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Post subject: Homebrew Inventor Class
Posted: Sep 11, 2008 - 05:59 PM
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Blackmoorian Newbie
Joined: Aug 20, 2007
Posts: 16
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I've been messing around with a 4E version of the inventor class. this is what i've come up with so far. keep in mind it's far from complete, not playtested, and still very much in a "first-draft" form, but here it is. feedback is more than welcomed. enjoy!
Inventor
Class Traits
Role: Striker
Power Source: Technological
Key Abilities: Dexterity, Intelligence, Wisdom
Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple melee, simple ranged
Bonus to Defense: +2 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level gained: 5
Healing Surges per day: 6 + Constitution modifier
Trained skills: Clockwork or Steamcraft (your choice). From the class skill list below, choose four more trained skills at 1st level: Arcana (Int), Clockwork (Int), Heal (Wis), History (Int), Insight (Wis), Perception (Wis), Steamcraft (Int), Streetwise (Cha), Thievery (Dex).
Class Features: Prime Shot, Inventor Specialty, Sure Shot, Inventor Projects
Prime Shot: Identical to Ranger and Warlock's class feature from PHB
Inventor Specialty: At 1st level, choose specialty in Clockwork or Steamcraft (matching the skill you were trained in for free). You know the Arc Shocker Invention as well as the Invention associated with your specialty. You get a +2 bonus to the appropriate skill checks, as well as a +1 to hit with powers related to that specialty. Inventors may only know a number of powers related to another specialty equal to their Wisdom modifier plus one half their level.
Sure Shot: Identical to the Hunter's Quarry and Warlock's Cure class feature from the PHB.
Inventor Projects: Inventor version of Ritual Casting
Powers
Inventor powers represent physical inventions that create the effects. Some powers will have a 1 hand or 2 hand entry. An inventor must have the listed number of hands free in order to use the power. An inventor may choose to use a 2 hand power with only one free hand, but takes a -5 penalty to the attack roll.
Similarly, some powers have a "slot" listing in the keywords (i.e. slot: eyes). An inventor may only know one power with a keyword for any given slot.
Arc Shocker Inventor Attack 1
At-will Technological, Lightning
Standard Action Melee, 1 hand
Target: One creature
Attack: Dexterity or Intelligence vs. Reflex
Hit: 1d10 + Dexterity or Intelligence modifier electricity damage
Increase electricity damage to 2d10 + Dexterity or Intelligence modifier at 21st level
Special: At 1st level, you determine whether you use Dexterity or Intelligence to attack with the power. Once you make that choice, you can't change it later.
This power counts as a melee basic attack. When a power allows you to make a melee basic attack, you can use this power.
Breaking Bolt Inventor (Clockwork) Attack 1
At-will Technological
Standard Action Ranged 10, 1 hand
Target: One creature
Attack: Intelligence vs. AC
Hit: 1d6 + Wisdom modifier damage
Increase damage to 2d6 + Wisdom modifier at 21st level
Clockwork: Target takes ongoing 5 damage (save ends)
Increase to ongoing 10 damage (save ends) at 21st level
Pneumatic Needle Inventor (Steamcraft) Attack 1
At-will Technological
Standard Action Ranged 20, 2 hands
Target: One creature
Attack: Dexterity vs. AC
Hit: 1d8 + Wisdom modifier damage
Increase the damage to 2d8 + Dexterity modifier at 21st level
Steamcraft: Increase the damage dice from d8s to d10s
Acid Spray Inventor Attack 1
Encounter Technological
Standard Action Ranged 10, 1 hand
Target: One creature
Attack: Dexterity or Intelligence vs. AC
Hit: 1d8 + Dexterity or Intelligence modifier acid damage and ongoing 5 acid damage (save ends)
Special: You use the same ability to attack with this power that you use to attack with Arc Shocker.
Boomstick Inventor (Steamcraft) Attack 1
Encounter Technological
Standard Action Ranged 10, 2 hands
Target: One creature
Attack: Dexterity vs. AC
Hit: 2d8 + Wisdom modifier damage
Steamcraft: On a critical hit, deal an extra 1d8 damage
Clockwork Bulb Inventor (Clockwork) Attack 1
Encounter Technological, Radiant
Standard Action Ranged 5, 1 hand
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d4 + Wisdom modifier damage and target is stunned until the end of your next turn
Clockwork: At the end of your next turn, target becomes dazed (save ends)
Frag Grenade Inventor (Steamcraft) Attack 1
Daily Technological
Standard Action Ranged 5, 2 hands
Target: One Creature
Attack: Dexterity vs. Reflex
Hit: 3d8 + Wisdom modifier damage and all creatures adjacent to target take damage equal to your Wisdom modifier
Steamcraft: On a critical hit, deal an extra 2d8 damage to the target, and all creatures adjacent to the target take extra damage equal to your Dexterity modifier
Web Shot Inventor (Clockwork) Attack 1
Daily Technological
Standard Action Ranged 10, 1 hand
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d6 + Wisdom modifier damage and target is immobilized (save ends)
Clockwork: Target is slowed until the end of the encounter
Jump Jets Inventor (Steam) Utility 2
Encounter Technological, Slot: feet or shoulders
Standard Action or Free Action Personal
Trigger (Free Action): You fall
Effect: If used as a standard action, you may immediately make an Athletics check to jump with a +10 power bonus and do not have to move to make a running jump. If used as a free action, you take no damage from your fall, regardless of distance, and do not fall prone at the end of the fall.
Sunrod Inventor Utility 2
Daily Technological
Standard Action
Effect: You immediately create one lit sunrod.
Targeting Display Inventor (Clockwork) Utility 2
Encounter Technological, Slot: eyes
Minor Action Personal
Effect: You gain a +2 power bonus to hit on one ranged attack with the Technological keyword made before the end of your current turn.
Feats
Heroic Tier
Deadeye
Prerequisites: Inventor class, Sure Shot class feature
Benefit: The extra damage dice from your Sure Shot class feature increase from d6s to d8s.
Multiclass Feats
Class-Specific Feats
Technological Tinkerer [Multiclass Inventor]
Prerequisites: Wis 13
Benefit: You gain training in Clockwork or Steamcraft (your choice). You gain the at-will power of that inventor specialty as an encounter power, and you can pursue the paragon path based on that specialty.
Power-Swap Feats
Sufficiently Advanced Technology [Mulitclass Encounter]
Prerequisites: Novice Power feat, 11th level, must be able to use at least one Technological Invention as an at-will power, must be able to use at least one Arcane Spell as an encounter power
Benefit: Choose one Arcane encounter Spell that you know, which now becomes a Technological encounter Invention associated with your Inventor Specialty. It loses any implement keywords that it had, and may acquire slot or hand keyword based on its effects. It is otherwise identical to the original power. |
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Post subject: RE: Homebrew Inventor Class
Posted: Jan 31, 2010 - 06:31 AM
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Adventurer

Joined: Feb 12, 2006
Posts: 543
Location: New York
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| You may have already seen it at this point, but just in case you haven't, there is a 4e Inventor class write up in the MMRPG 4e Character Creation document. |
_________________ -Scott Moore
*Sheridan
Web Site: http://tinyurl.com/53odu
DAB MMRPG 3.5 and 4.0 MetaGaming Organization Coordinator
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