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Inventor


Hit Points

At first level and every level thereafter, you increase your maximum hit points by 8 plus your constitution modifier.

Key Ability

At first level, you increase one of these ability scores by 2. Some of these options might be tied to subclasses (such as the rogue’s rackets).
Key Ability: Intelligence

Initial Proficiencies


Saves

Trained in Perception
Trained in Reflex Saves
Expert in Will Saves
Expert in Fortitude Saves

Weapons

Trained in unarmed attacks
Trained in simple weapons
Trained in martial weapons
Trained in Inventor class DC

Armor

Trained in unarmored, light, and medium armor
Untrained in heavy armor

Skills

Trained in Crafting
Trained in a number of skills equal to 3 plus your intelligence modifier

Class Features


LevelFeatures
1Ancestry Feat, Class Feat, Innovation, Shield Block, Explode, Overdrive, Peerless Inventor
2Class Feat, Skill Feat
3General Feat, Skill Increase, Reconfigure, Expert Overdrive
4Class Feat, Skill Feat
5Ability Boost, Ancestry Feat, Skill Increase, Inventor Weapon Expertise
6Class Feat, Skill Feat
7General Feat, Skill Increase, Breakthrough Innovation, Lightning Reflexes, Weapon Specialization, Master Overdrive
8Class Feat, Skill Feat
9Ancestry Feat, Skill Increase, Offensive Boost, Inventive Expertise
10Ability Boost, Class Feat, Skill Feat
11General Feat, Skill Increase, Resolve, Medium Armor Expertise
12Class Feat, Skill Feat
13Ancestry Feat, Skill Increase, Alertness, Inventor Weapon Mastery, Complete Reconfiguration
14Class Feat, Skill Feat
15Ability Boost, General Feat, Skill Increase, Revolutionary Innovation, Greater Weapon Specialization, Legendary Overdrive
16Class Feat, Skill Feat
17Ancestry Feat, Skill Increase, Juggernaut, Inventive Mastery
18Class Feat, Skill Feat
19General Feat, Skill Increase, Infinite Invention, Medium Armor Mastery
20Ability Boost, Class Feat, Skill Feat

Innovation Feature 1


Inventor​

While you're always creating inventions, there's one that represents your preeminent work, the one that you hope- with refinement-might change the world. Choose one of the below innovations. Your innovation's level is equal to your level. If your innovation is destroyed, you can spend 1 day of downtime and attempt a Crafting check with a high DC for your level; on a success, you rebuild it. An innovation only works due to your constant maintenance and tinkering, and therefore has no market Price.

The innovations you can choose from in this book are as follows.

Armor

Your innovation is a cutting-edge suit of medium armor with a variety of attached gizmos and devices. Choose one of the sets of statistics on Table 2-2: Innovation Armor Statistics for your innovation armor (or choose another set of innovation armor statistics to which you have access).

Your innovation armor can have fundamental and property runes added to it in the same way as ordinary armor. Because of the unique features of your innovation, everyone except you is untrained in it, even if they would normally be trained (or better) in medium armor. Choose one initial armor modification to apply to your innovation, either from the following or from other initial armor modifications to which you have access.

Medium Armor AC Bonus Dex Cap Check Penalty Speed Penalty Strength Bulk Group Armor Traits
Power Suit +4 +1 -2 -5 feet 16 2 composite -
Subterfuge Suit +1 +4 -1 - 10 1 composite -

Construct

Your innovation is a mechanical creature, such as a clockwork construct made of cogs and gears. It's a prototype construct companion, and you can adjust most of its base statistics by taking feats at higher levels, such as Advanced Companion. If you use the Overdrive action, your construct gains the same Overdrive benefits you do, and it also takes the same amount of fire damage on a critical failure.

You know how to spend additional time directing, controlling, or programming your construct innovation for a more complex plan of action. You can spend 2 actions to Command instead of 1 when commanding your construct companion; your construct companion can then use an additional action (normally 3 actions, rather than 2).

Choose one initial construct modification to apply to your innovation, either from the following or from other initial construct modifications to which you have access. These modifications alter the construct's abilities or form.

Weapon

Your innovation is an impossible-looking weapon augmented by numerous unusual mechanisms. It begins with the same statistics as a level 0 common simple or martial weapon of your choice, or another level 0 simple or martial weapon to which you have access. You can instead use the statistics of a 1st-level common simple or martial weapon of your choice, or another 1st-level simple or martial weapon to which you have access, but you must pay the monetary Price for the weapon. An innovation weapon can have fundamental and property runes added to it in the same way as an ordinary weapon. Because of the unique features of your innovation, everyone except you is untrained in it, even if they would normally be trained (or better) in simple or martial weapons. If you use the Overdrive action, you can choose to change the additional damage from Overdrive to fire damage. Choose one initial weapon modification to apply to your innovation, either from the following or from other initial weapon modifications to which you have access. These modifications grant additional weapon traits, sometimes with extra abilities. A modification might give your weapon the versatile trait with a damage type that the weapon could already deal, either from its base damage type or from an existing versatile trait. In that case, if you select that modification, you can instead choose to give the weapon the versatile trait for a different damage type: bludgeoning, piercing, or slashing.


Shield Block Feature 1


Champion​Druid​Fighter​

You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.


Explode Feature 1


Inventor​

Your innovation is a creation barely held together by your own engineering, always on the edge of completely falling apart. Though this adds risk, it also means you can coax it to perform far beyond its design specifications using special unstable actions. See the definition of the unstable trait and how it affects your innovation.

While inventors can learn various unstable actions over their career, all at least know how to make their innovation Explode.


Overdrive Feature 1


Inventor​

You have a bevy of smaller devices of your own invention, from muscle stimulants to concussive pistons. When it's necessary, you can throw them into Overdrive to assist you in combat.


Peerless Inventor Feature 1


Inventor​

You are constantly inventing, and your skill at crafting is unimpeachable. You gain the Inventor skill feat, even if you don't meet its prerequisites.


Reconfigure Feature 3


Inventor​

You've become an expert in all crafts and are always adjusting your inventions. You can attempt to change the modifications on your innovation by spending 1 day of downtime tinkering with it and attempting a Crafting check, with a high DC for your level. On a success, you can change one modification you've chosen for your innovation to a different modification of the same kind (initial, breakthrough, or revolutionary).

If you have any modification feats, on a successful check you can choose to instead retrain a modification feat to a different modification feat. The new feat has to meet the standard restrictions for retraining.


Expert Overdrive Feature 3


Inventor​

You've increased your skill in crafting, and you can put your devices into a more powerful state of overdrive. You become an expert in Crafting, and on a successful use of Overdrive, you increase the additional damage by 1.


Inventor Weapon Expertise Feature 5


Inventor​

You develop tricks for using your weapons more effectively. Your proficiency ranks for simple and martial weapons and unarmed attacks increase to expert.

If you have a weapon Innovation, you gain access to the critical specialization effect with your innovation.


Breakthrough Innovation Feature 7


Inventor​

You've made a breakthrough in your field of study and discovered a powerful new way to enhance your innovation. Choose a breakthrough modification of your innovation's type to apply to your innovation. You can choose an initial modification of your innovation's type instead if you prefer.

Breakthrough Armor Modifications

Breakthrough Construct Modifications

Breakthrough Weapon Modifications


Lightning Reflexes Feature 3


Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.


Weapon Specialization Feature 7


Champion, Fighter, Gunslinger, Inventor, Investigator, Magus, Monk, Ranger, Rogue, Swashbuckler: You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.

Alchemist, Bard, Cleric, Druid, Oracle, Sorcerer, Summoner, Witch, Wizard You've learned how to inflict grave wounds with your most practiced weapons. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.

Barbarian: Your rage helps you hit harder. You deal an additional 2 damage with weapons and unarmed attacks in which you have expert proficiency. This damage increases to 3 if you're a master, and 4 if you're legendary.

You gain your instinct's specialization ability. See specific instincts for more information.


Master Overdrive Feature 7


Inventor​

Your mastery of invention and crafting enhances your Overdrive even further. You become a master in Crafting, and on a successful Overdrive, you increase the additional damage by a total of 2, replacing the increase from expert overdrive.


Offensive Boost Feature 9


Inventor​

You've made additions to your innovation to upgrade your offensive capabilities. Your improvements make any Strikes that rely on your innovation deal an additional 1d6 damage, with a type determined by the boost you choose. If your innovation is armor, the boost applies to your melee unarmed Strikes and to your melee Strikes with one weapon you choose during daily preparations; if your innovation is a construct, the boost applies to your construct companion's Strikes; and if your innovation is a weapon, the boost applies to your Strikes with your innovation. You can spend downtime to switch to a different boost in the same way as switching your modification. Choose one of the following boosts, with the damage type in parentheses.


Inventive Expertise Feature 9


Inventor​

Through innovation and experimentation, you've made your inventions more effective and reliable. Your proficiency rank for your inventor class DC increases to expert.


Resolve Feature 7


You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.


Medium Armor Expertise Feature 11


You've learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.

If you have a medium or heavy armor innovation, you gain access to the critical specialization effect with your armor innovation.


Alertness Feature 3


Experience has made you increasingly aware of threats around you, and you react more quickly to danger. Your proficiency rank for Perception increases to expert.


Inventor Weapon Mastery Feature 13


Inventor​

You fully understand your weapons. Your proficiency ranks for simple and martial weapons and unarmed attacks increase to master.


Complete Reconfiguration Feature 13


Inventor​

When it comes to crafting and tinkering, you've become incredibly adept at changing your modifications to adjust your innovation's functionality. When you spend downtime to reconfigure your innovation and succeed at your Crafting check, you can swap any number of modifications, swap your offensive boost, or retrain any number of modification feats, rather than one. You still must swap a modification only with one of the same type (initial, breakthrough, or revolutionary).


Revolutionary Innovation Feature 15


Inventor​

You are an unparalleled genius and have discovered a technique that will revolutionize your chosen field-or at least for the time being, your innovation! Choose a revolutionary modification to apply to your innovation. You can also choose an initial or breakthrough modification of the same type instead, if you prefer.

Revolutionary Armor Modifications

Revolutionary Construct Modifications

Revoluitionary Weapon Modifications


Greater Weapon Specialization Feature 15


Barbarian​

The weapons you've mastered become truly fearsome in your hands. Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.

You gain a greater benefit from your instinct's specialization ability. See specific instincts for more information.


Legendary Overdrive Feature 15


Inventor​

Your peerless inventing and Crafting ability has supercharged your Overdrives. You become legendary in Crafting, and on a successful Overdrive, you increase the additional damage by a total of 3, replacing the increase from master overdrive.


Juggernaut Feature 7


Barbarian, Champion, Fighter, Inventor, Ranger Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.

Alchemist Your body has become accustomed to physical hazards and resistant to pathogens and ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.

Magus Your body is accustomed to physical hardship and resistant to a wide range of ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.

Gunslinger Your body has become accustomed to physical hazards and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.


Inventive Mastery Feature 17


Inventor​

Your inventions are incredibly effective. Your proficiency rank for your inventor class DC increases to master.


Infinite Invention Feature 19


Inventor​

Your ability to adjust your innovation has reached impossible heights, and you can use these skills to make major adjustments in your spare time. During your daily preparations, you automatically fix your innovation if it's destroyed or broken, and you can change to a different innovation (armor, construct, weapon, or other type you have access to) and change your modifications and offensive boost.

If you have any feats that had your previous innovation as a prerequisite, you can't use them until you retrain the feats as normal. However, it takes you only 1 day of downtime to retrain such a feat into a feat that has your new innovation as a prerequisite, instead of 1 week.


Medium Armor Mastery Feature 17


Your skill with light and medium armor improves, increasing your ability to avoid blows. Your proficiency ranks for light and medium armor, as well as for unarmed defense, increase to master.