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| #1pontelonMar 23, 2009 22:44:43 | From my 3.5 days, I've enjoyed the Inventor class presented by Dave1001. I even incorporated it into my homebrew world, Ryrin. However, times change, and we are updating to 4E now. So I'm trying my hand at creating a 4E class that is a summination of both the original Inventor class by Dave1001, as well as my world's inventors, and the classic mad-genius fantasy enjoyed by such works as Phil Foglio's Girl Genius. So without further preamble, here is my try at the 4E Inventor Class: "I don't need magic. I have my death ray." Class Traits Role: Depending on specialization, an Inventor can fill the Controler or Striker roles. Most fall between them, adapting to the situation as needed. Power Source: Technology. Inventors always have a tool for the job handy, and if they don't, they will quickly build one. Their abilities represent the various bits of technology they have handy, from grenades to death rays, to their healing salves. Key Abilities: Intelegence, Dexterity, Charisma Armor Proficiencies: Cloth, Leather, Hide, Chain Weapon Proficiencies: Simple Melee, Simple Ranged Implements: Lab-In-A-Box Bonus to Defense: +1 Fort,+1 Reflex Hit Points at 1st Level: 12+ Constitution Score Hit Points per Level Gained: 5 Healing Surges per Day: 7+ Constitution modifier. Trained Skills: Technology. From the class list below, choose three more trained skills at 1st level. Class skills: Bluff(Cha), Diplomacy(Cha), Dungeoneering(Wis), Endurance(Con), Heal(Wis), History(Int), Knowledge(Int), Insight(Wis), Intimidate(Cha), Sleight of Hand(Dex). Class Features: Tech Focus Inventors hail usually from the country of Gnomeron though many are starting to come from the Trinity College in Fardem. While gnomes are the most common race to pick up the dangerous mantel of the Inventor, other races have shown aptitude, especially humans. The wild inventions of the gnomes have been well known throughout Ryrin long before the Death of the Gods, but the shift of magic and technology hit an equalibrium around that time. Inventor Class Features Tech Focus There are many specialities that inventors can choose. This is usually called their Technique Focus, or Tech Focus. Most inventors fall into one of two categories. Choose one Tech Focus. Bombadier: You focus mostly on exploding the heck out of everything. Some call you a demolitionist, but you are truely an artist. When using any power that has Burst, Blast, or Zone keyword, you gain +1 damage per enemy hit with the power during that round. Dexterity is usually your second best stat. Tinker: While some think that you collect the right tools for the right jobs, you realize that the right tool for any job is the only thing you need: your death ray. No matter what happens, if you have your death ray, you know you'll overcome it. You gain the Focused Shot ability: Charisma is usually your second best stat. Focus Shot (Tinker Inventors) Once per round as a minor action, you can change your focus to a different enemy within your range. Once per round, you deal extra damage to your focus with your powers that have the "Death Ray" keyword. The extra damage is based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. This focus remains active until the end of the encounter, until the focus is defeated, or until you designate a different target as your focus. Level 1-10: +1d6 Level 11-20: +2d6 Level 21-30: +3d6 Schematics: You gain the Ritual Casting feat as a bonus feat, allowing you to use rituals. These are considered technology, and not magic. A DM has the right to veto a ritual as being impossible to recreate with technology. Otherwise, your schematic book works exactally as a Ritual Book, including costs to learn and utilize rituals. Your schematic book comes with Make Whole, and one other ritual of your choice. Unless deemed otherwise by the DM, all schematics replace the original skill with the Technology skill. Once per day, you only have to pay 5% of the object's cost when using Make Whole. Implements: Your powers come from all the gadgets you tinker with on your down time. Because of this, you are never without a Lab-In-A-Box. From a simple wrench(non-magical), to an inflatable lab(+6), the Lab-In-A-Box is technologically based, using materials costing the normal amount for the same power magic Implement. The cost represents the resources available to you when you create your inventions that power your powers. While you do not have to have your Lab-In-A-Box on you at all times, you do need to have them when resting, even short ones, or you do not regain your powers. Inventor Gadgets Your powers are gadgets that you pull out when the time is right. Sometimes, they are the same gadget, such as a death ray, that you just use a different way or use a different mode on. Any Gadget with the Implement keyword uses the enhancement bonus from their Lab-In-A-Box. Some powers have "Death-Ray" as a keyword. These powers benefit from the bonus damage from Tinker Tech Spec, as well as certain feats. Most inventors try to vary their powers, though some choose to specialize in one type of combat. Level 1 At-Will Gadgets Pew Pew * Inventor Attack 1 You fire madly in the general direction of your enemy. Sure, you might not hit, but it's fun to watch them dance! At-Will * Tech, Implement, Death-Ray Standard Action * Ranged 10 Target: One creature Attack: Intelligence vs. Relfex Hit: 1d6+Intelligence modifier damage. Level 21: 2d6+Intelligence modifier damage. Rapid-Fire * Inventor Attack 1 You set your death ray to rapid-fire, hitting multiple foes with one attack. At-Will * Tech, Implement, Death-Ray Standard Action * Ranged 10 Target: One or two creatures Attack: Intelligence+2 vs. AC Hit: 1d6 damage per attack. Level 21: 2d6+Intelligence modifier damage. +3 Aimed Shot * Inventor Attack 1 You take special aim with your death-ray. Wouldn't want to hit one of your minions, now would you? At-Will * Tech, Implement, Death-Ray Standard Action * Ranged 10 Target: One creature Attack: Intelligence +2 vs. Reflex Hit: 1d6 damage. Level 21: 2d6 damage. Grenade * Inventor Attack 1 You toss a grenade at your foes. Surely your allies remembered to move, right? At-Will * Tech, Implement, Fire Standard Action * Area burst 1 within 10 squares Target: Each creature in burst. Attack: Intelligence vs. Relfex Hit: 1d6+Intelligence modifier fire damage. Level 21: 2d6+Intelligence modifier fire damage. Pushing Blast* Inventor Attack 1 You toss a grenade specially formulated to blast your enemies back. Plus it makes a cool noise when it explodes! At-Will * Tech, Implement Standard Action * Area burst 1 within 10 squares Target: Each creature in burst. Attack: Intelligence vs. Fortitude Hit: 1d6 force damage and you slide the target 1 square. Level 21: 2d6 force damage. Land Mine* Inventor Attack 1 You place a mine with a timer of three seconds. Better get moving! At-Will * Tech, Implement Standard Action * Area close burst 1 Target: Each creature in burst. Special: You can shift 2 squares away before activating this power, using your original space as the power's point of origin. Attack: Intelligence vs. Reflex Hit: 1d6 damage. Level 21: 2d6 damage. More Powers Incoming. Most are going to be modified Controler/Striker powers. The full class with proper formating can be found here. |
| #2pontelonMar 23, 2009 22:45:16 | Get Over Here * Inventor Attack 1 You fire a grappling hook from it's automated launcher. It autowinds halfway, but takes a while to wind back up fully, but it looks cool! Encounter* Tech, Implement Standard Action * Ranged 5 Target: One creature Attack: Intelligence vs. Relfex Hit: 2d8+Intelligence modifier damage and pull the target 3 squares. Set to Kick-ass * Inventor Attack 1 Flipping a switch, you quickly turn your death-ray from normal, to Kick-ass. Takes a while to recharge, but totally worth it. Encounter* Tech, Implement, Death-Ray Standard Action * Ranged 10 Target: One creature Attack: Intelligence vs. Fortitude Hit: 2d8+Intelligence modifier fire damage and the target takes a -2 penalty to AC until the end of your next turn. Tinker: 3d8+Intelligence damage, and the penalty is 1 + your Charisma modifier. Flash Grenade * Inventor Attack 1 They might be hard to make, but your patented Flash Grenades always create a bang at parties. Encounter* Tech, Implement, Thunder Standard Action * Area burst 1 within 10 squares Target: Each creature in burst Attack: Intelligence vs. Relfex Hit: 1d6+Intelligence modifier thunder damage and target is dazed until the end of your next turn. Bombadier: You also push the target a number of squares equal to your Dexterity modifier. Electical Pulse Generator * Inventor Attack 1 Generating a small burst of electricity around your body, you push your enemies away from you. Sure, it takes a while to recharge, and it leaves your hair all frizzled, but that is what your Genetically Altered Conditioner is for. Encounter* Tech, Implement, Lightning Standard Action * Close burst 3 Target: One creature Attack: Intelligence vs. Fortitude Hit: 1d10+Intelligence modifier Lightning damage, and you push the target a number of squares equal to your Charisma modifier. Bombadier: You can use your Dexterity modifier in place of Charisma. Daily 1 Flame Thrower Attachment * Inventor Attack 1 Your death-ray has a nice Flame-Thrower Attachment. Unfortunately, the fuel tank is small and hard to get to. But it burniantes the countryside, so you'll forgive it. Daily * Tech, Implement, Death-Ray Standard Action * Close blast 3 Target: Each creature in blast Attack: Intelligence vs. Relfex Hit: 2d8+Intelligence modifier fire damage, and ongoing 5 fire damage(save ends). Miss: 2d8+ Intelligence modifier fire damage. Attack Bot 3 * Inventor Attack 1 You flip the switch to your Attack Bot 3, complete with Jet Pack! Don't ask what happened to the first two models... Daily * Tech, Implement, Summoning Minor Action * Close burst 1 Effect: You activate a Medium sized contruct inan unoccupied square within range. The construct has speed 6 and fly 6(hover). You can give the construct the following special commands. Standard Action: Melee 1; target one creature; Intelligence +2 Vs AC; 1d10 + Intelligence modifier damage. Opportunity Attack: Melee 1; target one creature; Intelligence Vs Reflex; 1d8+ Intelligence modifier damage. Time Dialation Module * Inventor Attack 1 When people ask how it works, you just flip the switch and run away quickly. Daily * Tech, Implement Standard Action * Close Burst 10 Target: Each enemy in burst Attack: Intelligence vs. Will Hit: Target is slowed(save ends). Miss: Target is slowed until the end of your next turn. Sticky Bomb * Inventor Attack 1 You toss a sticky bomb at an enemy. It explodes on impact, but little does your enemy know it's rigged to blow a second time if they try to move. Daily * Tech, Implement Standard Action * Ranged 10 Target: One creature Attack: Intelligence vs. Relfex Hit: 1d10+Intelligence modifier damage. Effect: The target grants combat advantage until it moves or until the end of the encounter. When the target first moves before the end of the encounter, each enemy within 5 squares of the target is knocked prone. Bombadier: Each enemy hit with the second blast gets dealt damage equal to your Dexterity modifier. |
| #3pontelonMar 23, 2009 22:45:50 | Reserved for Powers/Paragon Paths. |
| #4pontelonMar 23, 2009 22:46:59 | One more just in case. |
| #5ekioMar 24, 2009 8:35:49 | One gripe: the inventor gets cloth, leather, and chain, but not hide? :P Other than that, I like this a lot. I have a thing for techie D&D classes. |
| #6pontelonMar 24, 2009 13:20:57 | That is actually a typo. They are supposed to get Hide. A friend of mine and I had a debate about if they should get chain or not. We decided that shrapnel-proof armor would be ideal for a mad-scientist. |