Glomus Jugulare
First Post
I'm looking to create or adapt a class based on the archetype of the 19th-century mad scientist, with fancy mechanickal and optickal creations, alchemical brews churning in metal cylinders jury-rigged onto a backpack, at higher levels portmanteau-carriages and clockwork prognosticators, etc
in terms of game mechanics, I'm thinking something along the lines of
a number of devices, which will have an effect equivalent to (although not necessarily identical to) magic or psionic abilities. To deploy a creation might take a standard action (for combat-type abilities) or more (for example, a flying rig might take 10 minutes to set up, with 'quick deployment' being a way to 'enhance' the device...)
the character could only maintain the given number of devices at any one time (possibly the ability to make 'field creations' with higher failure chance??) with research of new inventions at each level
some devices might require resetting / rebuilding after each use (which would be absorbed into nightly 'down-time') while others could be used until they malfunctioned. Possibly the ability to jury-rig a failed device to keep working a little bit longer until it can be repaired properly?
malfunction checks rather than 'casts/day', possibly with incremental increases if they're used more than once in an encounter?
perhaps extra possibilties like "overcharging" a creation (higher level effect but much higher chance of breakdown), "quick deployment", "collapsible/portable" which would count as enhancements, either increasing the power level or increasing the failure chance of a device.
I'm not sure if a suitable class conception already exists in a thrid-party source I'm unaware of .... if not I'm going to try to create one and either way any input would be greatly appreciated.
in terms of game mechanics, I'm thinking something along the lines of
a number of devices, which will have an effect equivalent to (although not necessarily identical to) magic or psionic abilities. To deploy a creation might take a standard action (for combat-type abilities) or more (for example, a flying rig might take 10 minutes to set up, with 'quick deployment' being a way to 'enhance' the device...)
the character could only maintain the given number of devices at any one time (possibly the ability to make 'field creations' with higher failure chance??) with research of new inventions at each level
some devices might require resetting / rebuilding after each use (which would be absorbed into nightly 'down-time') while others could be used until they malfunctioned. Possibly the ability to jury-rig a failed device to keep working a little bit longer until it can be repaired properly?
malfunction checks rather than 'casts/day', possibly with incremental increases if they're used more than once in an encounter?
perhaps extra possibilties like "overcharging" a creation (higher level effect but much higher chance of breakdown), "quick deployment", "collapsible/portable" which would count as enhancements, either increasing the power level or increasing the failure chance of a device.
I'm not sure if a suitable class conception already exists in a thrid-party source I'm unaware of .... if not I'm going to try to create one and either way any input would be greatly appreciated.