Inventor Base Class (looking for feat ideas).


Homebrew and House Rules


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I made a new base class called inventor based off the clockwork golems introduced in Bestiary 3. I am looking for some ideas / suggestions for possible feats to effect their invention base forms and their gadgets. any input would be greatly appreciated. The full class is posted on a google doc at Inventor Class

and please no criticism on spelling, punctuation or formatting errors, I haven't gotten around to proof reading it yet.


Just read it, seems pretty cool. I would definately use this class.

Although it does need some balancing I think, reducing the spells it can cast mainly. 6th level spells and all those gadgets? I would reduce it to 4th level max. Especially due to wish...

I'm also wondering about the stats of the clockwork spies, servants, goliaths, leviathans etc. Also what about inventions, when levels do you get more?

So a few clarifactions and I'd definately use it.

Edit: And for feat ideas you may want to look into Iron Kingdoms.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

i didn't include the stats for the clockwork golems cause they are already in bestiary 3, as for the inventions i'll re-write to clarify, you can make a new invention each time you get a new base form. so at levels 1, 5 10, 15, and 20. and you don't get "all those gadgets" they have to be added onto the base forms of your inventions. at the level you select a gadget that's just one you have learned to craft onto the invention.
Also the airship stats are listed in ultimate combat under the vehicles section.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

i also realised i left our part of modify item and am about to write that in. starting at 5th level when you get modify item and every new time you get a base form after that you can replace gadgets on the inventions you've already made, so at 5th 10th 15th and 20th. but you don't get any parts back from the gadgets you've removed and still have to spend the full time and GP costs to add the new gadgets to the old inventions.


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Harark wrote:
Edit: And for feat ideas you may want to look into Iron Kingdoms.

I only have two iron kingdom books but there are only a couple of feats in one [which are pretty much just pathfinder's gunslinger feats] and none in the other. do you know of a place online to find other feats from that setting?


The spell freedom could be a feat. 4th level, allows a golem or bound elemental to do what they want. Caotic aligned spell.
This could give your creation sentience.
One of my own ideas, not yet officially recognized.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

sounds like an intriguing idea, do you have any specific mechanics for it written up?


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feat ideas so far, still looking for input, and assistance with fleshing out flavor text / proper format / game balance.

Extra Gadget
Prereq:Gadget class feature
Effect: Upon taking this feat a may select one additional gadget to their list of gadgets known.

Adept Inventor
Prereq: Int 13, Invention class feature
Effect: an Inventor with this feat is even mroe adept at making inventions than most. once per invention attempt if he fails his craft clockwork roll he may immediately reroll it and take the better result. An inventor with this feat has a +1 on all craft clockwork checks.

Gadget Tinker
prereqAdept Inventor, Inventor Level 5
Effect:An inventor with this feat takes half the required time to put gadgets onto invention base form, and when taking apart old gadgets can recover 1/2 the GP worth of materials form the gadgets removed.

Clockwork fanatic
prereq: Adept Invetor, Able to make clockwork golems
Effect: Clockwork fanatics care more about their automated servants than their inventions themselves. Clockwork golems crafted have +2str and +2 con.

Compact base form
prereq:Adept Inventor,Gadget Tinker
Effect:This feat allows inventors to make more compact inventions, giving them 2 extra gadget slots per base form to utilize in their inventions.


I don't like the class having evasion and advanced evasion. Interesting though. I might make an npc of it.


as to my evasion comment. The rogue can't even get it till lvl 10 and even then they have to use an advanced talent on it.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

i was actually thinking that imp. evasion might have been a little op'd to give the class, and have been messing around with alternatives, but haven't had much luck coming up with a decent one. I'm also probably going to be dropping the clockwork goliath and leviathan due to the unrealistic sizes of the creations (and the fact that i feel they are a little op as player companions after looking at them a bit more.) I greatly appreciate the feed back and it's good to know others had the same thought as me. Any ideas for replacement abilities would appreciated

I was thinking of a higher level ability that allowed them to quick switch gadgets on inventions as long as they had gadgets premade, as maybe a full round action or something so their fire element invention isn't useless against the fire elemental they are fighting, but i'm worried that might make the class too powerful end game due to their versatility. Any thoughts on a way to enforce balance with an ability like that?

Edit: i dropped imp. evasion and placed craft clockwork soldier at lvl 9 instead. LVL 11, and 17 no longer have abilities gained as i dropped the goliath and leviathon from their abilities gained, and put the bonud feat craft construct at level 13


I still don't understand having evasion at all in there. I can see how you would make an argument for it, but it seems OP'd to my wee little brain


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Vuvu wrote:


I still don't understand having evasion at all in there. I can see how you would make an argument for it, but it seems OP'd to my wee little brain

even if it weren't for the humorous notion of an inventor only having evasion to get out of the way when something he's working on explodes, traps are something that the class has been built up around a bit so evasion imo kinda just fits them. I don't personally see how it's op for them to have it.


Well your class so your call. But, while not looking at the google doc if I recall.

You are giving a fairly powerful ability to them at level 2, which only the rogue and monk get (correct me it I am wrong). Two classes that are arguably the weakest classes, and both fairly dependent on having a high dex (i.e. evasion makes sense)

At the same time you have spells, a minion, rogue amounts of skills, with INT as your major stat. It just seems like too much to me.

Now I understand the logic of traps. Perhaps create an ability that gives them bonuses to escape damage from traps, or to find traps etc. That I can by into. But the inventor being exceptionally able at dodging a fireball? Doesn't work for me.

That said I like it overall. This particular thing just really bugs me.


Int main classes that are meant to be skillful should have 4+mInt skills, and at most 6 + mInt. The alchemist is meant to be skillfull, and that's why they get 4+mInt.


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@cheapy - Thanks skill points are always something i've been a little iffy on who should have what. dropped the class down to 4.

@vuvu - i'm open to suggestions and i'd consider a good replacement for evasion if someone had one, but i would definitely consider dex the classes secondary stat. Through play testing if anything the class has seemed a little under-powered compared to the base classes, especially at lower level. One thing people seem to be looking over with their spell list is that most of their spells are strictly utility / buffs. I haven't gone over the list in a while but i don't think they have a single direct damage spell in their list, and very few defensive ones as well. I've been considering writing up an archtype for the class that forgoes the dex stuff in exchange for damage / defensive spells.

still looking for feat ideas and feed back on the ones i posted.


Overall, my suggestion would be to add a few more different kind of gadgets.

I like the idea of the gadgets but there aren't many useful ones in my mind. I would want a sword that could be a very versatile utility item, but all it could have is increased damage a rope and maybe a visual/audio sensor/recorder. thats not terribly useful.

I do have a few gadget suggestions you could use.

Folding gadget: Allows you to decrease the size of your item, giving you a bonus to slight of hand checks to conceal the item.

Steadying gadget: this gadget allows you to not provoke attacks of opportunity for ranged attacks with this item.

hook gadget: this gadget can be applied to allow you to trip with the item.

I would like to see more gadgets like this to make the class more interesting and versatile.

Grand Lodge

Why trapfinding, and why trap sense? I don't see it in the flavor. A selectable bonus perhaps to avoid them, but I don't think it fits in having solid piece of the main class.

Artificiers had it in the fluff, but the inventor I feel doesn't need it.


Unfortunately, it seems the original creator is no longer actively working on this, so I would like to take up the reigns as it were and continue completing this class, if people are still interested enough and willing to help were needed.

I'll probably finish it anyway for my own use but I wanted to make sure other interested players weren't left out somehow.

If there is enough interest I will recreate a new thread for myself.


time-breaker wrote:

Unfortunately, it seems the original creator is no longer actively working on this, so I would like to take up the reigns as it were and continue completing this class, if people are still interested enough and willing to help were needed.

I'll probably finish it anyway for my own use but I wanted to make sure other interested players weren't left out somehow.

If there is enough interest I will recreate a new thread for myself.

Hey just stumbled upon this you wouldn't happen to have a finalized version would you? I know this was a few years ago but I can hope!

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