Gnome tinkerer / mech-pilot


Advice


I think you can see where I'm going with this.

Has anybody made one?
I'm thinking of creating a gnome (Gear gnome subrace) summoner (synthesist) / alchemist (tinkerer).

I'm thinking, 1st level, summoner. Second level, alchemist. Third and fourth level, summoner. Fifth level, alchemist then the rest summoner. His eidelon looks like translucent armored, clockwork robot or mech.

Thoughts?

Shadow Lodge

Start with this thread: https://paizo.com/threads/rzs2uaw8?Pierce-the-Heavens-A-Pathfinders-Guide-t o

I've made two mech pilots from those guidelines: a witch and a paladin.


Well, I didn't read through all of it, but I did catch a mistake in using the monk. They say you get great saves and fast movement because you aren't in armor. Actually, you get the BASE saves and fast movement's a physical ability. You would keep mental abilities.

I stopped reading because, while it's an interesting take, it's not the same as the direction I was going.

With my concept, you get a widget or thingamajig that you can modify to help out when you need it for something. Basically, a drone that you can have do things for you. Scout, keep watch, help attack, whatever.

The eidelon would basically be an AI mech that you can use in addition to your own abilities. You're not stuck in there, muted and unable to access your items.
Imagine you want to throw an alchemist bomb. Not only could you yell to your companions to clear out, but the visual effect could be you drawing the bomb and launching it through tube in the arm.

Plus, you can modify the eidelon with different "upgrades".

Shadow Lodge

Synthesist Summoner was long banned in org play, I assume it still is. But if you're not doing this for Org, I guess you can use it. Good luck.


generally tech styled play is a bit clunky in PF1 relying on the Technology Guide and using the Technologist Feat. Generally tech costs way more than magic in low to midlevel games and keeping the batteries charged without recharge:K3 & 500gp is a pain. I'd suggest your GM change/remove the 500gp component cost to 5gp phosphor or nitre.

otherwise classes-archetypes are
(non-PFS)summoner-(non-PFS)synthesist
alchemist-tinkerer
you can "reskin" things within reason and without mechanical effect, otherwise it requires GM approval.

My advice would be don't as this multiclass doesn't provide the enhanced versatility to make up for the power loss. If you are doing it for role-play purposes then it doesn't matter and you can do whatever. You could accomplish the look using a clockwork construct costume (masterwork tool) for about 55gp or a hat of disguise 1800gp.


We just finished "optimizing and powergaming" through Wrath of the Righteous. We're doing some fun RP with different concepts, now.

And no. This isn't organized play. This is just some friends getting together.

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