Invent (Ex): An inventor has an Invent check, which is treated like a Craft check as well as being used for various inventor abilities. The value of an inventor’s Invent check is 5 + class level + Int modifier. At first level the inventor has Invent for a single craft category (as defined by the Craft skill). At each level, he may add one craft category to his list. Thus a 5th level inventor with an Int of 18 has an Invent check of +19, and may use it for five crafts.

When using the Invent check to craft objects, an inventor work much faster than most crafters, but also with more waste. The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for inventing. Inventing an item requires 1 hour of work per 125 caps in the item’s base price (or fraction thereof), with a minimum of at least 1 hour. The character must spend the gold at the beginning of the construction process. This process can be accelerated to 1 hour of work per 250 caps in the item’s base price (or fraction thereof) by increasing the DC to create the item by 5.

The inventor can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the inventor can use the rest of his time as he sees fit. If the inventor is out adventuring, he can be considered to manage 2 hours each day to item creation. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If other time is dedicated to creation, it must be spent in uninterrupted 1-hour blocks.

The inventor can craft any item that could be created with the Craft skill corresponding to the categories he has selected, though he must have appropriate raw materials and tools to do so.

Create Invention (Ex): The inventor is able to craft new things, though his creations are normally improvements on existing devices (regardless of what name he gives it – an inventor’s “Broad-Spectrum Optical Assessment Array” is really a compact magnifying glass with an extra +2 bonus to Appraise checks involving items that are small or highly detailed).

Creating an invention requires an inventor to make an Invent check and to have selected a category of craft matching the Craft skill required.

Bonus Cost

The cost of an invention is based on how many invention bonuses it has compared to a typical device that serves the same function. Add all the bonuses together and refer to the chart below to determine the inventions cost (which also determine the time it takes to build, using the Invent rules for crafting an object). For single use items and ammuniton, the final price is divided by 50 for the cost of a single such item.

Invention Costs
Bonus Cost
+1 +150
+2 +300
+3 +1,350
+4 +2,400
+5 +3,750
+6 +5,300
+7 +7,350
+8 +9,600
+9 +12,150
+10 +15,000

Invention Effects

Invention Craft DC Bonus Cost
Armor Improvements
-1 armor check penalty 20 +1
-2 armor check penalty 20 +3
-3 armor check penalty 20 +5
+1 max Dex bonus 30 +3
+2 max Dex bonus 35 +5
Ranged Weapon Improvements
+1 to damage 15 +1
+2 to damage 20 +3
+3 to damage 25 +5
+1 to attack rolls 20 +2
+2 to attack rolls 25 +3
+3 to attack rolls 30 +4
+5 ft. to range increment 15 +1
+10 ft. to range increment 25 +2
Give single shot weapon the semi-auto quality 15 +3
Give semi-auto weapon the burst fire quality 25 +4
Melee Weapon Improvements
+1 to damage 15 +1
+2 to damage 20 +3
+3 to damage 25 +5
+1 to attack rolls 20 +2
+2 to attack rolls 25 +3
+3 to attack rolls 30 +4
Flaming 15 +3
Igniting 25 +5
Shock 15 +3
Shocking Burst 25 +5
Ammunition Improvements
+1 to damage 15 +1
+2 to damage 20 +3
+3 to damage 25 +5
Flaming 15 +3
Shock 15 +3
Frost 15 +3
Seeking 15 +3
Kits and Tools
+1 circumstance bonus 15 +1
+2 circumstance bonus 20 +2
+3 circumstance bonus 25 +3
Vehicle Improvements
+1 on initiative checks 20 +1
+1-4 occupants 20 +1
+5-8 occupants 20 +2
+9-12 occupants 25 +3
+1 Alternate mode of propulsion 25 +1
+1 to driving checks 25 +1
+2 to driving checks 30 +2
+3 to driving checks 35 +3
+1d8 ramming damage 25 +2
+1 to base saves 25 +1
+2 to base saves 30 +2
+3 to base saves 35 +3
+15 ft. to maximum speed 20 +1
+30 ft. to maximum speed 25 +2
+60 ft. to maximum speed 30 +3
Up to double acceleration 35 +2
Any Item
+50% hardness 15 +1
+50% hp 20 +1
Reduce weight 50% 20 +1
Reduce weight 75% 30 +2


The armor check penalty reduction for armor inventions is the same as that gained from masterwork armor, and does not stack with it. An armor invention with a +1 reduction to its armor check penalty is functionally a masterwork suit of armor.


You cannot have more than one energy damage type invention on the same weapon or piece of ammunition. The invention bonus from a ranged weapon does not stack with the invention bonus from ammunition. Only the higher of the two enhancement bonuses applies.

Invention bonuses to ammunition are priced for 50 pieces of ammunition, such as 50 individual bullets or arrows.

Kits and Tools

The bonus given to kits and tools is an increase to its existing circumstance bonus to specific skill checks. The GM may, at his discretion, allow new inventions to be created as bonus to skills that do not currently have tools or kits that add to their checks. For example, a mechanical spring-loaded sleeve designed to aid in palming small objects could be allowed as a kit that adds +1 to Sleight of Hand checks.

Prototype (Su): The inventor can create magic items in the form of prototypes. Constructing and maintaining these devices requires an hour of uninterrupted tinkering (normally done in the morning) each day, and it can be undertaken only after the inventor has received 8 hours of rest.

An inventor is assumed to have the materials required for constructing his prototypes along with his other tools and devices, and he need not spend any caps or time making special arrangements for them. (The inventor can be assumed to be gathering such materials as he adventures, and he can construct prototypes out of broken firearms and rare tinctures made from molds found in ruins—the details of the inventor’s materials are left to the player and GM to agree upon.)

Each day the inventor decides what prototype versions or magic items he wishes to create. The inventor can create any magic item he is aware of, with the following limitations:

*The item level cannot exceed the inventor’s class level.

*The item cannot have prerequisites that include spells not from the alchemist and sorcerer/wizard class lists.

*The item cannot be charged. (It can have uses per day.)

*The total value of all the items created in a given day cannot exceed the inventor’s prototype cap limit for his level (see Table 1 below). Prototypes are further limited by the following rules, many of which differ from normal magic item rules.

A typical prototype has hardness equal to one-half the inventor’s level, and 2 hit points per level of the inventor. Additionally, each device has vulnerability to one energy type, determined randomly when it is constructed.The same device might have different vulnerabilities when created by different inventors.

Once a prototype is broken, it cannot be fixed until the inventor next regains use of his daily abilities and spends an hour constructing and maintaining his Prototypes.

An inventor is constantly making minor repairs and adjustments to the devices in his possession, and only the inventor who creates a device knows how to keep it well maintained. If a device is separated from its creator for 24 hours (or he is unable to spend an hour each day working on the device), it becomes 50% likely to malfunction each round it is used.After another 24 hours, it stops functioning altogether. Once this occurs it no longer counts against the cap total of devices of the inventor who created it—he has moved on to bigger and better ideas.

A Prototype item requires space for its wires, vacuum tubes, plasma cells, mechanical actuators, and other such technological devices. Every Prototype takes up two body slots (which might not include the ring slots, which are too small for such devices). For purposes of this restriction, being held in one hand qualifies as a body slot. All Prototypes weigh either as much as the magic item they are based on, or 5 pounds, whichever is greater.

Prototype Talents: The following discoveries are available to inventors, who may take them with talents gained from the inventor’s anachronistic class.

Durable Creations: When the inventor creates a Prototype, he can construct it to be much sturdier than most created by his kind. Normally this means the hardness of these devices is equal to the inventor’s level, and each has 10 hit points + 2 per inventor level. Alternatively, the inventor can create a Prototype with normal hardness and hit points, but lacking vulnerability to any energy type.

Forbidden Science: The inventor has mastered unusual courses of study even for those who dabble in Prototypes. For each class level, the inventor can select two spells from any class spell list. The spells must be of a level no greater than one-half his class level.The inventor does not know these spells and cannot cast them, but when determining if a magic item can be a Prototype, the inventor can include items with the selected spells as prerequisites.

Mass Production: The inventor can build and maintain multiple Prototypes for a reduced cost against his maximum device limit. The first device of the same type is rated at its full cost, the second and third at one-half cost, and the fourth and subsequent devices at one-quarter of their normal cost. In most cases, an inventor cannot use more than one device at a time personally, so this is most useful to inventors who wish to carry backup devices, or who want to outfit allies with copies of a favored device. An inventor must be at least 6th level before selecting this talent.

Prototype Cap Limits
Inventor Level Prototype Cap Limit
1 250
2 500
3 1,000
4 1,500
5 2,000
6 2,500
7 3,000
8 4,000
9 5,000
10 6,000
11 7,000
12 8,000
13 9,000
14 10,000
15 12,000
16 14,000
17 16,000
18 18,000
19 20,000
20 24,000


Fallout: Echoes IonutRO