The Inventor: An Expert Character Concept for 3.5E Games
Today is a special day here around Daddy Rolled a 1, but I’ll save that
for a second post. In the meantime, this morning when I greeted my Alexa device
with “Good Morning,” I learned that it was “Inventor’s Day” celebrated in honor
of Thomas Edison, born on this day in 1847. Given that, I thought it was time
to get back to my “Experts & Specialists for 3.5 / LotFP / B/X-OSE games,
as the next Expert I intended to feature was an Inventor.
Way back in 2004-2005 when I was working on my 3.5 era Experts book, I
was finding a lot of the expert character concepts a bit mundane, and I was
looking to add some more excitement. That’s why I created ones like the
alchemist apprentice and the demolitionist in addition to more standard experts
like historians, herbalists, scribes, and stone masons.
The very last one I created was an inventor concept, and it was this
specific concept that honestly de-railed my efforts to finish the book, as I
began doing tons of research and spending way too much time trying to figure
out how to design the game mechanics behind cool, but slightly goofy, inventions.
I have pages and pages of notes on working out the costs, craft DCs, and
effects of dozens and dozens of different inventions, and I kept changing and
revising them over and over to the point that I ended up never finishing the rest
of the chapters and I stopped working on it because I felt that I just wasn’t
handling the inventions “right.” I wanted my book to “the main source” for
fantasy inventors for 3.5 era games, but I really didn’t have the resources nor,
most likely, enough rules expertise, to make it so.
However, I do think there were a lot of neat ideas for my inventor
concept, so I’m going to post what I had below for 3.5 games. I’ve been working
the past week or so to translate these for both B/X – Old School Essentials and
Lamentations of the Flame Princess, but they’re not quite done yet. However, I
couldn’t pass up posting something for “Inventor’s Day,” so enjoy the 3.5
version.
As always, please do let me know your thoughts on the class, and any
suggestions you have.
Conrad von Soest [Public domain] |
INVENTOR
An interesting combination of arcane craftsman and scientific engineer,
the inventor melds the art of magic with the practical knowledge of science to
craft fantastic contraptions capable of performing all manner of different
tasks. While most of her inventions are
quite odd and may not seem to have a purpose, every once in a while, the
inventor is able to devise something that is a genuine help to herself or to
her adventuring party. Once in a great
while, the inventor may even stumble upon something so unique that it benefits
society as a whole.
Much of the inventor’s work involves either improving or taking apart
devices that have been created by someone else.
For every weapon, magic item, piece of armor, or type of equipment that
exists, the inventor is certain that she can make it better, stronger, or
faster.
Adventuring: Like many of her comrades, the inventor may start
out adventuring simply to seek fame and fortune, hoping to earn enough money to
create new and impressive contraptions.
Some also hope to interact with other inventors and happen upon even
more novel ideas for new inventions. With
her scientific knowledge of chemistry and physics combined with mechanical
craftsmanship and an overactive imagination, the inventor makes an excellent addition
to most adventuring parties.
Role-Playing: While she
is skilled at many things, the social graces are somewhat unknown to the
inventor. She is most likely unaware
that her constant tinkering on her comrades’ weapons and equipment without their
permission is incredibly annoying. With
her focus being on creating new inventions, she can become distracted easily
and is not the best at taking direction or at completing tasks not directly
related to finishing her inventions.
However, she is confident, and will always be certain that she has “just
the right thing” to accomplish any task that her party may face.
3.5 Edition Version
Bonuses: An inventor
automatically gains the Craft Intermediate Invention feat for free, and also
gains a +2 bonus to all Craft (mechanism) checks. Additionally, when attempting to use a device
created by someone else, the inventor gains a competence bonus equal to
one-half her expert class level to her Intelligence check to attempt to operate
the device.
Penalties: As mentioned, the
inventor is not the most social of individuals, and must take a -2 penalty to
all Diplomacy checks that she makes due to her eccentric personality. Additionally, using imagination to alter
science in new and bizarre ways does not lend itself to an orderly way of
living. The inventor may not be Lawful
in alignment.
Skills: Appraise, Craft
(blacksmithing or metalsmithing), Craft (mechanism), Disable Device, Knowledge
(architecture & engineering), Knowledge (arcana), Knowledge (clockworks), Open
Lock, Use Magic Device, Use Rope
Options: For a less arcane inventor, the player may wish to
trade out Knowledge (arcana) for Knowledge (metallurgy).
Special: In certain campaigns, access to the Craft (mechanism)
skill may be limited only to inventors.
NEW SKILLS
Craft (INT)
New Use: Mechanism (Trained only). This skill enables the character to create
various devices, items, and gadgets from scratch. The majority of the mechanisms created using
this skill would involve moving parts, clockworks, and other more advanced
technology that is accessed through the use of special feats [there was a
note at this point referring to the chapter on Feats later in the book; I’ve re-produced
some of them below] in combination with ranks in the Craft (mechanism)
skill.
Devices are arranged according to their complexity level (Basic,
Intermediate, and Advanced). A character
who buys ranks in Craft (mechanism) can make Simple devices as per the normal
rules for the Craft skill. In order to
create Intermediate, Advanced, and Clockwork items, characters will need access
to particular feats. [again, there was
a note to refer to chapters on both Feats and Inventions & Devices for more
information]
FEAT: Clockwork Genius (General)
You have reached the pinnacle of clockwork construction – the mastery
of huge clockwork devices that can run for weeks or longer on a single winding
of their gears.
Pre-Requisites: Clockwork Master, Craft Intermediate Mechanism,
Craft Advanced Mechanism, Craft Clockwork Mechanism, Craft (mechanism) 15+
Ranks, Intelligence 18+
Benefits: This feat allows the character to create clockwork
devices of size huge. Additionally, the
character is so well-versed in the creation of the actual mechanism driving the
device that he knows how to increase the amount of time the device will run
before it needs to be wound again.
Clockwork Geniuses may increase the operation time of their clockwork
devices by 25%.
Normal: Without this feat, the largest size clockwork device
that can be created is size large.
FEAT: Clockwork Master (General)
Your skills in designing and building clockwork devices are
near-legendary. You have mastered the
ability to create very tiny clockwork devices as well as larger sized
contraptions.
Pre-Requisites: Craft Intermediate Mechanism, Craft Advanced
Mechanism, Craft Clockwork Mechanism, Craft (mechanism) 12+ Ranks
Benefits: This feat allows the character to create clockwork
devices of fine, tiny, medium, and large sizes.
Normal: Only size small clockwork devices can be constructed
with the Craft Clockwork Mechanism feat.
FEAT: Craft Advanced Mechanism (General)
Your mechanical creations are highly sought out by the rich and
powerful, not only for their advanced designs but for their artistic
expression. Many seek to understand the
underlying mechanical properties behind your designs in order to replicate
them.
Pre-Requisites: Craft Intermediate Mechanism, Craft (mechanism)
6+ Ranks
Benefits: This feat allows the creation of any advanced
inventions as noted in the Inventions and Devices chapter. Advanced devices take two hours for each
1,000 gold pieces in the market price of the item to create. The inventor uses up half of the market price
of the item in raw materials. With this
feat, the inventor can also repair any advanced devices that have taken damage. With 2 hours of work, the character may
repair up to 20 points of damage by expending 20 gold pieces per point of
damage repaired. See the Inventions
& Devices chapter for a list and description of advanced devices.
FEAT: Craft Clockwork Mechanism (General)
Clockworks represent the pinnacle of the inventor’s craft - the
creation of mechanical items that work under their own power. Inventors with this feat are often referred
to as clockwork mechanicians and in certain circles they may even be held in as
high esteem as wizards.
Pre-Requisites: Craft (Intermediate Mechanism), Craft (Advanced
Mechanism), Craft (Mechanism) 9+ ranks.
Benefits: A person with this feat can use the Craft (mechanism)
skill to create any clockwork device whose prerequisites he meets. Creating the
gear mechanism for the clockwork device takes one day for each each 2,000 gold
pieces in its market price. The inventor must also use up raw materials costing
half of this price (see individual clockwork device entries in the Inventions
& Devices chapter for details).
This feat also allows a person to repair any clockwork devices that
have taken damage. In four hours of
work, the person may repair up to 20 points of damage by expending 25 gold
pieces per point of damage repaired.
FEAT: Craft Intermediate Mechanism (General)
Intermediate mechanisms represent the first step beyond the simple
devices which anyone with the Craft (mechanism) skill can create. Your skill with designing and crafting
various devices has gained you some notice, but also increases the pressure as
people are eager for more.
Pre-Requisites: Craft (mechanism) 3+ Ranks
Benefits: This feat allows the creation of any intermediate
inventions as noted in the Inventions and Devices chapter. Intermediate devices take one hour for each
1,000 gold pieces in the market price of the item to create. The inventor uses up half of the market price
of the item in raw materials. With this
feat, the inventor can also repair any intermediate devices that have taken
damage. With 1 hour of work, the person
may repair up to 20 points of damage by expending 10 gold pieces per point of
damage repaired. See the Inventions
& Devices chapter for a list and description of intermediate devices.
That’s all for today (on this topic). I have a whole other section on
Inventions & Devices, in 3.5 rules, that I’ll post later this week, along with
the versions for B/X – Old School Essentials and Lamentations of the Flame
Princess.
Happy Inventor’s Day!
Hanging: Home office (currently) and at a local beer pub (yesterday when I began copying over my text from my old notes), both on my laptop
Drinking: Yesterday at the pub I had a Radioactive Fallout (New England Style IPA) by El Segundo Brewing Company; today I'm drinking tap water at home
Listening: "Sweeter Love," from the album "Beautiful Tomorrow" by Blue Six
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