). Any reference to the inventor by an innovation targets her construct instead unless specifically stated.
  • Weapon—She gains a masterwork weapon with which she is proficient.

Explode (Ex)

As a standard action, an s-class inventor can cause any of her inventions to explode out from the space they are in (usually with the inventor), dealing 1d6 fire damage + 1d6 per 2 levels beyond 1st to each creature within 5 feet other than the inventor. Those caught in the explosion can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the inventor’s level + her Intelligence modifier.

Once one of an s-class inventor’s inventions explodes, she must wait 1d4+1 rounds before she can explode another. She cannot cause the same invention to explode until she spends at least 3 full rounds recalibrating that specific invention. Any activity or event that would prevent the inventor from taking 10 on a skill check also prevents her from recalibrating her inventions.

The inventor can extend the radius of her inventions’ explosions to 10 feet at 7th level and 15 feet at 15th level.

Inventor’s Guild

S-class inventors join specialized guilds that emphasize one type of innovation over another. Once this choice is made, it cannot be changed. The inventor’s guild grants her benefits at 1st, 3rd, 5th, 9th, 13th, and 17th level.

Overdrive (Ex)

As a free action, an s-class inventor can push her base invention into overdrive. This functions as the unchained barbarian’s rage, except as noted here.

  • +1 bonus on all attacks and damage.
  • +1 bonus on Reflex saves.
  • –2 penalty to Armor Class.
  • DR /magic equal to inventor level. This Damage Reduction lasts until it prevents an amount of damage equal to 4 x the inventor’s level. Using overdrive again within 1 minute of it ending does not refresh this Damage Reduction limit
  • Cannot use any Intelligence-, Wisdom-, or Charisma-based skill (except Intimidate, Knowledge [engineering], and Perception) or any ability that requires patience or concentration (such as spellcasting). She can still use unstable innovations (see below), but any damage dealt by those innovations applies directly to her Damage Reduction limit, regardless of its type.

An s-class inventor can cease using overdrive as a free action, after which her base invention must cool down for at least 1 minute. An s-class inventor can’t begin using overdrive while her base invention is cooling down or in need of recalibration, but can otherwise use it multiple times per day. If an s-class inventor falls unconscious, overdrive immediately ends.

  • Critical Overdrive: At 11th level, the bonuses granted by overdrive increase to +2 and the DR applies to all physical damage as DR /–, up to its limit.
  • Stable Overdrive: At 17th level, overdrive no longer requires 1 minute to cool down, but still doesn’t refresh DR when used within 1 minute of its previous use.
  • Maximum Overdrive: At 20th level, the bonuses granted by overdrive increase to +3 and the DR applies to all damage, even elemental and untyped damage, as DR/epic, up to its limit.

Innovations (Ex)

At 2nd level, and every even level thereafter, an s-class inventor gains an innovation, chosen either from the list of general innovations or her base invention’s list. A sample list of innovations, breakthrough innovations, and revolutionary innovations can be found at the end of this section.

  • Unstable Innovations: Innovations listed with a (Un) next to their name are unstable innovations. Using an unstable innovation creates a non-magical effect that functions like, and counts as, casting a spell, except that it cannot be counterspelled or resisted with spell resistance. If the inventor’s unstable innovation is interrupted, she loses the action, and nothing happens. She can attempt to use the same or another unstable innovation on her next turn.
  • Breakthrough Innovations: At 10th level, the inventor can choose breakthrough innovations instead.
  • Revolutionary Innovations: At 18th level, the inventor can choose revolutionary innovations instead.

Reconfigure (Ex)

Beginning at 3rd level, an s-class inventor can spend 1 day of downtime retraining one innovation she knows for another. She can also spend that time changing the item associated with her base invention to another of the same type. She cannot change her base invention into another option (armor, construct, weapon) with reconfigure.

  • Complete Reconfiguration: At 13th level, the inventor can retrain any number of innovations in 1 day of downtime.
  • Infinite Invention: At 20th level, the inventor can retrain one innovation by spending 1 minute of downtime, during which she can also recalibrate her inventions. If she spends 1 day of downtime, the inventor can even retrain her base invention (and her role as a member of the Banderas Asociadas, if necessary), any associated innovations, and any innovations that become redundant because of the change.

Offensive Boost (Ex)

At 5th level, an s-class inventor can add a non-magical corrosive, flaming, frost, or shock effect when she reconfigures her base invention. When she uses overdrive, her base invention gains that ability and its associated burst property (freezing burst with frost, for example). If her base invention is armor, the inventor selects one unarmed strike, natural attack, or manufactured weapon to gain this benefit when she uses overdrive.

Alternatively, an s-class inventor can choose bludgeoning, piercing, or slashing damage and add that type of damage to her base invention when she reconfigures it. This functions as flaming and flaming burst, except it changes the damage type, as chosen.

Inventor’s Guilds

At 1st level, a standard inventor can join a guild. Guild inventors gain 2 + Int modifier skill ranks per level, and they do not gain shield proficiency or offensive boost as part of the class progression (unless they join Las Espuelas).

If your guild grants you a specific innovation that you already have (such as slide plating), you can select another innovation from the same list in its place.

Banderas Asociadas

Las Banderas Asociadas began as three separate guilds who rallied under one banner dedicated to base inventions in order to grow their ranks. High-ranking members of the guild have been known to change their focus and base inventions on a whim.

Armor: As a member of Las Armaduras, you report to the aasimar inventor, Celeste del Escudo, who teaches you how to balance heavier plating on your base armor. Your base armor functions as masterwork mithral banded mail. It has an armor bonus of +7, a maximum Dex bonus of +3, an armor check penalty of –2, and an arcane spell failure chance of 25%. Until 3rd level, it also reduces your base movement speed by 10 feet (Medium) or 5 feet (Small). You are proficient with your base armor, even if you are not proficient in other heavy armor.

At 3rd, 9th, and 17th level, you gain armor training I, II, and III, respectively, as the fighter class feature. You can select advanced armor training options at 9th and 17th level instead.

At 5th level, you gain 5 ranks in Craft (armor) and proficiency with tower shields (if you already have 5 ranks in that skill, you can spend remaining ranks in any skill). As a full-round action, you can craft anything of the same approximate size into a buckler, shield, or tower shield that can defend you from a number of attacks equal to your Intelligence modifier. After it does this, the crafted shield is destroyed and you must find something else to use.

At 13th level, you gain proficiency in heavy armor, and your base armor functions as masterwork mithral full plate instead. It has an armor bonus of +9, a maximum Dex bonus of +3, an armor check penalty of –2, and an arcane spell failure chance of 25%.

Construct: As a member of Las Máquinas Vivientes, you report to the gnomish inventor, Juguetón, who helps you to improve your base construct, making it functionally stronger and more capable. Your effective druid level with your companion is equal to your inventor level, and you can choose any animal a druid of your level could.

At 3rd, 9th, and 17th level, when you use overdrive, your base construct also gains a shifter aspect of your choice for the duration.

At 5th level, you can grant both you and your base construct the benefits of your overdrive (but not critical, stable, or maximum overdrive). Each round of overdrive spent in this way counts as two.

At 13th level, your base construct gains chimeric aspect when you use overdrive.

Weapon: As a member of Las Espuelas, you report to the dwarven inventor, Martillina Espolón, who provides you with the necessary materials to seamlessly blend creation magic into your base weapon. When you use overdrive, you gain the non-burst property granted by offensive boost, and you can choose which of those properties you gain each time you use overdrive.

At 3rd, 9th, and 17th level, you gain a +1 enhancement bonus on your base weapon, or improve your base weapon’s existing enhancements by +1, to a maximum of +5.

At 5th level, you can choose which burst property your base weapon gains each time you use overdrive.

At 13th level, your base weapon always gains the benefits of your offensive boost, even when you aren’t using overdrive, and you can change which properties it gains any time you recalibrate it.

Inventiva

As a member of Inventina, you learn an invention (In) of your choice as well as the haphazard repair innovation.

At 3rd, 9th, and 17th level, you gain an additional invention for which you qualify.

At 5th level, you can expending one of your invention’s ability to explode when you use overdrive to gain an additional +1 bonus on attacks, damage, and Reflex saves for its duration.

At 13th level, you can expend one of your invention’s ability to explode to recalibrate another of your inventions as a free action once per round.

Un Explosivo del Trabajo

As a member of UNExT, you report to a goblin inventor, who provides you with alchemical training that you can apply when your base invention explodes. You gain one bomb discovery of your choice as an alchemist of your inventor level plus one each time you gain an increase to your explode damage. Some discoveries, like fast bombs, don’t function with your explode feature. If you’re unsure, check with your GM.

Starting at 3rd level, you can deploy an actual bomb from your base invention and throw it as a standard action (which means you can now also select discoveries such as fast bombs). This expends your ability to explode that invention until you recalibrate it, and if you calibrated it with haphazard repair, you still take your share of the damage as the hastily shaken mixture spills on you too. You can throw one bomb per day at 3rd level, plus one additional bomb at 9th and 17th level.

At 5th level, you recognize the blast patterns of other effects at a glance and know how to avoid them with surprising ease. You gain evasion. This becomes improved evasion at 13th level.

Bomb Discoveries

Alignment Bomb

Prerequisite(s): 8th level.

Benefit: Choose an alignment. When you create a bomb, you can choose to have it inflict damage of that type instead of fire. Creatures of an opposing alignment that take a direct hit from an alignment bomb is staggered on their next turn (Fort negates). Against neutral creatures, alignment bombs deal half damage, and such targets are not affected by their staggering effect. Alignment bombs have no effect on creatures of the same alignment.

Special: You can select this discovery more than once.

Blinding Bomb

Prerequisite(s): 8th level.

Benefit: Creatures that take a direct hit from a blinding bomb are blinded for 1 minute (Fort negates). Creatures in the splash area that fail their saves against the bomb are dazzled for 1 minute. This is a light effect.

Confusion Bomb

Benefit(s): A creature that takes a direct hit from a confusion bomb takes damage from the bomb and is under the effect of a confusion spell for 1 round per inventor level (Will negates). Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead).

Darkness Bomb

Benefit(s): A darkness bomb extinguishes non-magical light sources carried by the target and dispels magical light sources for 1 round/level as deeper darkness.

Delayed Bomb

Prerequisite(s): 8th level.

Benefit: You can place a bomb so that it explodes a number of rounds after you cease contact with it. This delay can be any number of rounds, up to a number of rounds equal to your level. If at any point you reclaim possession of the delayed bomb, you can end the timer and prevent the bomb’s detonation. A delayed bomb detonates immediately if any other creature attempts to touch or move it, or if the bomb’s contents are removed from the vial (such as if the vial breaks). The bomb deals damage as if it scored a direct hit to any creature in the square with the bomb when it detonates, and splash damage to all adjacent creatures as normal. You cannot have more than one delayed bomb at one time. If you create another, the previous bomb becomes inert. Dispel magic can neutralize a delayed bomb, as can a successful Disable Device check (DC equals 10 + your inventor level + your Intelligence modifier).

Dispelling Bomb

Prerequisite(s): 6th level.

Benefit: Creatures that take a direct hit from a dispelling bomb are subject to a targeted dispel magic spell, using you inventor level as the caster level. This cannot be used to target a specific spell effect.

Energy Bomb

Benefit(s): Choose acid, cold, electricity, or sonic. When you create a bomb, you can choose to have it inflict damage of that type instead of fire.

  • Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.
  • Creatures that take a direct hit from a cold bomb are staggered on their next turn (Fort negates).
  • Creatures that take a direct hit from an electricity bomb are dazzled for 1d4 rounds.
  • Sonic bombs deal 1d4 points of sonic damage, plus 1d4 points of sonic damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a sonic bomb are deafened for 1 minute (Fort negates).

Special: You can select this discovery more than once.

Innovations

Amphibious Construct [Construct]

The construct gains a swim speed of 30 feet.

Built-In Tools (Ba) [General]

The inventor’s base invention contains up to two simple kits (such as a disguise kit or healer’s kit) or tools that she can access without searching for or withdrawing them, and she automatically refreshes the uses of those kits and tools after 1 day of downtime doing anything. She must be within 5 feet of her base invention to use her built-in tools.

Cauterize Wounds (Un)

When the inventor calibrates one of her inventions, she can expend an alchemist’s infusion or a potion containing a cure spell. The next time that invention explodes, it heals the inventor or one adjacent creature as if they had imbibed the expended infusion or potion, and each other creature in the radius is healed for the minimum amount of damage the cure spell is capable of healing. Undead in the radius are still damaged by the explosion normally.

Collapsible Armor [Armor]

The armor can be donned or doffed as a standard action. When not being worn, the armor weighs 1/4 of its usual weight.

Collapsible Construct [Construct]

When the companion is adjacent to her, the inventor can dismiss or summon it as if it were an eidolon. While dismissed, the inventor adds 1/8 of the companion’s weight to her own as she carries it. She can safely store the collapsed companion in an extradimensional space, such as a bag of holding, but must draw it back out before summoning it again.

Collapsible Weapon [Weapon]

The weapon can be drawn or sheathed as a swift action. When not being wielded, the weapon weighs 1/4 of its usual weight.

Construct Shell [Construct]

The construct gains a +2 shield bonus to its AC. As a free action, it can grant that bonus to an adjacent creature or a creature riding it.

Explosive Leap (Un)

The inventor can aim a small explosion from one of her inventions downward, propelling herself up with its force. Whenever she makes an Acrobatics check to jump, the inventor adds twice her inventor level as a circumstance bonus to the distance she travels in feet with a long jump and half her inventor level to the distance she travels in feet with a high jump. If she is able, she can also cause her invention to explode, but she takes at least the minimum damage it can deal when she does (no save).

Genius Armor (Ba) [Armor]

When wearing her base armor, the inventor adds her Intelligence bonus to her AC instead of her Dexterity bonus. If any effect would reduce or prevent the inventor from adding her Dexterity modifier to AC—such as the armor’s max Dex bonus or being caught flat-footed—, she reduces or does not add her Intelligence modifier, accordingly.

Genius Construct (Ba) [Construct]

The inventor’s base construct gains DR /magic equal to the inventor’s Intelligence modifier. Once it has ignored an amount of damage equal to the 4 x the inventor’s level, this ability is suppressed until she recalibrates her companion.

Genius Weapon (Ba) [Weapon]

Whenever she makes a successful melee or thrown attack with her base weapon, the inventor can add her Intelligence modifier instead of her Strength modifier to the damage roll. If any effect would prevent the inventor from adding her Strength modifier to the damage roll, she does not add her Intelligence modifier.

Haphazard Repair (Un)

The inventor can recalibrate an invention she is carrying, wearing, or that is within 5 feet of her as a move action and cause it to explode as a standard action without waiting. Inventions calibrated with haphazard repair deal half their explode damage to the inventor when they explode or when she expends their ability to explode (no save).

Hydraulic Boosters (Ba) [Armor]

The inventor’s base armor has hydraulics built into the legs that help her to not tire as easily when on the move. She increases her movement speed by 10 feet and gains Run as a bonus feat.

Inventive Armor (In)

The inventor has created or modified a suit of armor with which she is proficient that has one armor innovation applied to it. This inventive armor does not count as the inventor’s base invention and cannot have additional innovations applied to it, but the inventor can reconfigure it just like any innovation. An inventor cannot select this innovation if her base invention is armor.

Inventive Construct (In)

The inventor has created a loyal construct companion that has one construct innovation applied to it. This inventive construct does not count as the inventor’s base invention and cannot have additional innovations applied to it, but the inventor can reconfigure it just like any innovation. An inventor cannot select this innovation if her base invention is a construct.

Inventive Weapon (In)

The inventor has created or modified one specific weapon with which she is proficient that has one weapon innovation applied to it. This inventive weapon does not count as the inventor’s base invention and cannot have additional innovations applied to it, but the inventor can reconfigure it just like any innovation. An inventor cannot select this innovation if her base invention is a weapon.

Megaton Strike (Un)

When she calibrates an invention, the inventor can condense its ability to explode to a single creature’s space. The inventor must hit with an attack to trigger the explosion, but the target receives no saving throw to avoid the damage. If the invention was calibrated with haphazard repair, her invention still includes her when it explodes.

Megavolt (Un)

The inventor can expend her invention’s ability to explode as a standard action to create a non-magical lightning bolt effect originating from her invention’s space. An inventor must be at least 6th level before selecting this innovation.

Telescopic Weapon [Weapon]

The weapon gains reach and can be used against adjacent foes.

Weighted Grip (Ba) [Weapon]

The inventor’s base weapon has an exceptionally long grip that allows her to put more force behind her attacks. If the weapon is light, she can wield it as a one-handed weapon, adding her full Strength modifier to the damage. If it is one-or two-handed, she can wield it as a two-handed weapon, adding 1-1/2x her Strength modifier to the damage, or 2x her Strength modifier if it is already two-handed.

Breakthrough Innovations

Aerodynamic Construction [Weapon]

The weapon grants both Cleave and Great Cleave as bonus feats, even if the inventor doesn’t meet the prerequisites.

Antimagic Construction (Ba) [Construct]

The inventor’s base construct gains Spell Resistance 11 + the inventor’s level.

Antimagic Plating (Ba) [Armor]

The inventor’s base armor grants her Spell Resistance 11 + her inventor level.

Breakthrough Inventive Armor (In)

This functions as inventive armor, except the inventor can apply one breakthrough armor innovation to it. If she has inventive armor, reconfigure it for free when this innovation is selected.

Breakthrough Inventive Construct (In)

This functions as inventive construct, except the inventor can apply one breakthrough construct innovation to it. If she has inventive construct, reconfigure it for free when this innovation is selected.

Breakthrough Inventive Weapon (In)

This functions as inventive weapon, except the inventor can apply one breakthrough weapon innovation to it. If she has inventive weapon, reconfigure it for free when this innovation is selected.

Climb Augment [Construct]

The construct gains a climb speed of 20 feet.

Durable Construction (Ba) [Construct]

The inventor’s base construct is treated as wearing masterwork medium barding (a breast plate) that does not reduce its movement speed. The inventor can select armor innovations (but not breakthrough or revolutionary innovations) and apply them to her companion.

Enlarged Construct (Ba) [Construct]

The inventor’s base construct grows one size category, as if under a permanent, non-magical animal growth effect. An inventor must be at least 12th level before selecting this innovation.

Gauntlet Integration (Ba) [Weapon]

The inventor is treated as having at least one free hand when wearing gauntlets and wielding her base weapon. An inventor must be at least 10th-level and have a light or one-handed base weapon before selecting this innovation.

Genius Spectacles (In)

The inventor has created or modified a specific set of spectacles to store bits of knowledge she gains for quick reference and recall. Select up to three Intelligence-based skills. While wearing her spectacles, the inventor doubles her Intelligence bonus when making checks with those skills. An inventor can select this innovation more than once.

Gigaton Strike (Un)

When the inventor uses the megaton strike innovation, she can choose to knock either herself or the target back to the edge of the explosion’s usual radius, provoking attacks of opportunity from any creature passed (feats such as Mobility apply to this movement). The target can attempt a Fortitude save against the explosion’s DC to avoid being knocked back. An inventor must be at least 10th level and have the megaton strike innovation before selecting this innovation.

Gigavolt (Un)

When the inventor uses megavolt, she can create a non-magical chain lightning effect instead. An inventor must be at least 12th level and have the megavolt innovation before selecting this innovation.

Hyper Boosters (Ba) [Armor]

The inventor’s base armor increases her movement speed by 10 feet, plus 10 feet while she is using overdrive. An inventor must be at least 10th level and have the hydraulic boosters innovation before selecting this innovation.

Lock on (Un)

As a standard action, the inventor can expend her invention’s ability to explode and create a non-magical true strike effect. If the invention was calibrated with haphazard repair, the inventor is also flat-footed on the round she creates the true strike effect.

Manifold Alloy (Ba) [Weapon]

The inventor’s base weapon is treated as both cold iron and silver for the purpose of overcoming damage reduction. Beginning at 18th level, it is also treated as adamantine.

Punishing Armor [Armor]

When a creature hits the inventor with a natural attack, melee weapon, or unarmed strike, the inventor can cause her invention to explode as an immediate action, dealing its minimum damage to the creature (no save) and automatically recalibrating itself 1d4+1 rounds later.

Rope Shot (Ba) [Weapon]

As a standard action, the inventor’s base weapon can fire a grappling hook or rope she owns up to 50 feet, or the weapon’s range, whichever is greater. Loading a rope or grappling hook into the weapon is a standard action.

Soaring Armor [Armor]

The inventor can use explosive leap as a standard action and expend her invention’s ability to explode to create a non-magical fly effect that lasts up to 1 minute per inventor level. An inventor must be at least 14th level and have the explosive leap innovation before selecting this innovation.

Superfluous, Slowing Superfluid (Un)

As a standard action, the inventor can cause her invention to explode, creating a non-magical slow effect that lasts up to 1 round per inventor level instead of dealing damage. If the invention was calibrated with haphazard repair, the inventor is also slowed until the end of her next turn (no save). Targets can attempt a Reflex save to avoid the effect, rather than a Will save.

Revolutionary Innovations

Automated Impediments [Armor]

As a move action, the inventor can cause any number of adjacent spaces to become difficult terrain for other creatures until she removes them as a swift action.

Damage Neutralizer [Armor]

When she uses overdrive, the inventor gains 3 temporary hit points per Hit Die. If she has maximum overdrive, the amount of temporary hit points gained increases to 4 per Hit Die. If she uses overdrive again within 1 minute of ending the previous overdrive, she doesn’t gain any temporary hit points.

Deadly Strike (Ba, Un) [Weapon]

The inventor can expend her base weapon’s ability to explode as a full-round action to create a non-magical finger of death effect, targeting an adjacent creature. The DC of this effect is the same as the invention’s explode DC. The inventor suffers 3d6 damage + 1 point per inventor level (no save). This innovation cannot be recalibrated with haphazard repair. An inventor must be at least 20th level before selecting this innovation.

Devastating Weaponry [Weapon]

The inventor can expend her weapon invention’s ability to explode as a standard action and make a single attack roll, targeting each enemy within 30 feet of her. If the attack is a critical threat, she must confirm separately against each target’s AC.

Enduring Construction [Construct]

The inventor’s base construct is treated as wearing masterwork heavy barding (full plate) that does not reduce its movement speed. The inventor can select armor innovations and breakthrough armor innovations (but not revolutionary innovations) and apply them to her companion. An inventor must be at least 18th level and have the durable construction innovation before selecting this innovation.

Engine of Destruction [Construct]

The inventor can expend her base construct’s ability to explode as a standard action to have the companion move up to 30 feet on its turn, then make a single attack roll, targeting each enemy within 30 feet of the companion. If the attack is a critical threat, the companion must confirm separately against each target’s AC.

Flight Chassis (Ba) [Construct]

The inventor’s base construct gains a fly speed of 30 feet with clumsy maneuverability. If the companion could fly already, the inventor can either increase its speed by 30 feet or increase its maneuverability by 1 step (clumsy, poor, average, good, perfect).

Fortifying Plates (Ba) [Armor]

The inventor’s base armor grants her light fortification, or moderate fortification when she is using overdrive.

Full Automation (Un)

The inventor can expend her invention’s ability to explode as a swift action to create a non-magical haste effect on herself that lasts for 1 round per inventor level. This counts as casting a quickened spell. If the invention was calibrated with haphazard repair, activating the effect is a move action instead. It still counts as casting a quickened spell. An inventor must be at least 20th level before selecting this innovation.

Impossible Alloy (Ba) [Weapon]

The inventor’s base weapon ignores all forms of Damage Reduction, including DR /– and DR /epic. If she also has the manifold alloy innovation, the weapon also gains ghost touch. This doesn’t count against any enhancement bonuses the weapon may already have.

Invisibility Array (Ba, Un) [Armor]

As a standard action, the inventor can expend her base armor’s ability to explode to create a non-magical invisibility sphere, centered on her that lasts for up to 1 minute per inventor level. If the invention was calibrated with haphazard repair, the effect only lasts for 1 round per inventor level.

Metronome (Ba) [Weapon]

When the inventor hits a creature with an attack using her base weapon, she gains a stacking +2 circumstance bonus to her damage rolls against that creature (max +10) until she misses it or attacks another creature. This damage multiplies on a critical hit. Effects such as Great Cleave do not end this bonus, even on a miss, nor do they add to it.

Revolutionary Inventive Armor (In)

This functions as inventive armor, except the inventor can apply one revolutionary armor innovation to it. If she has inventive armor or breakthrough inventive armor, she can reconfigure that innovation for free when this innovation is selected.

Revolutionary Inventive Construct (In)

This functions as inventive construct, except the inventor can apply one revolutionary construct innovation to it. If she has inventive construct or breakthrough inventive construct, reconfigure that innovation for free when this innovation is selected.

Revolutionary Inventive Weapon (In)

This functions as inventive weapon, except the inventor can apply one revolutionary weapon innovation to it. If she has inventive weapon or breakthrough inventive weapon, reconfigure that innovation for free when this innovation is selected.

Runed Armor (Ba) [Armor]

The inventor’s base armor gains a free +2 enhancement she can apply directly or use to reduce the cost of another magic armor property (for example, the ghost touch armor property would cost as much as a +1 property, instead of +3).

Runed Weapon (Ba) [Weapon]

The inventor’s base weapon gains a free +2 enhancement she can apply directly or use to reduce the cost of another magic weapon property (for example, the speed property would cost as much as a +1 property, instead of +3).

Runed Chassis (Ba) [Construct]

The inventor has carved runes into her base construct that she can use to grant it a free +2 enhancement bonus to AC, to the attack and damage of one of its natural attacks, or as a resistance bonus to its saving throws. If the companion has any of those already, the inventor can reduce the cost to add more by an equivalent amount (a +5 resistance bonus to all saves would cost the same as a +3 instead, for example).

Swing Stabilizer [Weapon]

When the inventor misses a creature with the weapon, she gains a stacking +1 circumstance bonus to attack it (max +10) until she hits the creature or attacks another creature.

Section 15: Copyright Notice

S-Class Characters: The Inventor. Copyright 2021, Samurai Sheepdog. Author: Kevin Glusing

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