Weapon and Armor Proficiency
An inventor is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Base Invention - Armor
An inventor whose base invention is armor has created or modified a suit of armor in such a way that it becomes unusable by any but the inventor.
Initially, the armor functions as either masterwork leather armor or a masterwork breastplate (your choice) with one armor innovation applied to it. If she can afford it, the inventor can enchant her base armor, but any enhancements she applies stay with the invention, and
are suppressed if she reconfigures it into a construct or a weapon (she can still apply them to new masterwork armor she designates as her base armor).
Explode
Within their base inventions, inventors create a failsafe to prevent theft and resolve conflict with a boom. As a standard action, the inventor can cause her base invention to explode out from her space (excluding the inventor), dealing 1d6 fire damage to each creature within 5 feet. Those caught in the explosion can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the inventor’s level + her Intelligence modifier.
For every 2 inventor levels obtained beyond 1st, (3rd, 5th, and so on) the inventor’s base invention can explode for 1d6 additional damage. Once the inventor has caused her base invention to explode, she cannot do so again until she spends at least 1 minute recalibrating that invention. Any activity or event that would prevent the inventor from taking 20 on a skill check also prevents her from recalibrating her base invention.
At 7th level, the inventor’s inventions can explode out in a 5- or 10-foot radius, and at 15th level, they can explode out in a 5-, 10-, or 15-foot radius (your choice).
Overdrive
An inventor can push her base invention beyond its usual safe point,
granting it additional functionality. At1st level, an inventor can use overdrive for a number of rounds per day equal to 4 + her Intelligence modifier. For each level after 1st she possesses, the inventor can use overdrive for 2 additional rounds per day. Temporary increases to intelligence, such as that gained from fox’s cunning, do not increase the total number of rounds that an inventor can use overdrive per day. An inventor can use overdrive as a free action. The total number of rounds of overdrive per day is renewed after allowing her base invention to cool down for 8 hours, although these hours need not be consecutive.
While using overdrive, an inventor’s base invention grants her a +1 bonus on attack and damage rolls with manufactured weapons, natural attacks, and unarmed strikes; as well as on Reflex saving throws. In addition, she takes a –2 penalty to Armor Class as her base invention becomes more difficult to control. She also gains DR /magic equal to her inventor level. This Damage Reduction can prevent an amount of damage up to 4 x the inventor’s level, after which it is suppressed.
This value is not refreshed if the inventor uses overdrive again within 1 minute of using her previous overdrive. While using overdrive, an inventor cannot use any Intelligence-, Wisdom-, or Charisma-based skill (except Intimidate, Knowledge [engineering], and Perception) or any ability that requires patience or concentration (such as spellcasting). An inventor can still use unstable innovations (see below) while using overdrive, but any damage dealt by those innovations applies directly to her Damage Reduction limit, regardless of its type.
An inventor can cease using overdrive as a free action, after which her base invention must cool down for at least 1 minute. An inventor can’t begin using overdrive while her base invention is cooling down or in need of recalibration, but can otherwise use it multiple times per day. If an inventor falls unconscious, overdrive immediately ends.
Armor Innovation - Genius Armor
When wearing her base armor, the inventor adds her Intelligence bonusto her AC instead of her Dexterity bonus. If any effect would reduce or prevent the inventor from adding her Dexterity modifier to AC— such as the armor’s max Dex bonus or being caught flat-footed—, she reduces or does not add her Intelligence modifier, accordingly.
General Innovation - Genius Tools
The inventor can craft a simple, makeshift tool from almost anything lying around as a full-round action. A makeshift tool lasts until used or for a number of minutes up to the inventor’s level. Select up to three skills. When making a skill check with one of those skills, the inventor can expend a makeshift tool as part of the same action to add her Intelligence bonus to the skill check instead of the usual ability modifier.
Penalties from the usual ability score still apply, if any (An inventor with a 17 Intelligence and 9 Dexterity gains a +2 bonus on Acrobatics checks with genius tools). An inventor can select this innovation more than once.
General Innovation - Inventive Construct
The inventor has created a loyal construct companion that has one construct innovation applied to it. This inventive construct does not count as the inventor’s base invention and cannot have additional innovations applied to it, but the inventor can reconfigure it just like any innovation. An inventor cannot select this innovation if her base invention is a construct.
Construct Innovation - Mounted Projectile Launche
The inventor has crafted a masterwork ranged weapon with which she is proficient and mounted it on back of her base construct. The companion can use this weapon to make a ranged attack as a standard action. If the inventor is mounted on the companion, or adjacent to it, she can use the weapon as if she were wielding it. The weapon reloads on its own at the start each of the companion’s turns, if it has ammunition remaining. If she can afford it, the inventor can enchant the weapon, but those enhancements stay with the invention, and are suppressed if she reconfigures it.