Low magic technology focused inventor type, like Archimedes or da Vinci


Advice

Dark Archive

So my group's starting a kingdom building campaign focusing quite heavily on the kingdom, my idea is an inventor who makes all these crazy devices, vehicles, constructs, etc. I want to be able to use a bit of magic, even if it's just a high UMD, but I don't want him to be reliant on it. I don't really know where to go for builds, I just have the concept.


What rulebooks are you allowed? There are a lot of options.

Dark Archive

If it's on the d20Pfsrd and not 3rd party then we're allowed.

Grand Lodge

Syrendross Actelek wrote:
So my group's starting a kingdom building campaign focusing quite heavily on the kingdom, my idea is an inventor who makes all these crazy devices, vehicles, constructs, etc. I want to be able to use a bit of magic, even if it's just a high UMD, but I don't want him to be reliant on it. I don't really know where to go for builds, I just have the concept.

Impossible sorcerer bloodline


There's a new archetype for the Alchemist in the upcoming "Inner Sea Intrigue" called the "Tinkerer". It might be just what your looking for.

Keeping with Alchemist, you can also pick up the "Promethean Disciple" discovery from Occult Adventures. It allows Alchemists to easily craft constructs, even though they don't technically have a caster level.


Syrendross Actelek wrote:
If it's on the d20Pfsrd and not 3rd party then we're allowed.

I'm not familiar with Brew Bird's new Alchemist Archetypes. I would recommend Alchemist anyway. Even the archetypes we already have would be great inventor characters.

Inquisitor is a good choice, lots of skills/level and some magic. Artifice is a good Domain. And so is the Flotsam Subdomain of Water.

Bard is a good choice. There are Archetypes that might be good for this: Archaeologist and Archivist come to mind.

The class with the most skills/level is Rogue. Investigator is nice. Sapper is even better. Trapsmmith is a possibility, so is Underground Chemist. Scavenger looks interesting, but your GM may well not allow it (technology)


Why not just play an alchemist and ask your GM to let your "extracts" become "gadgets" instead? Only you can use them (they are too complicated for others to use) unless you simplify their use (via the Infusion Discovery).

There would be no need to look for anything, just a little re-skinning the flavor of your class abilities...


Swashbucklersdc wrote:

Why not just play an alchemist and ask your GM to let your "extracts" become "gadgets" instead? Only you can use them (they are too complicated for others to use) unless you simplify their use (via the Infusion Discovery).

There would be no need to look for anything, just a little re-skinning the flavor of your class abilities...

The "Gadget" flavor could also work well with the Occultist.

As for the Archetype, it's in an upcoming book, so sadly is not yet on the SRD. "Inner Sea Intrigue" comes out on PDF the 25th, though.


Build for high Intelligence. Invest in the knowledges, invest in Craft (Carpentry) and Profession (Engineer). Take feats/traits to boost mundane crafting.

Use those things to create and design stuff. For classes try Siege Mage, or the Construct Subdomain. Really a lot of different classes or archetypes work.

From here, just constantly use Profession Engineer to draw up schematics, knowledge checks on things like birds and wheels and screws, and use Craft (Carpentry) to make your inventions.


Any class plus eldtrich heritage/VMC impossible sorcerer. You get craft woundrous items without any magic.

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