Based on Heinz Doofenshmirtz of Phineas and Ferb
Inator-Man (Alchemist Archetype)
Alters class skills, weapon and armor proficiencies;
Replaces alchemy, mutagen, throw anything, bomb, poison resistance, poison use, swift poisoning, poison immunity, persistent mutagen, grand discovery
"I, will use my superior intellect to craft... something! You’ll see! Just wait until my latest invention… the Whatchamacallit-o-matic™! It’s going to change everything! Or it’s going to blow up. Either way, I’ll be remembered!"
–Mad doctor Doofenshmirtz
An Inator-Man is a quirky and brilliant but slightly… unrefined genius who has dedicated his life to the pursuit of technological innovation. Whether fueled by an inferiority complex, personal vendettas, or an inexplicable need to prove something to absolutely no one, the Inator-Man spends their days creating bizarre machines, flawed robots, and overcomplicated devices with designs that often leave their creators wondering, “Why did I think this was a good idea?” A true testament to scientific over-engineering, the Inator-Man is forever crafting gadgets that are, at best, mildly useful and, at worst, hilariously catastrophic. But hey, at least they're innovative, right?
With a laser-focused (and somewhat obsessive) approach to inventing, an Inator-Man channels their vast intelligence into creating impressive technological marvels that might include a self-driving vacuum, a laser cannon for absolutely no reason, or the occasional robot minion. And while their creations may not always work as intended, they certainly keep their companions on their toes—and often send them flying through walls or accidentally rewiring the entire dungeon’s security system.
They may not be great at every aspect of adventuring (who needs the need to be immune to poison when you can craft a gas mask that shoot laser from its lenses?), but they can always be relied upon to make life… interesting. Usually in ways no one saw coming.
Class Skills: An inator-man removes Knowledge (nature) and Survival from his class skills and replaces them with Knowledge (engineering).
Weapon and Armor Proficiency: An inator-man is automatically proficient in simple weapons and all technological weapons, armors and shields. He is not competent in bombs or normal light armor.
This alters the alchemist’s normal weapon and armor proficiencies.
Inator!: Instead of infusions and bombs, an inator-man fight with lasers and the power of technology. Once per day, after resting for 8 hours, with one hour's work an inator-man can create a number of technological items that are not cybertech (technological weapons, technological armor, pharmaceuticals, and technological gears) equal to his Intelligence modifier (minimum 1), each with a value of (1,000 gp x alchemist level) or lower that last 24 hours without paying anything. This is calculated based on the normal item cost, not the ones reduced with the Techno Craft feature. If the technological item require charges for work, that item is created with its maximum number of charges that it can store already stored in it. The inator-man can create with Inator! technological items that replicates the effect of wondrous items or rings of that same value or lower (a technological belt that replicate the effect of a
belt of giant strength +4 with a 16,000 gp cost, will be able to be created at 8th level while an
elixir of darksight can be represented with nanomachines that alter the target eyes for the duration). Technological items that replicate magic items have the same slot of the normal item but because they are technological and not magical have no aura, caster level, nor are affected by
dispel magic or
antimagic field. If a “converted” wondrous or ring has an effect based on caster level, use the inator-man alchemist level as its equivalent caster level. The inator-man cannot create with this ability the technological equivalent of magical armor, shield, weapons, potions, rods, potions, scrolls, staves, or wands.
Starting at 5th level, the value increase to (2,000 gp x alchemist level).
Starting at 10th level, the value increase to (5,000 gp x alchemist level) and the inator-man can create robots with that cost or less (based on the robot cost from Machine Crafter). As usual, the robot last only 24 hours. The inator-man cannot create robots with Inator! with a CR higher than his alchemist level.
Starting at 15th level, the value increase to (10,000 gp x alchemist level).
This replaces alchemy, bomb, and persistent mutagen.
Machine Crafter (Ex): An inator-man’s skills in crafting are legendary—mostly for their unintentionally explosive results. He gains Craft Cybertech, Craft Construct, Craft Robot (Arcforge: Technology Expanded), Craft Pharmaceutical, Craft Technological Arms and Armor, Craft Technological Item, and Technologist as a bonus feats without the need to meet their prerequisites.
An inator-man use his alchemist class level as his caster level for meet the prerequisites of crafting construct and always count as having access to cybernetics, graviton, medical, military, nanotech, production, and robot labs at maximum charges for the purpose of crafting.
He also gains access to a unique Craft skill: Craft (technology). An inator-man can use that skill in place of all the skills necessary for crafting an artificial intelligence, a construct, or a technological equipment (like Craft (armor) or Craft (weapons) of an Iron Golem, Craft (mechanical) for a robot, or a Knowledge (engineering) for a cureall or a cybernetic arm), for use them (like implanting a cybernetic arm), and for identify them. An Inator-Man consider a robot base price as only 10,000 gp x robot CR (this reduce the crafting time as well, the cost to create one is half this amount as usual; this does not change the cost of synthetic, that remain 3,000 gp x the synthetic creature’s new CR), consider the base DC of Craft as 10 + robot CR (minimum 11 instead of 21; this reduce the DC of crafting synthetic creatures as well) and unlike a normal craftsman, he increase the DC of the skill check to craft a construct or technological equipment by 2 instead of 5 for each prerequisite he does not meet. An inator-man can craft an artificial intelligence using Craft Robot, but the base price is 15,000 gp x AI CR, consider the base DC of Craft as 15 + AI CR (minimum 21). Because only 2 standard AI are written in PF1e (Analyst and Security AI), the player and DM’s are encouraged to collaborate for create new AI with new abilities suited for their CR and intended role. A newly crafted AI is installed on a simple technological item similar to a flash drive. It must first be installed into a robot or structure for being useful.
An inator-man can apply the robot subtype to non-clockwork construct he craft as a part of the crafting process, this does not require any additional cost or time (this give them Upgrade point equal to their CR and a force field of 5 x CR).
This replaces mutagen and throw anything.
Eureka!: An inator-man is uniquely capable of crafting items. At 2nd level, he adds ½ his alchemist level to all Craft checks and one Profession skill (chosen at second level).
This replaces poison resistance, poison use, and poison immunity.
Techno Craft (Ex): Beginning at 6th level, an inator-man learns ancient secrets of creation. The inator-man knows the dangerous old ways of sculpting techno items, and is a skilled mystical craftsman. He can put in a full 8 hours/day of technological equipment or construct crafting while adventuring as if he was working in a comfortable and distraction free environment. Also, he reduce the cost of raw materials for creating technological equipment and constructs to 1/3 (this reduce likewise the crafting time and the selling price).
This replaces swift poisoning.
Techno Lord (Ex): At 20th level, the inator-man Inator! value increase to (20,000 gp x alchemist level) and he now may now craft technological artifacts like extinction wave device and powered armor, but the process for crafting such items is long, difficult, and unique to each item. Forging an artifact could require rare and unique materials, visits to other planes, communication with gods, fire from the heart of an active volcano, or any number of special prerequisites.
This replaces grand discovery.