Class or classes to make an inventor...


Advice


The guy is good at clockworks and other steam-punk-like inventions, he uses magic through little gadgets and he must spend the time a wizard must use studying his spells book but in recharging/re-calibrating his gadgets and maybe reading his blueprints or making a lot of complex engineering tasks. The source of magic for those gadgets could be anything, maybe the user's spell slot or a battery able to hold magic power, anything. Not all gadgets are magic powered, like his fire-guns or his swiss-army knife.


I'd go alchemist.
Has the steam punk feeling off the box, but the potions can also be reskinned as contraptions, as can many discoveries (extra arm can be clockwork, etc).
Bombs help the feeling you want.
Just invest some feats in construct building (although I think there are a couple archetipes in that direction).


Investigator also works fantastically for that steam-punk feel.

Alchemist definitely has the feel you want too though, with bombs, alchemical items and extracts.

Grand Lodge

You could reskin the occultist.

Silver Crusade

Efreeti wrote:

I'd go alchemist.

Has the steam punk feeling off the box, but the potions can also be reskinned as contraptions, as can many discoveries (extra arm can be clockwork, etc).
Bombs help the feeling you want.
Just invest some feats in construct building (although I think there are a couple archetipes in that direction).

Homunculist can be another good fit for this, or Promethian since both also involve creation, making you that much more adept at playing up your inventor style.


Or any of the half dozen revamps of the Eberron Artificer.


Quite a few 3pp options for a tinker/inventor, just a few helpful links for you as well.

Even though these are not from Flying Pincushion Games, I do think it is important to be a team player, and support other quality 3pps

tinker

machinesmith

There are quite a few more technomagic style classes, too many to list them all, but these two are from well known 3pp outfits.

Hope these help.


A Construct Rider Alchemist might fit that theme.


Reliquarian Occultist worshipping Brigh, The Whisper In The Bronze, Goddess of Constructs and Invention.

Int focus, holy relics can be tools and gears, pretty much required to invent and analyze things as worship.

Sovereign Court

There is a class called a Steamwright in the Thunderscape: World of Aden setting. They have invention slots which can apply mods for additional abilities.


Wow, a lot of classes to look into. I'd take a look at them.

About the alchemist class, i cannot find an archetype already made with using machines instead of mutations.


cablop wrote:

Wow, a lot of classes to look into. I'd take a look at them.

About the alchemist class, i cannot find an archetype already made with using machines instead of mutations.

Take another look at the Construct Rider Alchemist (from Cohorts & Companions). You take a reduced number of Extracts and give up Mutagen (you can't even take the Mutagen Discovery), Brew Potion, and one Discovery so that you can start play with a Construct Mount that you built yourself. It basically is a clockwork animal companion. (I think the Wolf model would be very nice for a small character.)

Then at 4th level you get Craft Construct as a bonus feat and you can to use your extracts in place of spells when crafting other constructs. You can make Clockwork Spies, Iron Cobras, Clockwork Soldiers, a Clockwork Familiar, etc. The Spell Knowledge Discovery (from the same book) can also be useful for crafting constructs since it gives you an actual caster level.


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A lot of re-flavoring of bass classes could pull it off, an Occultist with their focus on implements might be a good place to start. Otherwise.. Experimental Gunsmith with Variant Multiclassing Alchemist can shoot bombs and such through an under barrel grenade launcher and put a whole mess of steam punk stuff on their gun.


I was looking at the occultist. I have to admit that i like it as a class to re-skin this specific inventor.

But the part i don't know how to re-skin is the circles thing... They're of no use to my character; cause he actually is not binding creatures or interrogating outsiders. I'd have to look into/make an archetype and find another abilities in replace of this one.

DominusMegadeus wrote:

Reliquarian Occultist worshipping Brigh, The Whisper In The Bronze, Goddess of Constructs and Invention.

Int focus, holy relics can be tools and gears, pretty much required to invent and analyze things as worship.

I like the concept behind this archetype! And it also works with the background of the PC; because in the setting the characters are working hard to bring the old gods back while a bunch of enemies is on his way to replace the old pantheon with a bunch of dark sinister gods. If i go down this road i'd replace the circles with something else... like he has visions or something about the past and future.

The Artificer and the Machinesmith are interestng alternatives too. I think i can multiclass him.

The Tinker is nice, but not suitable for this character.


Torbyne wrote:
A lot of re-flavoring of bass classes could pull it off, an Occultist with their focus on implements might be a good place to start. Otherwise.. Experimental Gunsmith with Variant Multiclassing Alchemist can shoot bombs and such through an under barrel grenade launcher and put a whole mess of steam punk stuff on their gun.

Do you mean this Experimental Gunsmith?

I love it! and the guy is already a gnome... well, a half-gnome, but that's another tale.


Blakmane wrote:

Investigator also works fantastically for that steam-punk feel.

Alchemist definitely has the feel you want too though, with bombs, alchemical items and extracts.

Investigators looks nice too... i like the alchemist... but the think i don't like of both is they are people who keep throwing things instead of using guns/launchers for it... buuuut... it's something we can workaround. hmmmm...


cablop wrote:
Torbyne wrote:
A lot of re-flavoring of bass classes could pull it off, an Occultist with their focus on implements might be a good place to start. Otherwise.. Experimental Gunsmith with Variant Multiclassing Alchemist can shoot bombs and such through an under barrel grenade launcher and put a whole mess of steam punk stuff on their gun.

Do you mean this Experimental Gunsmith?

I love it! and the guy is already a gnome... well, a half-gnome, but that's another tale.

yup, thats the one. going VMC Alchemist hurts a little since ranged combat can be very feat intensive but you get a lot of neat features to compliment the theme you are going for.


if 3rd party.
tinker
machinesmith
artificer (adamant)
are all on d20 and fit the bill to varying degrees.

main paizo stuff seems to be fairly well filled up. but I might suggest Occultist with a little fluffing.


Now i don't know what to do... Hahaha!

Many options you say are SO nice so i have at least three builds in mind and other three build ideas in mind that would be awesome for the theme.

I'll think about them, then post them here and ask for help...


Look at the Zeitgeist players guide and expanded players guide, then make an alchemist or investigator.


Promethean Alchemist

Sovereign Court

Technomancer (technology guide)


Nightdrifter wrote:
Technomancer (technology guide)

That's a good idea. Link to PRD.


If i use technomancer on top of a class like alchemist or investigator, does the "+1 level of arcane spellcasting" be used to get more extracts/potions per level?


cablop wrote:
If i use technomancer on top of a class like alchemist or investigator, does the "+1 level of arcane spellcasting" be used to get more extracts/potions per level?

Annoyingly I don't think so. Since Alchemist and Investigator aren't technically casters.


Artifix wrote:
cablop wrote:
If i use technomancer on top of a class like alchemist or investigator, does the "+1 level of arcane spellcasting" be used to get more extracts/potions per level?
Annoyingly I don't think so. Since Alchemist and Investigator aren't technically casters.

Correct, they aren't casters. And they won't meet the prerequisites for Technomancer for the same reason.


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But!

If an alchemist takes the Spell Knowledge discovery, then they can qualify for Technomancer by level 10.

And the developer who wrote that discovery is of the opinion that it allows prestige classes like Technomancer to advance your alchemist extract progression, as that progression is at least partially used for the casting of arcane spells.

Do with that what you will.

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