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Ruffle_truffleUploaded by
Issahssaire88Virus scan
About this mod
This mod introduces a completely new subclass for the thief. It is slightly inspired by the game Arcanum: Of Steamworks and Magick Obscura.
- Permissions and credits






INVENTOR:
Inventors are thieves who have dedicated themselves to the study of science and craftsmanship. With experience, they can create and develop increasingly complex inventions, which can be called synthetic and avant-garde given the realms' realities. Often inspired by the doctrines of Gond, they can craft true technical masterpieces from whatever they come across during their journeys. Known as technologists, they typically hail from large cities or have received solid, specialized education. Only gnomes can become inventors. Unfortunately, the in-depth study of science has negatively impacted their physical abilities.
Advantages:
- At level 1, they can create once per day: goggles that facilitate detecting illusions and traps, also granting infravision.
- At levels 4, 8, and 16, they receive the ability 'PYROACOUSTICS,' allowing them to create once per day: a sound firecracker, a soundproof grenade, or a sound bomb.
- At levels 8, 16, and 24, they receive the ability 'PYROTECHNICS,' allowing them to create once per day: a powder firecracker, a powder grenade, a gas bomb, or a toxic fumes grenade.
- At level 10, they can create once per day: a triple launcher (upon use, three crossbows are created in the inventory, each capable of shooting different types of ammunition - bullets, arrows, or bolts).
- At level 15, they can create a suit protecting against cold and acid (+30%) or fire and electricity (+30%), providing AC 8 and adding +25% resistance to physical damage.
- At level 18, they can create a suit protecting against fire and acid (+35%), providing AC 5 and +30% resistance to physical damage, without restricting spellcasting.
- At level 25, they can craft golem armor (functions as a transformation into an iron golem).
Disadvantages:
- Their constitution and strength can be no higher than 13.
- Their inventions do not become more powerful at higher levels.
- No increased backstabbing damage.
- They receive only 15 thieving skill points per level (above level 2).
- Required race: Gnome.
These appear to be goggles that might have some special properties, although they are unlikely to be magical.
These goggles, crafted by inexperienced technologists, not only allow for dark vision but also sharpen the wearer's eyesight, aiding in the recognition of distortions in light and shadow as well as the contours of examined objects, making it easier to detect traps or enemy illusions.
PARAMETERS:
Infravision: range of 40 meters
Special:
- Detect Illusions: +20%
- Find Traps: +20%
Weight: 1
This ability randomly creates one of the following in the inventory: a sound firecracker, a sound bomb, or a soundproof grenade. There is approximately a 33% chance for each invention.
- Sound firecracker
Firecrackers are technological creations, still rarely seen in the Realms but possessing practical applications. This particular example causes a noise explosion, rendering creatures within its radius deafened for 6 rounds, provided they fail a saving throw against wands with a -3 modifier.
PARAMETERS:
Special:
- Causes area-wide deafness (saving throw against wands with a -3 modifier negates)
- Area of Effect: radius of 5 meters
Weight: 1
- Sound bomb
Bombs are technological creations, still rarely seen in the Realms but possessing practical applications. This particular example causes the absorption of sounds from the area. Every creature within its range will be silenced for 6 rounds.
PARAMETERS:
Special:
- Silence for 6 rounds (no saving throw)
- Area of Effect: radius of 5 meters
Weight: 1
- Soundproof grenade
Grenades are technological creations, still rarely seen in the Realms but possessing practical applications. This particular example encloses the target in a soundproof cylinder. A creature that fails a saving throw against wands with a -2 modifier becomes deaf (though not mute) for 6 rounds and gains resistance to sound-based spells. The shield protects against spells such as Silence, 5' Radius, Wail of the Banshee, Holy/Unholy Word, Song of Death/Fear/Awakening, Improved Bard's Song, and War Cry. However, there are spells and monster abilities against which the barrier is ineffective.
PARAMETERS:
- Deafness for 6 rounds and immunity to certain magical or non-magical sounds
- Area of Effect: 1 creature
Weight: 1
This ability randomly creates one of the following in the inventory: a powder grenade, a powder firecracker, or a toxic fumes grenade. There is approximately a 25% chance for each invention.
- Powder firecracker
Firecrackers are technological creations, still rarely seen in the Realms but possessing practical applications. This particular example causes a gunpowder explosion, dealing fire damage to all creatures and objects within its range.
PARAMETERS:
- Damage: 3D6 fire damage (no saving throw)
- Area of Effect: radius of 13 meters
Weight: 1
- Gas bomb
Bombs are technological creations, still rarely seen in the Realms but possessing practical applications. This particular example causes a poisonous gas explosion. Each creature in the fumes takes 2d6 acid damage per round they remain in the area, and they fall unconscious if they fail a saving throw against wands with a -4 modifier."
PARAMETERS:
Special:
- Unconsciousness (saving throw against wands with a -4 modifier negates)
- Damage: 2d6 acid damage per round in the area of effect
Area of Effect: radius of 13 meters
Weight: 1
- Toxic fumes grenade
Grenades are technological creations, still rarely seen in the Realms but possessing practical applications. This particular example creates a cloud of highly toxic and flammable fumes. Upon explosion, it disperses a cloud of acid and ignites toxins with sparks.
PARAMETERS:
Special:
- Blindness (saving throw against wands with a -5 modifier negates)
- Damage: 6 acid damage + 6 fire damage to creatures within the cloud
Area of Effect: radius of 13 meters
Weight: 1
- Powder grenade
Grenades are technological creations, still rarely seen in the Realms but possessing practical applications. This particular example causes a gunpowder explosion, dealing fire damage to creatures and objects within its range. A successful saving throw against wands negates half the damage.
PARAMETERS:
- Damage: 3D6 + 3D6 fire damage (a successful saving throw against wands with a -3 modifier partially negates)
- Area of Effect: radius of 13 meters
Weight: 1
These launchers are most often constructed by gnomes, though they can also be made by other races with technologists. Thanks to numerous knobs, sights, and mechanical enhancements, it is very easy to hit the target with this launcher. Moreover, each of the three segments of this machine is designed for a different type of projectile.
Launcher Segment
This invention appears to be for shooting, although you can't quite figure out how.
It looks like the launcher has been divided into three parts. However, you have no idea what this part is for.
- Bullet Launcher
The bearing in this segment is set to hurl bullets (the kind used with a sling).
PARAMETERS:
THAC0: +5
Proficiency Type: Crossbow
Weapon Type: Two-handed
Speed Factor: 2
Special:
One additional attack per round
Weight: 4
- Arrow Launcher
The bearing in this segment is set to hurl arrows.
PARAMETERS:
THAC0: +5
Proficiency Type: Crossbow
Weapon Type: Two-handed
Speed Factor: 2
Special:
One additional attack per round
Weight: 4
- Bolt Launcher
The bearing in this segment is set to hurl bolts.
PARAMETERS:
THAC0: +6
Proficiency Type: Crossbow
Weapon Type: Two-handed
Speed Factor: 1
Special:
One and a half additional attacks per round
Weight: 4
Suits are quasi-armor constructed by technologists. Thanks to synthetic components, they are not only lightweight but also capable of protecting the wearer from physical attacks or elements.
- Suit - Silent Heat
Suits are quasi-armor constructed by technologists. Thanks to synthetic components, they are not only lightweight but also capable of protecting the wearer from physical attacks or elements. This particular example protects the wearer from fire and electricity.
PARAMETERS:
Armor Class: 8
Special:
+30% resistance to fire and electricity
+25% resistance to physical damage
Weight: 7
Required Strength: 6
- Suit - Anti-Aqua Mortis
Suits are quasi-armor constructed by technologists. Thanks to synthetic components, they are not only lightweight but also capable of protecting the wearer from physical attacks or elements. This particular example protects the wearer from cold and acid.
PARAMETERS:
Armor Class: 8
Special:
+30% resistance to cold and acid
+25% resistance to physical damage
Weight: 7
Required Strength: 6
- Heavy suit
Suits are quasi-armor constructed by technologists. Thanks to synthetic components, they are not only lightweight but also capable of protecting the wearer from physical attacks or elements. This particular example is somewhat heavier than other suits but offers better protection.
PARAMETERS:
Armor Class: 5
Special:
+35% resistance to fire and acid
+30% resistance to physical damage
Does not restrict spell casting
Weight: 20
Required Strength: 12
- Creation of Detection Goggles
This ability creates Detection Goggles - equipment that aids in the detection of traps and illusions, and also grants the wearer infravision.
- Creation of Triple launcher
- Creation of Suit I
This ability creates a suit - something akin to a cloak. This suit adds +30% resistance to fire and electricity, as well as +25% resistance to physical damage.
- Creation of Suit II
This ability creates a suit - something akin to a cloak. This suit adds +30% resistance to cold and acid, as well as +25% resistance to physical damage.
- Creation of Suit III
This ability creates a heavy suit - something akin to armor. This suit adds +35% resistance to fire and acid, as well as +30% resistance to physical damage.
- Assembly of Golem Armor
This ability 'assembles' golem 'armor' on the inventor. In practice, this functions as a transformation into an iron golem. The 'armor' can be dismantled at any time.
- Dismantling Golem Armor
This ability allows the dismantling of golem 'armor' and returning to normal form.