Constructs and the Scavenger Investigator Archetype


Rules Questions


I have a player wanting to play a construct race, as a Scavenger Investigator. I have a couple of questions about how things interact:

First, do the devices created by the Gadgetry ability still have schools? In this instance, if this construct-Investigator created a device of False Life, could it affect him? Constructs are typically not affected by Necromancy effects. The devices created seem to be magical devices that achieve the same effect as the extracts, but aren't necessarily the spell?

Second, does the Jury-Rig ability allow the construct-Investigator to repair himself? It specifies "an adjacent mechanical device," which doesn't seem like it would include a construct creature like a wyrwood, but does seem like it would include a clockwork creature or an android. Rules-wise, there's no difference between the two, so can it be reasoned that he could Jury-Rig himself?

Thirdly, my player brought up using Craft (Clockwork) and Master Craftsman to make Wondrous items or weapons/armor, and just give them a clockwork flair. I don't see any reason not to, but there's no harm in this, right?

Thanks!
-F

Sources:
Scavenger Investigator
Constructs
Master Craftsman

Dark Archive

Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Accessories, Starfinder Roleplaying Game Subscriber

I'm actually very curious about this myself and would love to know what people think.


Fafnoir wrote:
First, do the devices created by the Gadgetry ability still have schools? In this instance, if this construct-Investigator created a device of False Life, could it affect him? Constructs are typically not affected by Necromancy effects. The devices created seem to be magical devices that achieve the same effect as the extracts, but aren't necessarily the spell?

Yes, the spells still have their schools. Since the gadgets are powered by the Scavenger Investigator's magic aura, they still use magic as usual.

However, translating some extracts on the alchemist list into gadgets does not make sense. I supppse a gadget that casts False Life could be pressed against the skin and activated to transfer positive energy to the target creature, but others like Firebreathing and Vomit Swarm were definitely designed to be drunk. As a GM, I would sit down with the player and figure out substitute spells that make more sense as gadgets. The substitution can find replacements for necromantic spells.

Fafnoir wrote:
Second, does the Jury-Rig ability allow the construct-Investigator to repair himself? It specifies "an adjacent mechanical device," which doesn't seem like it would include a construct creature like a wyrwood, but does seem like it would include a clockwork creature or an android. Rules-wise, there's no difference between the two, so can it be reasoned that he could Jury-Rig himself?

I agree. A clockwork construct, robot, or android would count as an adjacent mechanical device and could be repaired by Jury-Rig. A golem not so much.

I play a bloodrager NPC who has a clockwork familiar through the bloodline familiar option. I let her learn Make Whole through a homebrew archetype to be able to keep her familiar repaired, but she also has +7 bonus to Craft(clockwork) for non-magical repairs in a good workshop (that includes the +2 bonus to Craft checks from the clockwork familiar's Advice ability).

Fafnoir wrote:
Thirdly, my player brought up using Craft (Clockwork) and Master Craftsman to make Wondrous items or weapons/armor, and just give them a clockwork flair. I don't see any reason not to, but there's no harm in this, right?

The Pathfinder design team wavers over whether alchemist and investigator classes count as a spellcaster for crafting magic items, and their current decision is no. Too bad, the other decision would have rendered this question moot.

Clockwork flair would be an abuse of the rules as written, but it would be a fine houserule.

Dark Archive

Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Accessories, Starfinder Roleplaying Game Subscriber

I feel that the stranger spells could be recreated. Vomit swarm could be a box that you put a button on and a bunch of bugs come out. It could take some convincing and creativity. I agree some of them are harder than most.

As for the magical schools, I don't know if I follow your reasoning. Why is it that being made with a part of the alchemist's magical aura causes them to have a school? Or am I misunderstanding what you mean?


Xavier319 wrote:
As for the magical schools, I don't know if I follow your reasoning. Why is it that being made with a part of the alchemist's magical aura causes them to have a school? Or am I misunderstanding what you mean?

The archetype said, "Rather than prepare his extracts as consumable liquids, a scavenger constructs small, single-use devices infused with bits of his own magic aura to achieve the same effects." It appears that the gadget contains whatever the equivalent extract contains or whatever the equivalent spell creates, so it has the same limitations. If the ability had not said the gadget worked by the magic inside it, if instead it mimicked the magic, then the gadget would have less association with the magic's school.

Dark Archive

Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Accessories, Starfinder Roleplaying Game Subscriber

Ah, okay. SO it's an interpretation of the rule, not a strict iron-clad RAW. Alright, I can see that interpretation.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Constructs and the Scavenger Investigator Archetype All Messageboards

Want to post a reply? Sign in.