Creating An Inventor

Inventor Statistics

Ability Requirements:   Dexterity 13

                                       Intelligence 15

                                       Constitution 10

Prime Requisite: Intelligence

Allowed Races: Human, Gnome, Elf and Half-elf

 

Table I

      level    Experience points            Hit Dice (d6)

1

0

1

2

2,100

2

3

4,200

3

4

8,500

4

5

17,000

5

6

34,000

6

7

68,000

7

8

135,000

8

9

270,000

9

10

550,000

10

11

850,000

10+2

12

1,100,000

10+4

13

1,350,000

10+6

14

1,650,000

10+8

15

1,900,000

10+10

16

2,150,000

10+12

17

2,400,000

10+14

18

2,750,000

10+16

19

3,000,000

10+18

20

3,250,000

10+20

 

Character Creation

Building an Inventor with Character Points

An inventor receives 90 CP’s to spend on abilities. A standard inventor chooses automatic weapon proficiency 10, construction 10, bonus proficiencies 5, followers 5, increased movement 5, inventing proficiency 10, knowledges 35, operate war machines 5, supervisor 5, throwing 5.

 

Automatic weapon proficiency (10) With this ability the inventor can actually use the weapons he created. If he has invented the Greek Fire Projector than he knows how to handle it, because of all the tests he's done with it.

Bonus proficiencies (5) When this ability is chosen the inventor gains the Engineering Proficiency and the Carpentry Proficiency, as these are both related to the work the inventor does. Both proficiencies are improved by +1 for every 3 levels the inventor rises. So a 7th level inventor has a +2.

Combat bonus (15) The inventor uses the priests’ thaco instead of the inventors.

Construction (10) Construction allows the inventor to invent and construct war machines. This ability doesn’t give the proficiency to use them in a fight or siege.

Followers (5) The inventor can gain followers. He doesn’t need a stronghold or so. He finds his followers by chance, just like a ranger, or he invents them himself. Followers are described further in this article.

Hit point bonus (10) The inventor with this ability rolls 1d8 for hitpoints rather than 1d6.

Increased movement (5) The inventor gains a +3 to his base movement.

Inventing proficiency (10) This proficiency is needed to realize the ideas the inventor has. With this proficiency the character is able to make plans, draw schemes, use technical terms to describe the power of an invention (such as Volt and Hertz) and know the ingredients and materials needed for his creation (gunpowder for instance). Without this proficiency the inventor will have a hard time inventing.

Inventing bonus (5) This ability grants the inventor a 4% bonus to the chance of success when inventing a new item. This system is described below.

Knowledge (35): The inventor needs certain information to create his inventions. He must have the knowledge about natural laws so that he can use them. There are three kinds of knowledge that can be chosen separately.

-Physics (15), The knowledge needed to create inventions based on physical rules like gravity, electricity, steam

propulsion etc.

-Alchemical (10), Knowledge needed to create inventions which combine several materials in such a way that

the desired reaction occurs. This combining results in explosive and other aggressive reactions which the

inventor can use to attack.

-Anatomic (10), The knowledge needed to make inventions that are based on anatomic sciences. The inventor

examines other creatures and how their bodies function. With this information he can create new tools.

Operate war machines (5) Much like the fighter ability. The knowledge to operate heavy war machines and siege engines such as ballistae, catapults, rams, bores and siege towers the character invented. If the inventor didn’t design the machine he must make a check to see if he can operate the construction. In this case his chance of success is 75%.

Supervisor (5) The authority to supervise the construction of large inventions such as repeating bolt throwers, flying machines etc. Or to supervise the creation of large numbers of relatively simple invented items.

Thieving abilities (10) For 10 CP’s the inventor can choose one of the following thieving abilities: open locks, find and remove traps, move silently, hide in shadows and tunneling. The percentage is equal to a standard thief; racial and dexterity adjustments apply.

Throwing bonus (5) By purchasing this ability the inventor makes himself able to throw bombs and eggshells he invented with an additional +2 to hit. Further, this ability works the same as the throwing proficiency.

Weapon specialization (10) At 5th level the inventor can specialize in a weapon he invented. To specialize the character must spend 6 CPs. No specialization in a melee weapon can be gained.

Optional restrictions.

An inventor can receive extra CPs by purchasing the following restrictions:

Melee restrictions (10): When an inventor fights with any melee weapon he didn’t invent himself, he will suffer a -4 penalty to attack and a +4 to initiative (instead of -2 and +2).

Limited magical item use (5+): In skills and powers a list is given for magical item restrictions. An inventor with this ability is convinced he can create his own powerful items with the same effect without using magic. He refuses to use the items from a specific category. For each barred category the character gains 5 CPs. Categories are: potions, oils, and scrolls; rings, rods, staves, and wands, and miscellaneous magical items; weapons; armor.

Combat restriction (5/10): The inventor uses the thieves’ thaco, or the wizards’ thaco, instead of his own. He gains 5 points for the thieves’ thaco and 10 CPs for using the wizards’.

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