Unstable change suggestion


Inventor Class

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

One of the issues I and many people see is with the way unstable works atm. DC 17 flat check is extremely hard to get to. Here is a suggestion on a change that maintains a FUN gambling atmosphere. This would allow me to use unstable abilities multiple times per day, but there is always a risk involved.

Change Unstable to being able to use it as much as you want with a DC 11 flat check (50% chance). If it fails, then the device is broken. You can spend 1 minute to remove the broken condition. If you fail again before repairing it while the device is broken, the device is destroyed until you spend 10 minutes repairing it.

Critical success (Roll a 20 on a flat dc 11 check), the device works a lot better than you thought it would have. All numerical numbers are doubled. Rather than jumping 30 feet, you jump 60 feet. Rather than megavolting for 3d12 damage, you megavolt for 6d12 damage. When using megaton strike, you deal quadruple the dice rather than double. Afterwards, your device is considered broken from the sheer impact it had from this critical success.

Success (Roll 11-19), the device works as intended.

Failure (Roll 2-10), The device fails and explodes, dealing 1d6 damage at level 1 and for every other level the inventor has to everyone in a 5 foot emanation, including the inventor. This emanation increases to 10 feet at level 7 and 15 feet at level 15. The device is considered broken.

Critical failure (Roll 1), As per failure except the damage and range are both doubled and the device is considered destroyed.


Uh, not sure if this was a major part of your calculations for this suggestion, but you can already use unstable actions multiple times a day. It's just extremely difficult to do multiple times a fight.

Additionally, the 10 minutes to fix up your innovation is already a base part. Decreasing the time to a minute probably wouldn't be much use, given how the rest of the party are likely to stop for 10 minutes to treat wounds or repair a shield, identify items, or refocus. Though I could see it being a feat if there's need.

And taking away the first free activation would make the class significantly less appealing to people, few other classes risk harming themselves with their own abilities having it possibly happen with just the first use is risky. Especially when it would waste actions.

But otherwise I like the idea of it being much more swing-y

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