VRMH |
Item creation requires feats, so don't go for any specific "build" for your caster. It also requires downtime, a place to work and base materials. These are largely dependant on your GM, so check if the campaign will have them available.
Oh, and ask the other players whether their PCs will actually need gear and if so: what kind.
Kastar |
Being purely the item creation guy is going to be very boring for you. I think the closest you'll get to an equivalent to some sort of gadgeteer is a bomb-focused Alchemist. They have a nice crafting flavor, can take the item creation feats, and the bombs can easily feel or be flavored like a "neverending" supply of offensive gadgets.
Make sure to always be the person that has the appropriate out-of combat gear. Ropes, ladders, grappling hooks, fire (not a problem for an alchemist). Have tools and ranks in the Disable Device skill to tinker your way past (mundane) locks and traps. Learn the mundane alchemical items and weapons and how to use the Hybdridization Funnel.
This kind of character requires a lot of knowledge of both mundane and magical items and tools, but can be very fun to play. Just don't focus everything on crafting, or you'll be bored 99% of the time.
I'm Hiding In Your Closet |
I think Bishop or Reed Richards could be appropriate models for this (assuming you want any help with that part).
Arcane magicians are my favorite role, but it sounds like what you really want is an EBERRON-style Artificer. Assuming your DM will permit such a thing, here's a stockpile of Pathfinderized editions/reimaginings of the class.
Cap. Darling |
You will have to think spells as items in this way. If Bruce Wayne could do a hand movement to make folks go Down from a distance he would use that instead of batarangs just like he figths with his hands and not a club. If you want the tech based feel like Iron man spells can be a large part of his repetoire if he only uses items he will end up playing like one of the silly sidekicks instead.
Any of the full casters can be great for this. And if you want a more Martial hero with tech, like Batman, most of the half casters can be great at this.
Trying to copypaste a hero from one media to another without looking at the options in the World May led to a look alike but most often not to a act alike.
Hubaris |
If you're going full on construction, why not mix in Craft Construct as well? You won't really need much combat capability with smart uses of metal friends and a steady supply of gear for allies. Gives you something to do, allows you to be clever and you can buff constructs / allies / deal damage but have a bit of flexibility.
Think like a less evil Dr. Doom.
...
DOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM !
Hubaris |
The problem with a lot of the constructs is that by the time you get them, they become a little under CR'd. That being said, if you have a DM who allows you to utilize the construct rules, mix and match pieces and use homunculi (which have some awesome customizations), you can do some cool stuff.
Its definitely not optimal but it is an option, as it does require Craft Arms and Armor and Craft Wondrous anyway (which I assume would be in your repertoire).
Cap. Darling |
I feel like a blastercaster as a secondary roll to a crafter might fit the party better. We are going up against a lot of stuff with DR.
Make a blockbuster arcanist and buy a few craft feats. Being a gear head and crafter is a secondary role fixed with a few feats and some role play.
Scott Wilhelm |
There is a 3rd party item creation class, the Artificer by Adamanant Entertainment.
Usually, Item Creation just requires Spellcraft, but sometimes the DM requires other skill checks, and Wizards are low in skills. If you just want to be a blaster wizard who takes some item creation feats, that's cool. But maybe you want to be a crafty character who maybe works in some magic.
If you really mean ALL the books, you might take a look at the d20 Modern Smart Hero: 9 skill points/level.
Inquisitors get 6 skill points/level, and they can take a Domain. The Articfice Domain is an obvious choice, but you might look at the Flotsam Subdomain of Water. They get this ability called Sift, where they can magically find any item they want floating in the water--any water.
There is the Master Craftsman Feat which will let you make any almost magic item at all appropriate to some Craft Skill you select which you put lots of ranks in, and you can bypass spell requirements if you have enough skill points.
An in-between route might be Arcane Trickster. Take 1-3 levels in Ninja, maybe 1 level in Snakebite Striker Archetype of Brawler, and a level in Wizard, and then you start gaining wizard spells and 4 skill points every level.
Narquelion |
I think Bishop or Reed Richards could be appropriate models for this (assuming you want any help with that part).
Arcane magicians are my favorite role, but it sounds like what you really want is an EBERRON-style Artificer. Assuming your DM will permit such a thing, here's a stockpile of Pathfinderized editions/reimaginings of the class.
please explain what happened to your link because if it's some kind of joke I'm completely lost.
Cap. Darling |
How do you create your own spells?
it is in the books. But it is mostly"talk with the GM and spend some gold"
Unless you plan on being a gadgeteer that stay at home when the team does stuff i think you should get other feats as well. All the gadget heroes are also awesome at using there stuff.Sandslice |
There is a 3rd party item creation class, the Artificer by Adamanant Entertainment.
Usually, Item Creation just requires Spellcraft, but sometimes the DM requires other skill checks, and Wizards are low in skills. If you just want to be a blaster wizard who takes some item creation feats, that's cool. But maybe you want to be a crafty character who maybe works in some magic.
If you really mean ALL the books, you might take a look at the d20 Modern Smart Hero: 9 skill points/level.
Inquisitors get 6 skill points/level, and they can take a Domain. The Articfice Domain is an obvious choice, but you might look at the Flotsam Subdomain of Water. They get this ability called Sift, where they can magically find any item they want floating in the water--any water.
There is the Master Craftsman Feat which will let you make any almost magic item at all appropriate to some Craft Skill you select which you put lots of ranks in, and you can bypass spell requirements if you have enough skill points.
An in-between route might be Arcane Trickster. Take 1-3 levels in Ninja, maybe 1 level in Snakebite Striker Archetype of Brawler, and a level in Wizard, and then you start gaining wizard spells and 4 skill points every level.
There's also the Artisan from Drop Dead Studios:
http://www.d20pfsrd.com/classes/3rd-party-classes/3rd-party-publisher---dro p-dead-studios---classes/the-artisan8 skill points / level, Int as a weakly dominant stat, mid-BAB, good Will.
Does two main things:
-Create magic items (despite not being a caster) of varying sorts using an improved form of Master Craftsman;
-Gets a pool for temporarily augmenting allies' gear with 1-minute enchants.
Though I'd suggest voluntarily *not* taking Scribe Scroll despite having the option. Friendly wizards shouldn't have it THAT easy.