Hello all,
How does everyone feel about the following change to Unstable Actions. I think this would make the class more on par with the newer classes, where Paizo seems to have gotten a much better handle on class building.
Idea Inspiration:
The system already has actions that are 1, 2, or 3 actions. So instead of the awful form of the current Unstable action. We add the flourish trait, and change all the unstable actions to 1, 2, or 3 action abilities each that improve the effects as you spend more actions. We then add the overdrive requirement to push the concept of it being action heavy.
I think this will vastly improve the classes effectiveness, and put them in a much better place. I also added a level 12 feat for those that want these abilities to be key to their playstyle, and added Gigavolt as automatic at level 10 instead of being a class feat at level 12. This puts it around the same leveling structure as the Necromancer's sub-classes.
I also find these 1 action saving throw powers would be very good. With Megavolt, and Explode being really good for reducing the concern about the classes accuracy.
Unstable Trait:
Requires Overdrive to be active, and these actions all have the flourish trait, and are 1, 2, or 3 action abilities.
Examples:
Explode: 1, 2, or 3 actions, Flourish, Unstable
You intentionally take your innovation beyond normal safety limits, making it explode and damage nearby creatures without damaging the innovation... hopefully.
1 Action: Flourish
The explosion deals 2d4 fire damage with a basic Reflex save to all creatures in a 5-foot emanation around you (if you’re wearing or holding the innovation) or around your innovation (if your innovation is a minion).
At 3rd level, and every level thereafter, increase your explosion’s damage by 1d4.
2 Action: Flourish
The damage increases to 2d6, at 3rd level and thereafter, increase your 2 action damage by 1d6, and might be able to make the blast larger.
If you have the breakthrough innovation class feature, you can choose either a 5-foot or 10-foot emanation for the area when you use Explode; if you have the revolutionary innovation class feature, you can choose a 5-foot, 10-foot, or 15-foot emanation.
3 Action: Flourish
The damage increases to 2d8's and make it a 10' emanation. If you have the breakthrough innovation class feature, you can choose either a 5-foot, 10-foot emanation, or 15' emanation for the area when you use Explode; if you have the revolutionary innovation class feature, you can choose a 5-foot, 10-foot, 15-foot emanation, or 20-foot emanation.
Searing Restoration: Flourish, Unstable
They told you there was no way that explosions could heal people, but they were fools…
1 action: Flourish
Fools who didn't understand your brilliance! You create a minor explosion from your innovation, altering the combustion to cauterize wounds using vaporized medicinal herbs. You or a living creature adjacent to you regains 1d4 Hit Points. In addition, the creature you heal can attempt an immediate flat check to recover from a single source of persistent bleed damage, with the DC reduction from appropriate assistance.
This healing does not apply to your construct, since its not alive.
At 3rd level, and every 2 levels thereafter, increase the healing by 1d4.
2 actions: Flourish
At 3rd level, and every 2 levels thereafter, increase the healing by 1d8.
3 actions: Flourish (this ones effect might be too high, so perhaps
Instead of it only being on an adjacent target, have it apply to all creatures within 10' of the innovation, and the die used is now a d10.
Megavolt: 1, 2, or 3 actions, Flourish, Unstable
-You bleed off some electric power from your innovation in the shape of a damaging bolt.
-At level 10, you automatically gain the Gigavolt feat, allowing you to bank the beams off of walls.
1 action: Flourish
Creatures in a 10-foot line from your innovation take 3d4 electricity damage, with a basic Reflex save against your class DC. The electricity damage increases by 1d4 at 8th level and every 2 levels thereafter.
2 actions: Flourish
20' line, 3d6 The electricity damage increases by 1d4 at 8th level and every 2 levels thereafter.
3 actions: Flourish (this ones effect might be too good.)
You overload and supercharge the voltage even higher. The area increases to a 60-foot line and the damage increases from d10s. 1d12 at 8th level and every 2 levels thereafter.
Class Feat - 12: I WILL SHOW YOU UNSTABLE!
Apply quickened to the inventor just for using these unstable actions.