Spheres of Power

Inspired Inventor

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Arcforge Players Compendium
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The process of invention does not always stem from research or understanding. Sometimes, strange flashes of inspiration, guided by alien forces of genius, are responsible for technological wonders. Inspired inventors are mages and technicians who have been touched by some incomprehensible spark of lore, allowing them to temporarily construct equipment which even they do not know how to fully operate.

Class Skills

An inspired inventor gains Knowledge (engineering) as a class skill and loses Knowledge (nature) as a class skill.

Proficiencies
An inspired inventor is proficient with simple weapons. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.

This alters weapon and armor proficiencies.

Blended Training

An inspired inventor gains a combat or magic talent every time he gains a class level. Inspired inventors use their casting ability modifier as their practitioner modifier.

This replaces magic talents

Technical Inspiration (Ex)
An inspired inventor gains the Tinker sphere as a bonus sphere at 1st level. The inspired inventor can create temporary gizmos by shaping shadowstuff. If the inspired inventor creates a figment of a gizmo that he knows how to create, as a free action he may spend 1 shadow point to allow it to work as a functional gizmo for the illusion’s duration, as if he had constructed it on the spot.

A figment needs to have all the senses needed to operate the gizmo, and senses it does not have do not function (for example a figment without the Illusionary Sound talent made into a communicator would be unable to produce sound). The illusionary gizmo does not count towards the inspired inventor’s maximum number of gizmos. Once the illusion is over, the gizmo vanishes. A second use of this ability immediately ends the duration of the previous use. The inspired inventor may not create mechanoids or AI this way.

Gizmos created this way are still illusions woven with shadow magic, and have the shadow magic descriptor applied. Creatures may attempt Will saves to disbelieve the gizmo’s effects, and such illusory gizmos have 1/5th their normal hit points and a hardness of 0.

This replaces master illusionist.

Unknown Energetics (Su)
At 1st level, the inspired inventor may spend a shadow point in place of a battery use for any gizmo that he may activate.

This replaces shadowmark.

Miraculous Builder (Ex)
At 4th level and every 4 levels thereafter, when using technical inspiration, the inspired inventor may have an additional gizmo created at a time. If the inspired inventor has the Complex Illusion talent, he may create multiple gizmos as part of the same action, spending a shadow point for each. This replaces truesight.

Inspired Construction (Su)
At 6th level, when using the technical inspiration ability, the inspired inventor may treat himself as having one Tinker sphere (gizmo) talent he does not possess for the purpose of determining what gizmos he can create or how created gizmos function. In addition, the inspired inventor may install any created gadgets onto equipment or willing creatures as part of the action to create them.

At 12th level, the inspired inventor may emulate up to two (gizmo) talents with a single use of technical inspiration and may emulate three at a time at 18th level.

This replaces create reality.

Manifold Technologies (Su)
At 10th level and 14th level, the inspired inventor gains a single item creation feat for which he meets the prerequisites for.

This ability replaces hide in plain sight and see in darkness.

Of My Own Invention (Su)
At 20th level, the inspired inventor’s type changes to construct, except that he retains his Constitution score, does not receive bonus hit points for his size, retains his ability to heal damage on his own, is not immediately destroyed at 0 hit points, can be raised or resurrected normally, and is affected by magical healing effects normally. The inspired inventor does not recalculate Hit Dice, base attack bonus, or saving throws.

This replaces feytouched.


Spheres of Power by Drop Dead Studios
Using Spheres of Power
Classes
Armorist Elementalist Eliciter Fey Adept
Hedgewitch Incanter Mageknight Shifter
Soul Weaver Symbiat Thaumaturge Wraith
Prestige Classes
Bokor Forest Lord Magemage Realmwalker
Tempestarii Waking Sleeper
Spheres
Alteration Blood Conjuration Creation
Dark Death Destruction Divination
Enhancement Fallen Fey Fate Illusion
Life Light Mana Mind
Nature Protection Telekinesis Time
War Warp Weather
Other Spheres
Bear Technomancy
Rules
About Advanced Magic Advanced Talents Alternate Racial Traits Casting Traditions
Incantations Magical Items Mythic Spheres Rituals
Spellcrafting Traits Wild Magic Sphere Bestiary
Equipment
Weapons Armor Equipment Special Materials
Alchemical Items Apparatuses (Metamagic) Charms Compounds
Fabled Items Implements Marvelous Items Schematics
Scrolls Spell Engines Spellzones Talent Crystals
Feats
Admixture Anathema Aristeia Champion
Chance Channeling Combat Companion
Counterspell Damnation Drawback Extra
General Item Creation Metamagic Necrosis
Plague Protokinesis Proxy Purring
Racial Ritual Squadron Surreal
Teamwork Theurge Wild Magic
Get Ultimate Spheres of Power Get the Original RulebookU
Get Expanded OptionsU Get Expanded Options 2
Alteration HandbookU Conjuration HandbookU Creation HandbookU Dark HandbookU
Death HandbookU Destruction HandbookU Divination HandbookU Enhancement HandbookU
Fate HandbookU Illusion HandbookU Life HandbookU Light HandbookU
Mind HandbookU Nature HandbookU Protection HandbookU Telekinesis HandbookU
Time HandbookU War HandbookU Warp HandbookU Weather HandbookU
Spheres Apocrypha
Apex Shifter Casting Traditions Casting Traditions 2 Cognition Talents
Cohorts and Companions Dark ApocryphaU Debilitating Talents 2 Destruction ApocryphaU
Light ApocryphaU Nature (Air) PackageU Nature (Earth) ApocryphaU Nature (Fire) ApocryphaU
Nature (M/P/W) ApocryphaU Nature (Spirit) ApocryphaU Protokinesis ApocryphaU Sidhe Court
Other Spheres Products
Archetypes of PowerU Archetypes of Power 2 The Bear Sphere The Blood SphereU
Blood and Portents Compounds of Power The Conqueror's Handbook The Fallen Fey SphereU
Initiate's Handbook Items of PowerU The Jester's Handbook Mythic Spheres of Power
The Technomancy Sphere Treasures of the Spheres Treasures: Weapons and Tools The Wraith ClassU
Wild Magic Woodfaring Adventures Worlds of Power The Youxia's Handbook
Bestiary: Fey and Feyfolk The High Magic Handbook Realmwalker's Handbook Bestiary: Fiends of the Cosmos
Adventures
Wreckage to Deliverance Wreckage to Deliverance Player's Guide

U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book