インヴェンター Inventor
アンコモン
出典 Guns & Gears 15ページ
PFS注記 すべてのパスファインダー協会エージェントは、インヴェンター・クラスへの使用権を持つ。
PFS注記 すべてのパスファインダー協会エージェントは、インヴェンター・クラスへの使用権を持つ。
機械いじりをする人なら誰でも図に従って装置を作ることができるが、君は不可能を発明するのだ! 君が夢見る奇妙な装置は、可能性の限界を押し上げる独自の実験であり、君だけのために働いているように見える不思議な機械である。君は常に次の偉大な限界突破の目前におり、すべての試行錯誤は試験と調整のための別の機会なのだ。夢を見ることができれば、君はそれを作ることができる。
重要能力値:【知力】 Key Ability
1レベルの時点で、クラスは君に【知力】の能力値増強を与える。
ヒット・ポイント:8+【耐久力】修正値 Hit Points
1レベルの時点と以降の各レベルにおいて、君はHPの最大値をこの値だけ増加させる。
インヴェンターのロールプレイ Roleplaying the Inventor
戦闘遭遇では…… During combat encounters……
君は可能な限り自分の発明を頼りにし、さまざまな条件下でその機能を評価する。君は戦いに勝つだけの陳腐なものを達成しようとはしない。君の作品の改善に使用できる貴重なデータを収集しようとしている。
社会遭遇では…… During social encounters……
君はさまざまな学術的な話題を議論するとき、特に工作や発明に関連する主題について話すときに、役立つ内容を提供する。より高価な実験や型破りな実験に資金を提供するために、君は後援者を得る機会を探すこともしばしばだ。結局のところ、発明品を組み立てるのに必要な材料は、それだけでは元が取れないのだ!
探索では…… While exploring……
君は探索した環境の設計と構築を熱心に研究し、巧妙な罠、巧妙な機構、または後から見つけた特に鋭い構造を書き綴る。
余暇では…… In downtime……
君は新しいデザインを思考実験し、慎重な工作と細部への細心の注意を払って実現する。また、以前の発明を修正して、現場で収集したデータを調整することもできる。君は地元の鍛冶屋や機械いじりの職人として、自分の技術が必要とされる場所で働くかもしれないし、町の外れに工房を構えて、自分の実験の音や音があまり注目されない場所で働くかもしれない。
君はおそらく…… You might……
- 今まで見たことのない新しいものづくりを楽しむ。
- 仮説が正しいかどうかを検証して、理論に賭けてみることを厭わない。そうでない場合は、後で再試行するために結果を記録する。
- 油や汚れが飛び散った服を着たり、簡単な質問をされたときに興奮して専門的な話をしたりする。
ひょっとしたら他人は…… Others probably……
- 君の発明と、それがもたらす様々な信じられない驚きに驚嘆する。
- 君の仕事は理解を超えており、君は天才だと信じる。
- 君の発明が裏目に出たり、爆発したりするのではないかと心配する。
開始時の習熟 Initial Proficiencies
1レベルの時点で、君は以下のデータに示す習熟ランクを得る。別の手段でよりよい習熟ランクを得ていないなら、記載されていないすべてのものは未修得である。
知覚 Perception
- 修得:知覚
セーヴィング・スロー Saving Throws
- 熟練:頑健
- 修得:反応
- 熟練:意志
技能 Skills
- 修得:〈製作〉、および3+【知力】修正値に等しい数の技能を追加
攻撃 Attacks
- 修得:単純武器
- 修得:軍用武器
- 修得:素手攻撃
防御 Defenses
- 修得:軽装鎧、中装鎧、および鎧なし防御
クラスDC Class DC
- 修得:インヴェンターのクラスDC
クラス特徴 Class Features
レベル | クラス特徴 |
---|---|
1 | 種族と来歴、開始時の習熟、過負荷、新機軸、炸裂、比類なき発明家、盾防御、インヴェンター特技 |
2 | インヴェンター特技、技能特技 |
3 | 過負荷熟練、一般特技、再構築、技能増加 |
4 | インヴェンター特技、技能特技 |
5 | 能力値増強、種族特技、インヴェンター武器熟練、技能増加 |
6 | インヴェンター特技、技能特技 |
7 | 画期的な新機軸、一般特技、神速の反応、過負荷の達人、技能増加、武器開眼 |
8 | インヴェンター特技、技能特技 |
9 | 種族特技、発明の熟練、攻撃力増幅、技能増加 |
10 | 能力値増強、インヴェンター特技、技能特技 |
11 | 一般特技、中装鎧熟練、決意、技能増加 |
12 | インヴェンター特技、技能特技 |
13 | 鋭敏感覚、種族特技、再構築の完成、インヴェンター武器の達人、技能増加 |
14 | インヴェンター特技、技能特技 |
15 | 能力値増強、一般特技、上級武器開眼、伝説の過負荷、革新的な新機軸、技能増加 |
16 | インヴェンター特技、技能特技 |
17 | 種族特技、発明の達人、不撓不屈、技能増加 |
18 | インヴェンター特技、技能特技 |
19 | 一般特技、無限の発明、中装鎧の達人、技能増加 |
20 | 能力値増強、インヴェンター特技、技能特技 |
君はインヴェンターとして以下のクラス特徴を得る。より高いレベルで得られる能力は、その能力名の横に、得られるレベルが記載されている。
種族と来歴 Ancestry and Background
1レベルの時点でクラスから得られる能力に加えて、君は選択した種族と来歴の利益を持つ。
開始時の習熟 Initial Proficiencies
1レベルの時点で、君は基本的な修得を表す多くの習熟を得る。これらの習熟はこのクラスのはじめの部分に記載されている。
過負荷 Overdrive
筋肉刺激装置から脳震盪を起こすピストンまで、君の体内には自分で発明した小さな装置が山ほどある。必要に応じて、君は戦闘で自分を支援するために、それらに強い負荷をかけることができる。
“過負荷” [one-action] Overdrive
インヴェンター 操作
出典 Guns & Gears 16ページ
頻度 ラウンド1回
頻度 ラウンド1回
君は一時的に体内の機械仕掛けに強い負荷をかけて攻撃力を高めようとする。君のレベルの標準DCに対する〈製作〉判定を試みる。
大成功 君の機械仕掛けは最適負荷と呼ばれる驚異的な効率をもたらし、攻撃に大きな力を加える。1分の間、君の“打撃”は君の【知力】修正値に等しい追加ダメージを与える。過負荷が終了すると、機械仕掛けが冷却または初期化されるまで、君は1分間“過負荷”を使用できなくなる。
成功 君の機械仕掛けはが過負荷になり、その攻撃力が増す。大成功と同様だが、追加ダメージは【知力】修正値の半分に等しい。
失敗 君は計算ミスをしてしまい、何も起こらない。
大失敗 おっと! 何かが爆発する。君は自分のレベルに等しい[火炎]ダメージを受ける。機械仕掛けが冷却または初期化されるまで、君は1分間“過負荷”を使用できなくなる。
大成功 君の機械仕掛けは最適負荷と呼ばれる驚異的な効率をもたらし、攻撃に大きな力を加える。1分の間、君の“打撃”は君の【知力】修正値に等しい追加ダメージを与える。過負荷が終了すると、機械仕掛けが冷却または初期化されるまで、君は1分間“過負荷”を使用できなくなる。
成功 君の機械仕掛けはが過負荷になり、その攻撃力が増す。大成功と同様だが、追加ダメージは【知力】修正値の半分に等しい。
失敗 君は計算ミスをしてしまい、何も起こらない。
大失敗 おっと! 何かが爆発する。君は自分のレベルに等しい[火炎]ダメージを受ける。機械仕掛けが冷却または初期化されるまで、君は1分間“過負荷”を使用できなくなる。
特殊 君は“過負荷”の効果を受けている間でも“過負荷”アクションを使用できる。この方法で“過負荷”の持続時間を延長することはできないが、成功した場合は“過負荷”を最適負荷に変換できる。失敗しても現在の“過負荷”には影響はないが、大失敗の場合は“過負荷”は終了する。
新機軸 Innovation
君はすでに発明品を生み出しているが、君の卓越した技術を象徴するものがある。それは洗練されたもので、世界を変えるかもしれないと君が期待しているものだ。新機軸から1つを選択する。君の新機軸のレベルは君のレベルに等しい。君の新機軸が破壊されると、君は余暇を1日費やし、君のレベルのhigh DC(訳注:おそらく困難DCの誤記)に対する〈製作〉判定を試みる。成功すれば、新機軸を再度作成できる。新機軸は君の定常的なメンテナンスと改良のもとでのみ機能するため、市価を持たない。
新機軸の一覧は新機軸に記載されている。
炸裂 Explode
君の新機軸は君自身のエンジニアリングによってかろうじて維持されている創造物であり、常に完全に崩壊する寸前だ。これは危険を高めるが、特別な不安定アクションを使用することで、設計仕様をはるかに超える性能を実現できるように誘導できることを意味する。
インヴェンターはその経歴を通じてさまざまな不安定アクションを身につけることができる。しかし少なくとも、君は自分の新機軸を“炸裂”させる方法を知っている。
“炸裂” [two-actions] Explode
火炎 インヴェンター 操作 不安定
出典 Guns & Gears 19ページ
君は新機軸を意図的に通常の安全限界を超えさせて爆発させ、新機軸を損なうことなく近くのクリーチャーにダメージを与える――うまくいけば。君の周囲5フィート放射(新機軸を着用あるいは保持している場合)または君の新機軸の周囲5フィート放射(新機軸が手下の場合)内にいるすべてのクリーチャーに、この炸裂は基本反応セーヴを伴う2d6の[火炎]ダメージを与える。
3レベルの時点と以降1レベル毎に、この炸裂のダメージは1d6ずつ増加する。
君が画期的な新機軸クラス特徴を持つ場合、君が“炸裂”を使用するときに、範囲を5フィート放射または10フィート放射のいずれかから選択できる。君が革新的な新機軸クラス特徴を持つ場合、5フィートの放射、10フィートの放射、15フィートの放射からいずれか1つを選択できる。
比類なき発明家 Peerless Inventor
君は常に発明をしていて、製作技術は申し分ない。君は前提条件を満たしていなくても、《発明家》の技能特技を得る。
《盾防御》 Shield Block
君は《盾防御》一般特技を得る。これは盾を用いて自分が受けるダメージを減少させるリアクションである。
インヴェンター特技 Inventor Feats
1レベルの時点と以降偶数レベル毎に、君はインヴェンター・クラス特技を1つ得る。クラス特徴とクラス特技の中には君が自分の体内に保持している様々な機械仕掛けを使用している。簡単のためにこれらは抽象的なままにしているが、何らかの理由で装備を奪われた場合、GMの判断によってはクラス特技やクラス特徴の使用権を失う可能性がある。
技能特技 2レベル Skill Feats
2レベルの時点と以降2レベル毎に、君は技能特技を得る。技能特技を選択するためには、君は対応する技能の修得か、それ以上でなければならない。
過負荷熟練 3レベル Expert Overdrive
君の製作技術工作は向上し、装置をより強力な過負荷に陥らせることができる。君は〈製作〉の熟練になり、“過負荷”の使用に成功したときの追加ダメージを1だけ増加させる。
一般特技 3レベル General Feats
3レベルの時点と以降4レベル毎に、君は一般特技を1つ得る。
再構築 3レベル Reconfigure
君はすべての工芸品の専門家になり、常に発明品を調整している。君の新機軸の修正を変更するには、1日の余暇を使ってそれを調整することで、自分のレベルの高いDC(訳注:おそらく困難DC)に対して〈製作〉判定を試みる。成功すると、君は新機軸のために選択した修正1つを、同じ種類(初期の新機軸、画期的な新機軸、革新的な新機軸のいずれか)の別の修正1つに変更できる。
君が再築特技を持つ場合、この判定に成功すると、再築特技を別の再築特技に再訓練できる。新しい特技は再訓練における通常の制限に従う。
技能増加 3レベル Skill Increases
3レベルの時点と以降2レベル毎に、君は技能増加を1つ得る。君は技能増加を使用することで、未修得の技能1つを修得にするか、修得の技能1つを熟練に向上させるかすることができる。
7レベルの時点で、君は技能増加を使用して熟練の技能1つの習熟ランクを達人に向上させることができるようになる。15レベルの時点で、君は達人の技能1つの習熟ランクを伝説に向上させることができるようになる。
能力値増強 5レベル Ability Boosts
5レベルの時点と以降5レベル毎に、君は4つの異なる能力値を増強できる。これらの能力値増強を使用して、君は能力値を18より高い値に増加しても良い。このとき、その能力値が18以上の場合は1、18未満の場合は2だけ能力値が増加する。
種族特技 5レベル Ancestry Feats
開始時の種族特技に加えて、5レベルの時点と以降4レベル毎に、君は種族特技を1つ得る。
インヴェンター武器熟練 5レベル Inventor Weapon Expertise
君は武器をより効果的に使用するための技を開発した。君の単純武器、軍用武器、素手攻撃の習熟度ランクは熟練へと向上する。君が武器の新機軸を持つなら、君は新機軸を用いてクリティカル開眼効果への使用権を得る。
画期的な新機軸 7レベル Breakthrough Innovation
君は研究分野で限界突破を起こし、新機軸を強化する強力な新しい方法を発見した。新機軸に適用する、自分の新機軸の種別に対応した画期的な新機軸を1つ選択する。望むなら、君は同じ新機軸の種別の初期の修正を選択しても良い。
神速の反応 7レベル Lightning Reflexes
君の反応は電光のように素早い。君の反応セーヴの習熟ランクは熟練となる。
過負荷の達人 7レベル Master Overdrive
武器開眼 7レベル Weapon Specialization
君は最良の方法を知る武器でより多くの傷を与える方法を身に着けた。熟練の習熟ランクを持つ武器と素手攻撃において、君が武器開眼から得る追加ダメージは4に増加する。このダメージは達人であれば6に、伝説であれば8に増加する。
発明の熟練 9レベル Inventive Expertise
新機軸と実験を通じて、君の発明はより効果的で信頼性の高いものになった。インヴェンター・クラスDCの習熟度ランクは熟練へと向上する。
攻撃力増幅 9レベル Offensive Boost
君は攻撃力を改良するために、自分の新機軸に手を加えた。その改良により、君の新機軸による“打撃”は1d6の追加ダメージを与えるようになる。追加ダメージのダメージ種別は君が選択した増強によって決まる。君の新機軸が鎧の場合、この増強は君の近接素手攻撃による“打撃”と、日毎の準備のたびに選択する武器1つによる近接“打撃”に適用される。君の新機軸が人造の場合、この増強は君の人造の相棒の“打撃”に適用される。君の新機軸が武器の場合、この増強は君の新機軸による君の“打撃”に適用される。君は余暇を使用して、再築を切り替える場合と同様の方法で増強を別のものに変更できる。以下の増強から1つを選択すること。括弧内はダメージ種別である。
- 寒気([氷雪]):君の新機軸は急速に熱を吸収し、強烈な寒気を生み出す。
- 発火([火炎]):君の新機軸は燃え盛る炎を放つ。
- 衝撃([雷撃]):君の新機軸は電荷で敵に衝撃を与える。
- 弾み([殴打]):君の新機軸は勢いを増して敵にぶつかる。
- 鋸([斬撃]):君の新機軸は攻撃中に回転する鋸刃をあらわにする。
- 棘([刺突]):君の新機軸は攻撃中に忌々しい棘をあらわにする。
- 硫酸([強酸]):君の新機軸は苛性酸を放つ。
中装鎧熟練 11レベル Medium Armor Expertise
君は攻撃から身を守る優れた方法を身につけた。 君の軽装鎧、中装鎧、鎧なし防御の習熟ランクは熟練へと向上する。
君が中装鎧もしくは重装鎧の新機軸を持つなら、君はその鎧の新機軸のクリティカル開眼効果への使用権を得る。
決意 11レベル Resolve
君は決意を持って自分の心を鍛えた。君の意志セーヴの習熟ランクは達人へと向上する。君が意志セーヴで成功したなら、代わりに大成功を得る。
鋭敏感覚 13レベル Alertness
君は周囲の脅威を警戒し続ける。君の知覚の習熟ランクは熟練へと向上する。
再構築の完成 13レベル Complete Reconfiguration
工作や手直しにおいて、新機軸の機能を調整するために修正を変更するのが非常に上手になった。余暇を使って新機軸を再構成し、〈製作〉判定に成功すると、1つではなく、任意の数の修正を交換したり、攻撃的な増強を入れ替えたり、任意の数の再築特技を再訓練したりすることができる。依然として、君は修正を同じ種類の修正(初期の新機軸、画期的な新機軸、革新的な新機軸のいずれか)にのみ変更できる。
インヴェンター武器の達人 13レベル Inventor Weapon Mastery
君は自分の扱う武器を完全に理解した。君の単純武器と軍用武器、素手攻撃に対する習熟度ランクは達人へと向上する。
上級武器開眼 15レベル Greater Weapon Specialization
熟練の習熟ランクを持つ武器と素手攻撃において、君が武器開眼から得る追加ダメージは4に増加する。このダメージは達人であれば6に、伝説であれば8に増加する。
伝説の過負荷 15レベル Legendary Overdrive
革新的な新機軸 15レベル Revolutionary Innovation
君は並ぶもののない天才であり、君の選んだ分野に革命をもたらす技術を発見した――少なくとも当面は、君の発明である! 君の新機軸に適用する革新的な変更を1つ選択する。君が望むなら、同じ種別の初期の修正、あるいは画期的な修正を選択してもよい。
発明の達人 17レベル Inventive Mastery
君の発明は信じられないほど効果的だ。君のインヴェンター・クラスDCへの習熟度ランクは達人へと向上する。
不撓不屈 17レベル Juggernaut
君の身体は身体的な困難に慣れており、病気に強い。君の頑健セーヴの習熟ランクは達人へと向上する。君が頑健セーヴに成功したなら、代わりに大成功を得る。
無限の発明 19レベル Infinite Invention
君の新機軸の調整能力はありえない段階に到達し、君はこの技術を用いて空き時間に大幅な調整を行える。日毎の準備の間に、新機軸が破壊されたり破損状態であったりした場合は自動的に修理される。君は日毎の準備の間に、新機軸を別の新機軸(鎧、人造、武器、または君が使用権を持つ他の種別)に変更したり、修正や攻撃増強を変更したりすることができる。
君が前提条件に以前の新機軸が含まれルト釘を持つ場合、通常通り、君は再訓練するまでその特技を使用できない。ただし、このような特技を、新しい新機軸を前提条件とする特技に再訓練する際、君は1週間ではなくわずか1日の余暇を必要とする。
中装鎧の達人 19レベル Medium Armor Mastery
君の軽装鎧と中装鎧の技術は強化され、攻撃を防ぐ能力を高めた。君の軽装鎧、中装鎧、鎧無し防御の習熟ランクは達人へと向上する。
新機軸 Innovations
鎧の新機軸 Armor Innovation
出典 Guns & Gears 16ページ
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).
表2-2:鎧の新機軸のデータ Table 2-2: Innovation Armor Statistics
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).
表2-2:鎧の新機軸のデータ Table 2-2: Innovation Armor Statistics
中装鎧 | ACボーナス | 【敏】上限 | 判定ペナルティ | 移動速度ペナルティ | 【筋力】 | バルク | 鎧種 | 鎧特性 |
---|---|---|---|---|---|---|---|---|
Power suit | +4 | +1 | -2 | -5フィート | 16 | 2 | 複合種 | ― |
Subterfuge suit | +1 | +4 | -1 | ― | 10 | 1 | 複合種 | ― |
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.
- Harmonic Oscillator/Harmonic Oscillator: You designed your armor to inaudibly thrum at just the right frequency to create interference against force and sound waves. You gain resistance equal to 3 + half your level to force and sonic damage. When under the effects of Overdrive, the resistance increases by 2.
- Metallic Reactance/Metallic Reactance: The metals in your armor are carefully alloyed to ground electricity and protect from acidic chemical reactions. You gain resistance equal to 3 + half your level to acid and electricity damage. When under the effects of Overdrive, the resistance increases by 2.
- Muscular Exoskeleton (Power Suit Only)/Muscular Exoskeleton: Your armor supports your muscles with a carefully crafted exoskeleton. When you send your armor into overdrive, the exoskeleton supplements your feats of athletics as well. When under the effects of Overdrive, you gain a +1 circumstance bonus to Athletics checks; if you're a master in Crafting, this increases to a +2 circumstance bonus.
- Otherworldly Protection/Otherworldly Protection: Just because you use science doesn't mean you can't build your armor with carefully chosen materials and gizmos designed to protect against otherworldly attacks. You gain resistance equal to 3 + half your level to negative damage, or to positive damage if you have negative healing (such as if you're a dhampir). You gain the same amount of resistance to any types of alignment damage—good, evil, chaotic, lawful—that can damage you (note that creatures don't take a given type of alignment damage unless they are of the opposing alignment; for instance, you can take evil damage only if you are good in alignment).
- Phlogistonic Regulator/Phlogistonic Regulator: A layer of insulation within your armor protects you from rapid temperature fluctuations. You gain resistance equal to half your level to cold and fire damage. When under the effects of Overdrive, the resistance increases by 2.
- Speed Boosters/Speed Boosters: You have boosters in your armor that increase your Speed. You gain a +5-foot status bonus to your Speed, which increases to a +10-foot status bonus when under the effects of Overdrive.
- Subtle Dampeners (Subterfuge Suit Only)/Subtle Dampeners: You've designed your armor to help you blend in and dampen noise slightly. When you send your armor into overdrive, the dampeners increase their effect, improving your Stealth. When under the effects of Overdrive, you gain a +1 circumstance bonus to Stealth checks. If you're a master in Crafting, this increases to a +2 circumstance bonus.
Breakthrough Modifications 7レベル Breakthrough Modifications
- Antimagic Plating/Antimagic Plating: Whether you used some clever adaptation of the magic-negating skymetal known as noqual or created magical protections of your own design, you've strengthened your armor against magic. While wearing the armor, you gain a +1 circumstance bonus to all saving throws against spells and to AC against spells. Against spells that target the armor directly (like heat metal), you instead gain a +4 circumstance bonus to all saving throws and to AC.
- Camouflage Pigmentation (Subterfuge Suit Only)/Camouflage Pigmentation: You've modified your armor's exterior to let you blend into your surroundings with ease, as long as you stay still. While wearing your armor, you can Hide even without cover or concealment, as the pigmentation shifts to match your surroundings.
- Dense Plating/Dense Plating: You have encased your armor in robust plating. While wearing your armor, you gain resistance to slashing damage equal to half your level.
- Enhanced Resistance/Enhanced Resistance: You've improved upon your initial modification's ability to resist damage. The resistance from your initial armor modification adds your full level, instead of half your level (for instance, phlogistonic regulator's resistance would increase to your level). If you have more than one initial modification that gives resistance, choose which one this applies to.
- Heavy Construction (Power Suit Only)/Heavy Construction: You've expanded your innovation into a heavy bulwark, and your groundbreaking design ensures you don't take any of the drawbacks for such heavy defenses. Your innovation becomes heavy armor, and your proficiency in your innovation armor (but no other heavy armor) advances to be equal to your proficiency in medium armor. If your Strength score is at least 16, you remove the Speed penalty entirely instead of reducing it to –5 feet. The armor's adjusted statistics are: AC Bonus +5; Dex Cap +1; Check Penalty –2; Speed Penalty –10 feet; Strength 16; Bulk 3; Group composite; Armor Traits bulwark.
- Hyper Boosters/Hyper Boosters: You've improved your speed boosters' power through a breakthrough that significantly increases the energy flow without risking exploding. You gain a +10-foot status bonus to your Speed, which increases to a +20-foot status bonus when you're in Overdrive. If you're legendary in Crafting, it instead increases to a +30-foot status bonus when you're in Overdrive. You must have the speed boosters modification to select this modification.
- Layered Mesh/Layered Mesh: You've woven an incredibly powerful network of interlocking mesh around your armor, which catches piercing attacks and diffuses them. While wearing your armor, you gain resistance to piercing damage equal to half your level.
- Tensile Absorption/Tensile Absorption: You've enhanced the tensile capabilities of your armor, enabling it to bend with bludgeoning attacks. While wearing your armor, you gain resistance to bludgeoning damage equal to half your level.
Revolutionary Modifications 15レベル Revolutionary Modifications
- Automated Impediments/Automated Impediments: Your armor uses electromagnetic fields, subharmonic distortions, or other techniques to make it difficult for those close to you to move unless you allow it. While wearing your armor, all spaces adjacent to you are difficult terrain for your enemies.
- Energy Barrier/: Your armor's defenses ablate any kind of energy coming your way. While wearing your armor, you gain resistance to all energy damage (acid, cold, electricity, fire, force, negative, positive, and sonic damage) equal to 2 + half your level. You must have the harmonic oscillator, metallic reactance, or phlogistonic regulator modification to select this modification.
- Incredible Resistance/Incredible Resistance: You've improved upon your breakthrough modification's ability to resist damage. Choose one of the following breakthrough modifications your innovation has: dense plating, layered mesh, or tensile absorption. Increase the resistance you gain from that modification to be equal to your level, instead of half your level.
- Multisensory Mask (Subterfuge Suit Only)/Multisensory Mask: You've built a multisensory mask over your armor that protects you by distorting your figure from all senses, leaving behind only a hazy image, muffled sounds, and so forth. While wearing the armor, you gain concealment against all creatures, even if they are using a nonvisual precise sense, such as a bat's echolocation. As normal for effects that leave your location obvious, you can't use this concealment to Hide or Sneak. If you use a hostile action, the concealment ends until you restore the mask as a single action, which has the manipulate trait.
- Perfect Fortification (Power Suit Only)/Perfect Fortification: You've outfitted your armor with such heavy fortifications that deadly attacks often lose their edge. Each time you're critically hit while wearing the armor, attempt a DC 13 flat check. On a success, it becomes a normal hit. This isn't cumulative with fortification runes or other abilities that reduce critical hits with a flat check. Additionally, you gain resistance 2 + half your level against precision damage.
- Physical Protections/Physical Protections: Your armor has so many adjustments and precautions that it can guard against all physical damage. While wearing your armor, you gain resistance to all physical damage (bludgeoning, piercing, and slashing damage, as well as persistent bleed damage) equal to half your level. You must have the dense plating, layered mesh, or tensile absorption breakthrough modification to select this modification.
- Rune Capacity/Rune Capacity: Whether you've done some dabbling in orichalcum alloys or found another engineering solution, you've built your innovation in such a way that it can hold an additional property rune. Your innovation can have one more property rune than a normal item of its kind (to a maximum of four property runes with a +3 potency armor).
人造の新機軸 Construct Innovation
出典 Guns & Gears 17ページ
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.
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.
- Accelerated Mobility/Accelerated Mobility: Actuated legs, efficient gears in the wheels or treads, or add-on boosters make your construct faster. Your innovation's Speed increases to 40 feet.
- Amphibious Construction/Amphibious Construction: Increased buoyancy, rudders, and a means of propulsion like a fluked tail or powerful propeller make your construct able to travel in water. Your innovation gains a swim Speed of 25 feet.
- Increased Size/Increased Size: You built your construct innovation bigger than most. Your construct is Large. If you have this modification and your construct innovation becomes an advanced construct companion or otherwise gains the ability to become Large, you can immediately change increased size to a different initial construct modification.
- Manual Dexterity/Manual Dexterity: Your construct innovation has articulated hands or similar appendages with significant manual dexterity. It can perform manipulate actions with up to two of its limbs. As normal for a companion, it still can't wield weapons or held items that don't have the companion trait, and it can't activate items.
- Projectile Launcher/Projectile Launcher: Your construct has a mounted dart launcher, embedded cannon, or similar armament. Your innovation gains a ranged unarmed attack that deals 1d4 bludgeoning or piercing damage (you choose when you pick this modification). The attack has the propulsive trait and a range increment of 30 feet.
- Sensory Array/Sensory Array: Additional sensory devices give your innovation low-light vision and darkvision, as well as imprecise tremorsense out to a range of 30 feet.
- Wonder Gears/Wonder Gears: You map specialized skills into your construct's crude intelligence. Your innovation becomes trained in Intimidation, Stealth, and Survival.
Breakthrough Modifications 7レベル Breakthrough Modifications
- Advanced Weaponry/Advanced Weaponry: You've powered up your construct's weaponry. Choose one of your construct's unarmed attacks to gain your choice of one initial weapon modification, chosen any initial weapon modifications to which you have access. The unarmed attack must meet any requirements for the chosen traits (such as being a melee attack for entangling form), and since it's an unarmed attack, it can never meet certain requirements, such as being a simple weapon for complex simplicity.
- Antimagic Construction/Antimagic Construction: Whether you used some clever adaptation of the magic-negating skymetal known as noqual or created magical protections entirely of your own devising, you've made your innovation highly resilient to spells. Your construct innovation gains a +2 circumstance bonus to all saving throws and AC against spells.
- Climbing Limbs/Climbing Limbs: With appendages that can claw or create suction, your construct becomes a capable climber. Your innovation gains a climb Speed equal to half its land Speed.
- Durable Construction/Durable Construction: Your innovation is solidly built; it can take significant punishment before being destroyed. Increase its maximum HP by your level.
- Marvelous Gears/Marvelous Gears: Your innovation gains expert proficiency in Intimidation, Stealth, and Survival. For any of these skills in which it was already an expert (because of being an advanced construct companion, for example), it gains master proficiency instead. If you have the revolutionary innovation class feature, these proficiencies improve to master, or legendary if your construct innovation was already an expert. You must have the wonder gears modification to select this modification.
- Turret Configuration/Turret Configuration: Your innovation can transform from a mobile construct to a stationary turret. Your construct companion can transform as a single action, which has the manipulate trait, turning into a turret in its space (or transforming back from a turret into its normal configuration). While it's a turret, your innovation is immobilized, but the damage die from its projectile launcher increases to 1d6 and the range increment increases to 60 feet. You must have the projectile launcher modification to select this modification.
Revolutionary Modifications 15レベル Revolutionary Modifications
- Flight Chassis/Flight Chassis: You fit your construct with a means of flight, such as adding rotors or rebuilding it with wings and a lightweight construction. Your innovation gains a fly Speed of 25 feet.
- Miracle Gears/Miracle Gears: As you perfect your innovation's cortex, it becomes much more intelligent. Its Intelligence modifier increases by 2, and it learns a language of your choice from among the languages you know. Your construct gains the ability to use actions that require greater Intelligence, like Coerce and Decipher Writing. Finally, your construct becomes legendary in two Intelligence- or Charisma-based skills of your choice. You must have the marvelous gears modification to select this modification.
- Resistant Coating/Resistant Coating: Your innovation is hard to damage by any means. It gains resistance 5 to all damage (except adamantine).
- Runic Keystone/Runic Keystone: You've incorporated a device similar to a runestone into your innovation, allowing it to hold a property rune, even though it isn't a weapon or suit of armor. An armor property rune affects your innovation itself if it would affect the wearer of the armor. A weapon property rune grants whatever properties it would normally grant to a weapon to your innovation's unarmed attacks, following all the requirements as normal (for instance, a vorpal rune would only apply to slashing melee unarmed attacks); if the rune affects only ranged attacks, it has no effect unless your innovation has a built-in ranged attack (from the projectile launcher initial modification, for example). If the rune would affect the physical shape or appearance of the weapon or armor itself, like glamered, the rune has no effect when etched into your construct.
- Wall Configuration/Wall Configuration: Your innovation can transform from a mobile construct to a stationary battlefield emplacement. It can unfold as a 2-action activity that has the manipulate trait, changing from its usual form into a thin, straight wall of metal and gears up to 10 feet tall and 30 feet long. The wall must extend through your innovation's original space. While your construct is a wall, it can't take any actions except to use the same activity to transform back, and it can't defend itself easily, making it flat-footed and giving it an additional –2 status penalty to its AC. The wall blocks line of sight and effect unless your innovation has half its maximum HP or fewer, at which point holes in the wall allow creatures to see through and attack with cover, and Tiny creatures to slip through.
武器の新機軸 Weapon Innovation
出典 Guns & Gears 17ページ
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.
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.
- Blunt Shot (Ranged Only)/Blunt Shot: Your weapon innovation can file the edges off your ammunition and adjust the blunt force of the shot to deliver a bludgeoning attack when necessary, as well as to avoid striking a lethal blow with an otherwise deadly shot. Your innovation gains the nonlethal and versatile B traits. You can choose whether to apply the nonlethal trait on each attack with your innovation.
- Complex Simplicity (Simple Weapon Only)/Complex Simplicity: Increase your innovation's weapon damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12). In addition, it gains one of the following traits of your choice: versatile B, versatile P, or versatile S.
- Dynamic Weighting (One-handed Melee Weapon Only; Can't Have the Agile, Attached, or Free-hand Trait)/Dynamic Weighting: Your weapon's modified weight distribution can increase power in exchange for taking more hands to wield. Your innovation gains the two-hand trait, with a damage die one size higher than the weapon's normal weapon damage die size (for instance, a longsword would gain the two-hand d10 trait). Your innovation also gains the versatile B trait.
- Entangling Form (Melee Only)/Entangling Form: You've altered your weapon to including tangling wires or straps, or to have a flexible construction. Your innovation gains the grapple and trip traits.
- Hampering Spikes (Melee Only)/Hampering Spikes: You've added long, snagging spikes to your weapon, which you can use to impede your foes' movement. Your innovation gains the hampering and versatile P traits.
- Hefty Composition (Melee Only)/Hefty Composition: Blunt surfaces and sturdy construction make your weapon hefty and mace-like. Your innovation gains the shove and versatile B traits.
- Modular Head/Modular Head: You've constructed a multi-purpose, adjustable striking surface for your weapon, or you've made special ammunition you can swiftly alter. Your innovation gains the modular trait for bludgeoning, piercing, and slashing. When you Interact to use the modular trait, you can also choose to give the weapon the nonlethal trait if it doesn't currently have it, or to remove that trait if it's currently nonlethal.
- Pacification Tools (Melee Only)/Pacification Tools: Softer materials make your weapon suited to knock out instead of kill, and special protrusions let you catch weapons and disarm your foes. Your innovation gains the disarm and nonlethal traits. You can choose whether to apply the nonlethal trait on each attack with your innovation.
- Razor Prongs (Melee Only)/Razor Prongs: You can knock down and slash your foes with sharp, curved blades added to your weapon. Your innovation gains the trip and versatile S traits.
- Segmented Frame/Segmented Frame: Hinges, clamps, and telescoping parts make your innovation collapsible and adjustable. It gains the modular trait for bludgeoning, piercing, and slashing. You can Interact to collapse the item down to light Bulk or to return it to your normal form. When it's collapsed to light Bulk, it has the concealable trait, which grants you a +2 circumstance bonus to Stealth checks and DCs to hide or conceal the weapon.
Breakthrough Modifications 7レベル Breakthrough Modifications
- Advanced Rangefinder (Ranged Only)/Advanced Rangefinder: A carefully tuned scope or targeting device makes your weapon especially good at hitting weak points. Your innovation gains the backstabber trait and increases its range increment by 10 feet.
- Aerodynamic Construction (Melee Only)/Aerodynamic Construction: You carefully engineer the shape of your weapon to maintain its momentum in attacks against successive targets. Your innovation gains the sweep trait and the versatile S trait.
- Inconspicuous Appearance (Melee Only)/Inconspicuous Appearance: Your innovation is built for easy concealment and surprise attacks. It gains the backstabber and versatile P traits. If the weapon has light Bulk, it also gains the concealable trait.
- Integrated Gauntlet (One-Handed Weapon Only; Can't Have the Two-Hand Trait)/Integrated Gauntlet: Combining your weapon with a gauntlet, you make it so you can quickly switch between attacking with your weapon and tinkering using your hands. Your innovation gains the free-hand trait.
- Manifold Alloy/Manifold Alloy: You've devised several alloys that contain useful properties of various metals, and you replace a number of parts of your weapon or its ammunition with pieces from these alloys. Your weapon innovation is cold iron and silver. This means you deal more damage to a variety of supernatural creatures, such as demons, devils, and fey.
- Rope Shot (Ranged Only)/Rope Shot: Your weapon can shoot projectiles that split into simple ropes or nets around your foes' legs to trip your targets, and you can climb using the grappling hooks built into the weapon. Your weapon innovation gains the climbing and ranged trip traits.
- Tangle Line (Thrown Only)/Tangle Line: Your weapon has an extensible line that you can use to knock your enemies over and quickly recall the weapon back to your hand. Your innovation gains the ranged trip trait and the tethered trait.
Revolutionary Modifications 15レベル Revolutionary Modifications
- Attack Refiner/Attack Refiner: Your weapon makes minute recalibrations after every missed attack to ensure the next lands true. Your innovation gains the backswing and shove traits.
- Deadly Strike/Deadly Strike: Through precise calculation, you've found the perfect shape for your weapon to deal extreme damage on a well-placed strike. Your innovation gains the deadly d8 trait. If your innovation was already deadly, it increases its deadly die to d12 instead of gaining deadly d8.
- Enhanced Damage/Enhanced Damage: You've made your innovation more powerful than other weapons of its kind. Increase your innovation's weapon damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12). As normal, you can't increase your die by more than one size, so this modification isn't cumulative with complex simplicity.
- Extensible Weapon (Melee only)/Extensible Weapon: You've found a way to construct your weapon so that it can extend while leaving its balance unchanged. Your innovation gains the reach trait. If the weapon already had the reach trait, it increases your reach by an additional 10 feet, instead of the usual additional 5 feet.
- Impossible Alloy/Impossible Alloy: Other inventors claim it's not even technically possible, but you've managed to create several metal alloys that seem to work for only you. These alloys can damage opponents vulnerable to any one of the seven skymetals. Your innovation is treated as all seven skymetals (abysium, adamantine, djezet, inubrix, noqual, orichalcum, and siccatite). This means you deal more damage to a variety of creatures, though you don't apply any of the other special effects for weapons made of those skymetals.
- Momentum Retainer (Melee only)/Momentum Retainer: A special weighted device lets your weapon retain more of its momentum when you attack. Your innovation gains the forceful and versatile B traits.
- Omnirange Stabilizers (Ranged only)/Omnirange Stabilizers: You've modified your innovation to be dangerous and effective at any range. If your innovation had the volley trait, remove the volley trait. Otherwise, increase your innovation's range increment by 50 feet or an amount equal to the weapon's base range increment, whichever is more.
- Rune Capacity/Rune Capacity: Whether you've dabbled with orichalcum or found another engineering solution, you've built your innovation in such a way that it can hold an additional property rune. Your innovation can have one more property rune than a normal item of its kind (to a maximum of four property runes with a +3 potency weapon).
インヴェンター特技 Inventor Feats
1レベル
Built-In Tools 特技1 Built-In Tools
インヴェンター 再築
出典 Guns & Gears 24ページ
You've built tools into your innovation so you can access and use them easily. When you take this feat, choose up to two sets of tools you own, such as thieves' tools or healer's tools, that weigh a total of 2 Bulk or less. These tools become part of your innovation. The innovation's Bulk doesn't increase from this addition. As long as you are wielding, wearing, or adjacent to your innovation, you have the same quick access to these tools as the tools you are wearing, and they don't count against the usual limit of tools you can wear.
Explosive Leap [one-action] 特技1 Explosive Leap
火炎 インヴェンター 移動 不安定
出典 Guns & Gears 24ページ
You aim an explosion from your innovation downward to launch yourself into the air. You jump up to 30 feet in any direction without touching the ground. You must land on a space of solid ground, or else you fall after using your next action. As normal for effects where you fall after using your next action, you still fall at the end of your turn, even if you don't use any further actions that turn.
特殊 If your innovation is a minion, it can take this action rather than you.
Haphazard Repair [one-action] 特技1 Haphazard Repair
インヴェンター 不安定
出典 Guns & Gears 25ページ
You quickly fix your innovation, at the cost of its stability. You Repair your innovation almost immediately. You don't have to place the innovation on a flat surface, but you do need to be adjacent to it (including holding or wearing it), as well as having a repair kit as normal.
No! No! I Created You! [reaction] 特技1 No! No! I Created You!
聴覚 精神集中 インヴェンター
出典 Guns & Gears 25ページ
頻度 once per minute
前提条件 construct companion
トリガー Your construct companion would become confused or controlled.
頻度 once per minute
前提条件 construct companion
トリガー Your construct companion would become confused or controlled.
You appeal to your construct companion's bond with its creator to have it break free of a controlling effect. Attempt to counteract the effect that confused or controlled your construct companion, using your Crafting modifier for the counteract check and half your level rounded up for the counteract level.
Prototype Companion 特技1 Prototype Companion
インヴェンター
出典 Guns & Gears 25ページ
You have created a construct companion, and while it might not be an innovation, it serves as a trustworthy minion. You gain a prototype construct companion.
Tamper [one-action] 特技1 Tamper
インヴェンター 操作
出典 Guns & Gears 25ページ
You tamper with a foe's weapon or armor, using a free hand. Choose either a weapon held by an enemy in your reach or a suit of armor worn by an enemy in your reach. Attempt a Crafting check against the enemy's Reflex DC.
大成功 Your tampering is incredibly effective. If you tampered with a weapon, the enemy takes a –2 circumstance penalty to attack rolls and damage rolls with that weapon. If you tampered with armor, the armor hampers the enemy's movement, making the enemy flat-footed and inflicting a –10-foot penalty to its Speeds. The effect lasts until the enemy Interacts to remove it, regardless of which one you used.
成功 Your tampering is temporarily effective. As critical success, but the effect ends at the start of your next turn, even if the enemy doesn't Interact to end it.
大失敗 Your tampering backfires dramatically, creating a small explosion from your own tools or gear. You take fire damage equal to your level.
成功 Your tampering is temporarily effective. As critical success, but the effect ends at the start of your next turn, even if the enemy doesn't Interact to end it.
大失敗 Your tampering backfires dramatically, creating a small explosion from your own tools or gear. You take fire damage equal to your level.
Variable Core 特技1 Variable Core
インヴェンター 再築
出典 Guns & Gears 25ページ
You adjust your innovation's core, changing the way it explodes. When you choose this feat, select acid, cold, or electricity. Your innovation's core runs on that power source. When using the Explode action, or any time your innovation explodes on a critical failure and damages you, change the damage type from fire damage to the type you chose.
If you have the offensive boost class feature and retrain Variable Core to a different damage type, you can also switch to a different offensive boost that deals the same damage type if you wish.
2レベル
Collapse Armor [one-action] 特技2 Collapse Armor
インヴェンター 操作 再築
出典 Guns & Gears 25ページ
前提条件 armor innovation
必要条件 You are wearing your armor innovation, or holding it in both hands in its compact form (see text).
前提条件 armor innovation
必要条件 You are wearing your armor innovation, or holding it in both hands in its compact form (see text).
You've modified your armor innovation to collapse into a more compact form so you can don or remove it in an instant. If you're wearing your innovation when you Collapse your Armor, you remove it instantly, and it compresses into its compact form, which is held in both of your hands (if you don't have both hands available, it falls to the ground in an adjacent space). If you're holding your armor in compact form when you take this action, it unfolds back into its armor form onto your body.
In compact form, your armor innovation is easier to carry, with a Bulk 1 lower than the Bulk listed for it, to a minimum of light Bulk (carried armor normally has a Bulk 1 higher than listed in the armor entry).
Collapse Construct [one-action] 特技2 Collapse Construct
インヴェンター 操作 再築
出典 Guns & Gears 25ページ
前提条件 construct innovation
前提条件 construct innovation
You've modified your construct companion and built it out of light materials, enabling you to collapse it into a carrying case or other compact and innocuous form. Either your construct or you (if you're adjacent to it) can Collapse your Construct to turn it into its compact form or back into its normal form.
In compact form, your construct can't act but is easily carried, with a Bulk of 2 if it's Small, 4 if it's Medium, or 8 if it's Large. The compact form has wheels, so you can easily drag it behind you at half your Speed (rather than the usual slower Speed for dragging).
Reverse Engineer 特技2 Reverse Engineer
インヴェンター
出典 Guns & Gears 25ページ
前提条件 expert in Crafting
前提条件 expert in Crafting
You are incredibly skilled at reverse engineering items to learn their formulas, or disassembling them just to disable them. You gain a +2 circumstance bonus to Crafting checks to reverse engineer a formula from an item. If you get a critical success on your Crafting check, you can opt to both create the formula and reassemble the original item at the same time, leaving you with the formula and the item instead of the formula and raw materials equal to half the item's value. Furthermore, you can use Crafting instead of Thievery to Disable a Device or Pick a Lock.
Searing Restoration [one-action] 特技2 Searing Restoration
火炎 治療 インヴェンター 操作 不安定
出典 Guns & Gears 26ページ
They told you there was no way that explosions could heal people, but they were fools… Fools who didn't understand your brilliance! You create a minor explosion from your innovation, altering the combustion to cauterize wounds using vaporized medicinal herbs. You or a living creature adjacent to you regains 1d10 Hit Points. In addition, the creature you heal can attempt an immediate flat check to recover from a single source of persistent bleed damage, with the DC reduction from appropriate assistance.
At 3rd level, and every 2 levels thereafter, increase the healing by 1d10.
特殊 If your innovation is a minion, it can take this action rather than you, though because it's not a living creature, it can't use the ability on itself.
4レベル
Advanced Construct Companion 特技4 Advanced Construct Companion
インヴェンター
出典 Guns & Gears 26ページ
前提条件 construct companion
前提条件 construct companion
You've upgraded your construct companion's power and decision-making ability. It becomes an advanced construct companion. During an encounter, even if you don't use the Command a Minion action, your construct companion can still use 1 action on your turn that round to Stride or Strike.
Diving Armor 特技4 Diving Armor
インヴェンター 再築
出典 Guns & Gears 26ページ
前提条件 armor innovation
前提条件 armor innovation
You've modified your armor with fins, rotors, and other devices to make it easy for you to move through the water, plus mechanical gills that can help you extract breathable air from water. While wearing your armor innovation, you can breathe underwater and gain a swim Speed equal to your land Speed.
Dual-Form Weapon 特技4 Dual-Form Weapon
インヴェンター 再築
出典 Guns & Gears 26ページ
前提条件 weapon innovation
前提条件 weapon innovation
You've built your innovation with replaceable interlocking pieces that you can use to transform it into another type of weapon entirely. When you select this feat, choose a level 0 or 1st-level simple or martial weapon. It must be either a common weapon or another to which you have access. This weapon becomes your innovation's second configuration.
Select a new set of weapon modifications for this new configuration. You can spend two Interact actions to switch your weapon innovation between the two configurations. These actions don't need to be taken consecutively, but if you've provided the first and not the second, the weapon is non-functional as it is stranded between states. Your weapon's Bulk is always the greater Bulk of the two configurations, regardless of which configuration it's in—if one weapon is smaller than the other, you still need to keep any weapon parts on hand. Any runes on your weapon innovation don't affect the second weapon configuration.
Gadget Specialist 特技4 Gadget Specialist
インヴェンター
出典 Guns & Gears 26ページ
前提条件 expert in Crafting
前提条件 expert in Crafting
Rather than just using your gadgets for various boosts and tweaks, you also craft a few specific temporary consumable gadgets each day. You gain the formulas for three common or uncommon gadgets. Each day during your daily preparations, you can create two temporary gadgets from your formula book. Gadgets prepared in this way don't cost you any resources to Craft and don't have any sale value. They are temporary items and fall apart the next time you make your daily preparations if you haven't already used them.
If you're a master in Crafting, you can create three gadgets per day, and you gain three additional common or uncommon gadget formulas. If you're legendary in Crafting, you can create four gadgets per day, and you gain another additional three common or uncommon gadget formulas, for a total of nine.
Megaton Strike [two-actions] 特技4 Megaton Strike
インヴェンター
出典 Guns & Gears 27ページ
前提条件 armor, construct, or weapon innovation
前提条件 armor, construct, or weapon innovation
You activate gears, explosives, and other hidden mechanisms in your innovation to make a powerful attack. You make a Strike, dealing an extra die of weapon damage. If you're at least 10th level, increase this to two extra dice, and if you're at least 18th level, increase it to three extra dice. The type of Strike you can make depends on your innovation.
- Armor You Strike with a melee unarmed attack or a melee weapon. To use a melee weapon for this, you must have prepared it in advance with special contraptions when you make your daily preparations.
- Construct Your minion innovation Strikes.
- Weapon You Strike with your weapon innovation. Unstable Function You put even more force into the Strike, though you risk stress fractures to your innovation. Add the unstable trait to Megaton Strike. The Strike deals another extra damage die, for a total of two extra dice at 4th level, three at 10th level, and four at 18th level.
特殊 If your innovation is a minion, it can take this action rather than you.
6レベル
Clockwork Celerity [free-action] 特技6 Clockwork Celerity
インヴェンター 操作 不安定
出典 Guns & Gears 27ページ
前提条件 armor, construct, or weapon innovation
トリガー Your turn begins.
前提条件 armor, construct, or weapon innovation
トリガー Your turn begins.
You can use unstable clockwork devices in your innovation to push your invention to act more quickly. You are quickened for this turn. How you can use the extra action depends on your innovation.
- Armor You can use the extra action to Step, Stride, or use another movement action granted by your innovation (such as Swim if you have the Diving Armor feat).
- Construct You can use the extra action to Command your construct innovation (or to provide 1 of the actions if you spend 2 actions to Command your construct).
- Weapon You can use the extra action to Strike with your innovation or Reload your innovation.
Construct Shell 特技6 Construct Shell
インヴェンター
出典 Guns & Gears 27ページ
前提条件 construct innovation
前提条件 construct innovation
You've adjusted your construct innovation so that when you ride it, special plates, hollows, or similar form partial barriers around you to add additional protection. You have lesser cover from all attacks when mounted on your construct innovation, not just from attacks where the construct would be in the way. Additionally, if your construct uses an emanation while you're riding on it, such as Explode, you can choose not to be affected by the emanation.
Megavolt [two-actions] 特技6 Megavolt
雷撃 インヴェンター 操作
出典 Guns & Gears 27ページ
You bleed off some electric power from your innovation in the shape of a damaging bolt. Creatures in a 20-foot line from your innovation take 3d4 electricity damage, with a basic Reflex save against your class DC. The electricity damage increases by 1d4 at 8th level and every 2 levels thereafter.
Unstable Function You overload and supercharge the voltage even higher. Add the unstable trait to Megavolt. The area increases to a 60-foot line and the damage increases from d4s to d12s.
If you have the breakthrough innovation class feature, you can choose a 60-foot or 90-foot line for the area when you use an unstable Megavolt; if you also have the revolutionary innovation class feature, you can choose a 60-foot, 90-foot, or 120-foot line.
特殊 If your innovation is a minion, it can take this action rather than you.
Visual Fidelity 特技6 Visual Fidelity
インヴェンター
出典 Guns & Gears 27ページ
You've found a way to use a hodgepodge combination of devices to enhance your visual abilities in every situation. You gain darkvision and low-light vision, and you can see invisible creatures and objects as translucent shapes, though these shapes are indistinct enough to be concealed to you.
If an effect would give you the blinded condition, the effect must attempt a counteract check against your class DC, with your counteract level equaling half your level, rounded up. On a failed counteract check, you aren't blinded—your various devices are able to compensate.
8レベル
Gigaton Strike 特技8 Gigaton Strike
インヴェンター
出典 Guns & Gears 27ページ
前提条件 Megaton Strike
前提条件 Megaton Strike
When you use a full-power Megaton Strike, you can knock your foe back. When you succeed at your Strike while using an unstable Megaton Strike, your target must attempt a Fortitude save against your class DC.
大成功 The creature is unaffected.
成功 The creature is pushed back 5 feet.
失敗 The creature is pushed back 10 feet.
大失敗 The creature is pushed back 20 feet.
大成功 The creature is unaffected.
成功 The creature is pushed back 5 feet.
失敗 The creature is pushed back 10 feet.
大失敗 The creature is pushed back 20 feet.
特殊 If your innovation is a minion, this benefit applies on its unstable Megaton Strikes.
Incredible Construct Companion 特技8 Incredible Construct Companion
インヴェンター
出典 Guns & Gears 28ページ
前提条件 Advanced Construct Companion
前提条件 Advanced Construct Companion
Thanks to your continual tinkering, your construct companion has advanced to an astounding new stage of engineering, enhancing all its attributes. Your construct companion becomes an incredible construct companion.
Manifold Modifications 特技8 Manifold Modifications
インヴェンター 再築
出典 Guns & Gears 28ページ
前提条件 initial modification
前提条件 initial modification
You've modified your innovation using clever workarounds, so you can include another initial modification without compromising its structure. Your innovation gains an additional initial modification from the list for innovations of its type.
Overdrive Ally [one-action] 特技8 Overdrive Ally
インヴェンター 操作
出典 Guns & Gears 28ページ
前提条件 Overdrive
必要条件 You are currently in overdrive.
前提条件 Overdrive
必要条件 You are currently in overdrive.
You quickly fling some of your powered-up mechanisms to an ally, sharing your benefits with them briefly. Choose an ally within 30 feet. Until the end of their next turn, that ally's Strikes deal additional damage equal to half your Intelligence modifier, or your full Intelligence modifier if you were in critical overdrive. The ally doesn't gain the increased damage from expert, master, or legendary overdrive.
Ubiquitous Gadgets 特技8 Ubiquitous Gadgets
インヴェンター
出典 Guns & Gears 28ページ
前提条件 Gadget Specialist
前提条件 Gadget Specialist
They thought you had used up all your devices, but they thought wrong! You have a few more gadgets up your sleeve than others expect. Increase the number of temporary gadgets you can create each day by 2.
特殊 You can select this feat a second time if you are 14th level or higher.
10レベル
Distracting Explosion [reaction] 特技10 Distracting Explosion
インヴェンター 操作
出典 Guns & Gears 28ページ
前提条件 offensive boost
トリガー A creature within your reach uses a concentrate action.
前提条件 offensive boost
トリガー A creature within your reach uses a concentrate action.
Your enemies think they can concentrate on something else while you're nearby? Oh, you'll give them a distraction, all right! Make a melee Strike against the triggering creature with a weapon or unarmed attack that is benefiting from your offensive boost. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
Unstable Function You pull out all the stops to create an explosive distraction. Add the unstable trait to Distracting Explosion. If the attack hits, you disrupt the triggering concentrate action.
特殊 If your innovation is a minion, it can take this reaction instead of you, even though minions can't normally take reactions or act when it's not their turn. It uses your reaction for the turn to do so.
Electrify Armor [one-action] 特技10 Electrify Armor
インヴェンター 操作
出典 Guns & Gears 29ページ
前提条件 armor innovation
必要条件 You are wearing your armor innovation.
前提条件 armor innovation
必要条件 You are wearing your armor innovation.
You electrify your armor to punish foes who dare to attack you. For 1 round, any creature that touches you, or that hits you with a melee unarmed attack or a non-reach melee weapon attack, takes 1d4 electricity damage. The effect ends if you cease wearing your armor innovation.
If you have the revolutionary innovation class feature, the damage increases to 2d4.
Unstable Function You create an unstable chain reaction, sending countless sparks dancing across your armor. Add the unstable trait to Electrify Armor. The effects last for 1 minute instead of 1 round, and the damage dice increase from d4s to d12s.
Helpful Tinkering [one-action] 特技10 Helpful Tinkering
インヴェンター 操作
出典 Guns & Gears 29ページ
頻度 once per 10 minutes
前提条件 offensive boost
頻度 once per 10 minutes
前提条件 offensive boost
You don't just tinker with your own innovation, you fiddle with your allies' weapons as well (for their benefit, of course). Choose an ally in your reach and one of their weapons. Attempt a Crafting check against a high DC for your level.
成功 For 1 minute, the chosen ally's Strikes with the chosen weapon gain the same offensive boost your innovation has.
大失敗 Your ally takes damage of the type and amount that your offensive boost normally deals on a successful Strike.
大失敗 Your ally takes damage of the type and amount that your offensive boost normally deals on a successful Strike.
Lock On [one-action] 特技10 Lock On
インヴェンター
出典 Guns & Gears 29ページ
前提条件 construct innovation
前提条件 construct innovation
Aha! You lock on to your enemy's weak point to assist your construct companion in destroying it. When you Lock On, designate an enemy you can see. If your next action is to Command your construct, the construct gains a +2 circumstance bonus to attack rolls against the designated enemy until the end of the turn. If you use 2 actions for the Command, the bonus is instead a +3 circumstance bonus, or a +4 circumstance bonus if you're legendary in Crafting.
12レベル
Boost Modulation 特技12 Boost Modulation
インヴェンター 操作
出典 Guns & Gears 29ページ
前提条件 offensive boost
前提条件 offensive boost
You aren't satisfied with keeping to just one kind of boost from your constant tinkering, so you've learned to modulate between several possibilities at once. Choose two additional offensive boosts. You can use an Interact action to change the offensive boost currently affecting your weapon, choosing between the one you chose for the class feature and the two you chose for this modification. If your weapon has the modular trait, you can swap the offensive boost as part of the Interact action you take to use that trait.
Contingency Gadgets 特技12 Contingency Gadgets
インヴェンター
出典 Guns & Gears 29ページ
前提条件 Gadget Specialist
前提条件 Gadget Specialist
You are too brilliant to be caught off guard, and you always have just the right gadget for the situation. When you prepare your gadgets during your daily preparations, you can choose to leave one of them as a contingency gadget that you keep ready for just this situation, rather than declaring which gadget you're making. You can pull the contingency gadget out using an Interact action, at which point you must choose which gadget you had prepared as a contingency.
If you're legendary in Crafting, you can leave two contingency gadgets during your daily preparations, instead of just one.
Deep Freeze [two-actions] 特技12 Deep Freeze
氷雪 インヴェンター 操作
出典 Guns & Gears 29ページ
You vent a jet of supercooled fluid from your innovation, damaging a foe and slowing it down. Target one creature within 60 feet. That creature takes cold damage equal to your level, with effects depending on its Reflex save.
大成功 The target is unaffected.
成功 The target takes half damage and takes a –5-foot status penalty to its Speeds for 1 round.
失敗 The target takes full damage and takes a –10-foot status penalty to its Speeds for 1 round.
大失敗 The target takes double damage, is slowed 1 for 1 round, and takes a –15-foot status penalty to its Speeds for 1 round.
Unstable Function Your innovation discharges an enormous cone of supercooled fluid, potentially causing cascading failures. Add the unstable trait to Deep Freeze. The ability affects all creatures within a 60-foot cone instead of a single target, and it deals cold damage equal to double your level instead of equal to your level.
成功 The target takes half damage and takes a –5-foot status penalty to its Speeds for 1 round.
失敗 The target takes full damage and takes a –10-foot status penalty to its Speeds for 1 round.
大失敗 The target takes double damage, is slowed 1 for 1 round, and takes a –15-foot status penalty to its Speeds for 1 round.
Unstable Function Your innovation discharges an enormous cone of supercooled fluid, potentially causing cascading failures. Add the unstable trait to Deep Freeze. The ability affects all creatures within a 60-foot cone instead of a single target, and it deals cold damage equal to double your level instead of equal to your level.
If you have the revolutionary innovation class feature, you can choose a 60-foot or 90-foot cone when you use an unstable Deep Freeze.
特殊 If your innovation is a minion, it can take this action rather than you.
Gigavolt 特技12 Gigavolt
インヴェンター
出典 Guns & Gears 30ページ
前提条件 Megavolt
前提条件 Megavolt
When you unleash electricity from your innovation, you can bounce it off obstacles, creating a field of electric death. When you use Megavolt, each time your line of electricity hits a solid barrier, such as a wall, it bounces off at an angle of your choice and continues until you have reached the full length of the line. Even if a creature is in the area from multiple bounces, it takes the damage only once.
Shared Overdrive 特技12 Shared Overdrive
インヴェンター
出典 Guns & Gears 30ページ
前提条件 Overdrive Ally
前提条件 Overdrive Ally
You've experimented enough on your teammates to transfer a substantial number of powered-up gizmos to them, enabling one of your allies to benefit from the full effects and duration of your Overdrive. The first time you use Overdrive Ally during a given Overdrive, the effect lasts for the remainder of the duration of your Overdrive, instead of just until the end of the target's next turn. Any further uses of Overdrive Ally during the same Overdrive have their normal duration, per Overdrive Ally.
14レベル
Explosive Maneuver [one-action] 特技14 Explosive Maneuver
インヴェンター
出典 Guns & Gears 30ページ
前提条件 weapon innovation
必要条件 Your last action was a successful Strike against a foe using your weapon innovation.
前提条件 weapon innovation
必要条件 Your last action was a successful Strike against a foe using your weapon innovation.
Thanks to a hidden experimental feature you built into your weapon, your weapon explosively deploys levers, tangling hooks, or similar mechanisms to provide significant assistance when you perform a combat maneuver. When you use Explosive Maneuver, choose Grapple, Shove, or Trip. Your weapon innovation must have a weapon trait that matches the action you chose (for instance, to choose Grapple, your weapon must have the grapple trait). You take the chosen action against the same foe as your previous successful Strike, using the same multiple attack penalty as your previous successful Strike. You still increase your multiple attack penalty after the Grapple, Shove, or Trip, as normal.
Paragon Companion 特技14 Paragon Companion
インヴェンター
出典 Guns & Gears 30ページ
前提条件 Incredible Construct Companion
前提条件 Incredible Construct Companion
Your construct companion has reached the pinnacle of form and function. Your construct companion becomes a paragon construct companion.
Soaring Armor 特技14 Soaring Armor
インヴェンター 再築
出典 Guns & Gears 30ページ
前提条件 armor innovation
前提条件 armor innovation
Whether through a release of jets of flame, propeller blades, sonic bursts, streamlined aerodynamic structure, electromagnetic fields, or some combination of the above, you've managed to free your innovation from the bonds of gravity! While wearing your innovation, you gain a fly Speed equal to your land Speed.
Unstable Redundancies [free-action] 特技14 Unstable Redundancies
インヴェンター
出典 Guns & Gears 31ページ
トリガー You would attempt the flat check for an unstable action, but you haven't rolled the flat check yet.
トリガー You would attempt the flat check for an unstable action, but you haven't rolled the flat check yet.
You've built triple redundancies into your innovation and added all sorts of buffers to protect it from the harm of your unstable experiments. You automatically succeed at the triggering flat check.
You can't rely on your Unstable Redundancies again until you spend 10 minutes setting them back up. If you spend 10 minutes retuning your innovation so you can use unstable actions again, you can set up your Unstable Redundancies during the same time.
16レベル
Just the Thing! 特技16 Just the Thing!
インヴェンター
出典 Guns & Gears 31ページ
頻度 once per hour
頻度 once per hour
Need to balance on a razor's edge, force open an iron door, or persuade a dragon to negotiate? Never fear! No matter the situation, you always have just the thing. You attempt a skill action that takes 1 minute or less to complete, using the same number of actions or amount of time as normal. However, as you take the action, describe a device you pull out and use to accomplish the skill. The specifics of how you accomplish this are up to you, but they should fit the challenge at hand. For instance, you might use gravitic stabilizers to balance on the razor's edge, a force battering ram gizmo to open the iron door, or a device that produces an aroma with the ability to pacify wyrms to persuade the dragon. Using an invention in this way lets you alter how you calculate the skill check used in the action. Instead of the normal skill modifier associated with that skill action, you use your Crafting modifier.
Persistent Boost 特技16 Persistent Boost
インヴェンター
出典 Guns & Gears 31ページ
前提条件 offensive boost
前提条件 offensive boost
Your innovation sets foes on fire, covers them in acid, leaves barbed thorns behind, or otherwise deals persistent damage to your foes that sticks around long after you deliver your boosted attack. When you or your construct innovation damage a foe with offensive boost, that foe also takes 1d8 persistent damage of the same damage type as the offensive boost damage.
You Failed to Account for… This! [reaction] 特技16 You Failed to Account for… This!
インヴェンター
出典 Guns & Gears 31ページ
トリガー A creature you can see targets you with an attack against your AC.
トリガー A creature you can see targets you with an attack against your AC.
When your foes try to attack you, you always seem to have some outlandish invention you can pull out at the last second to protect you from whatever attack they throw at you. Describe a device you're attempting to use to protect yourself from the foe's attack—for instance, when attacked by a shocker lizard's shock Strike, you might pull out a specially grounded lightning rod from that time you tried to power an invention by harnessing a thunderstorm! Using an invention to defend in this way means that the attack roll for the triggering attack targets your Crafting DC instead of your AC.
Since you're using your Crafting DC instead of your AC, any penalties to your AC don't apply, but this doesn't remove any conditions or other effects that are causing you such penalties. For instance, if you were flat-footed and used an invention to defend against a sneak attack, you'd still take the extra precision damage if you were hit, even though the –2 penalty to AC from being flat-footed wouldn't apply to your Crafting DC.
18レベル
Devastating Weaponry [three-actions] 特技18 Devastating Weaponry
インヴェンター
出典 Guns & Gears 31ページ
前提条件 weapon innovation
前提条件 weapon innovation
You release a volley of projectiles from your weapon, or power it to fly in every direction across the battlefield and Strike multiple creatures. Make a Strike with your weapon innovation against each foe within 30 feet of you. Don't increase your multiple attack penalty until after making all the attacks. If your innovation is a melee weapon and any of the attacks are outside your reach, you Release the weapon before the Strikes, and it returns to your grasp after all of them. If your hands are full when the weapon returns, it falls to the ground in your space. As normal, if your weapon innovation requires one or more actions to reload between Strikes, you can't use it to make multiple attacks with Devastating Weaponry.
Engine of Destruction [three-actions] 特技18 Engine of Destruction
インヴェンター
出典 Guns & Gears 31ページ
前提条件 construct innovation
前提条件 construct innovation
Your construct unleashes a broad swath of devastation by separating its limbs, deploying hidden armaments, or using a similar technique to wreak havoc. You Command your innovation. Instead of its normal actions, it Strides once, then makes a Strike against each foe within 30 feet of it with a +2 circumstance bonus to its attack rolls. The multiple attack penalty doesn't increase until after the construct makes all the attacks.
Negate Damage [reaction] 特技18 Negate Damage
インヴェンター
出典 Guns & Gears 31ページ
前提条件 armor innovation
トリガー You would take damage
前提条件 armor innovation
トリガー You would take damage
Your armor innovation activates various devices you prepared ahead of time, and you use one of them to reduce the damage you would take by 15.
Unstable Function You activate all the precautions at once, violently repelling the incoming attack to blunt its force. Add the unstable trait to Negate Damage and reduce the damage you would take by 50.
20レベル
Full Automation 特技20 Full Automation
インヴェンター
出典 Guns & Gears 32ページ
前提条件 armor, construct, or weapon innovation
前提条件 armor, construct, or weapon innovation
You become so entwined with your innovations that you can use them without a second thought. You're permanently quickened. How you can use the extra action depends on your innovation.
- Armor Your armor responds to the most subtle stimuli to move you in the right direction as long as you are wearing it. You can use the extra action to Stride, Step, or use a form of movement provided by your innovation (such as Fly or Swim).
- Construct Your ability to command your construct becomes instinctive. You can use the extra action to Command your construct innovation (or to provide 1 of the actions if you choose to spend 2 actions to Command your construct).
- Weapon Your weapon becomes easier to wield with deadly efficacy, almost as if it is an extension of your body. It speeds effortlessly toward whatever target you choose as long as you are holding it. You can use the extra action to Strike with your innovation.
Ubiquitous Overdrive 特技20 Ubiquitous Overdrive
インヴェンター
出典 Guns & Gears 32ページ
前提条件 Shared Overdrive
前提条件 Shared Overdrive
You prepare a variety of incredible gizmos on each of your allies, linking them together through careful modification to enable you to power them up all at once. During your daily preparations, select up to six willing allies. Whenever you Overdrive, you grant the benefits of your overdrive to any of these allies you choose who are within 30 feet of you. The allies don't gain the increased damage from expert, master, or legendary overdrive.