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Paizo / Messageboards / Paizo Publishing / Pathfinder® / Pathfinder RPG / Community Content / Suggestions/House Rules/Homebrew / The Engineer: Version 2.0 or Beta Test [comments and opinions welcome]     Recent Posts
The Engineer: Version 2.0 or Beta Test [comments and opinions welcome]
Anthony Kane,

Engineer Version 2.0
Okay well I listened to your observations and opinions, and as I said that was just the alpha test of the class. So after some review here we have the first “playable” version, that I'm calling the beta or version 2.0 release. Important changes have been listed below. Feel free to review again, and make further comments. I will be following this up with an additional post regarding how I feel about certain aspects of the class.

Thanks in advance: AK

Important Changes wrote:

Important Changes:
-Restructured Genius Progression: Now gained at 2nd, 4th, 7th, and 10th
-Removed Items of Power, and Enhancement Progression
-Added New class feature that should make applying meta-magic or meta-psionic feats easier.
(thus removing most of the “meta-invention” feats).
-Restructured Advanced Genius Progression: Now gained at 11th, 14th, 17th, and 20th
-Elimination of the following Geniuses: Smart Combatant, Smart and Deadly, Smart Defense.

The Engineer
BAB: Poor
Hit Dice: D6
Saves: Poor Fortitude, Poor Reflex, Good Will Power
Skill Points: 6 + Intelligence Modifier per level
Skills: Appraise, Craft, Disable Device, Fly, Knowledge: (All taken individually ), Linguistics, Profession, Sleight of Hand, Use Magical Device, Use Psionic Device.
Engineer Class Tables: Broken down for post format wrote:

LVL Special
1.) Minor Gadgets, Engineer's Knowledge, Repair, Trap Finding.
2.) Genius
3.) Meta-Theoretical Conversion
4.) Genius
5.) Decode Item (Magic & Psionic)
6.) -
7.) Genius
8.) -
9.) -
10.) Genius
11.) Advanced Genius
12.) -
13.) -
14.) Advanced Genius
15.) -
16.) -
17.) Advanced Genius
18.) -
19.) -
20.) Advanced Genius

Level Number of Inventions
1.) 2
2.) 3
3.) 6
4.) 6
5.) 7
6.) 7
7.) 8
8.) 9
9.) 12
10.) 12
11.) 13
12.) 13
13.) 14
14.) 17
15.) 17
16.) 18
17.) 18
18.) 19
19.) 21
20.) 21

Level/Invention Points
1.) 2
2.) 6
3.) 11
4.) 17
5.) 25
6.) 35
7.) 46
8.) 58
9.) 72
10.) 88
11.) 106
12.) 126
13.) 147
14.) 170
15.) 195
16.) 221
17.) 250
18.) 280
19.) 311
20.) 343
(Bonus Invention Points equal to Intelligence x your Engineer Class level x ½. )

Level/Theory Level
1.) 1st
2.) 1st
3.) 2nd
4.) 2nd
5.) 3rd
6.) 3rd
7.) 4th
8.) 4th
9.) 5th
10.) 5th
11.) 6th
12.) 6th
13.) 7th
14.) 7th
15.) 8th
16.) 8th
17.) 9th
18.) 9th
19.) 9th
20.) 9th
To use a Theory the Engineer must have an Intelligence of 10 + Theory level. Thus to use 1st level Theories an Engineer must have a minimum Intelligence of 11.

Level: Number of Theories Known
1.) 3
2.) 5
3.) 7
4.) 9
5.) 11
6.) 13
7.) 15
8.) 17
9.) 19
10.) 21
11.) 22
12.) 24
13.) 25
14.) 27
15.) 28
16.) 30
17.) 31
18.) 33
19.) 34
20.) 36
(Bonus Theories same as if he were an Intelligence based spell caster. (See table in PHB or PFRPG).)


Weapons and Armor Proficiency: An Engineer is proficient with all simple weapons, plus the light hammer and war hammer. The Engineer is proficient with all light armors, but not with shields.

Engineer's Knowledge (Ex): An engineer adds half his class level (minimum 1) to all Knowledge (Arcana, Dungeoneering, Engineering, Geography, History, Nature, Psionics, The Planes, Religion) skill checks and may make all Knowledge skill checks untrained.

Minor Tools & Gadgets (Ex): An Engineer possess a tool kit of random standard and custom made tools that are used to perform a variety of tasks. This tool kit is ever changing and growing as the character advances in level. Minor Tools and Gadgets can replicate the effect of any zero level spell from any class list. They may be used an unlimited number of times per day. Further more these tools are non-magical, the produce no magical aura, are not subject to spell resistance, and function within an anti-magic field. An Engineer may only have a number of Minor Tools & Gadgets equal to his class level + Intelligence modifier. Any save DC for these items is equal to 10 + Intelligence Modifier.

Repair (Ex): Over the course of adventuring something (or someone) is bound to cause an invention to fail or breakdown. Fortunately for the Engineer he can attempt to repair his inventions, so long as they haven't been completely destroyed, by making what is called a repair check. A repair check is the result of rolling a D20 + Engineer's Class level + Knowledge: Engineering Skill. The DC for fixing inventions are usually as follows (but subject to modification by the GM/DM based on circumstances)

skill chart wrote:

Invention broken by non-Engineer users
DC 10 (if check was failed by 5 or less) + the amount failed by (between 1 and 4)
DC 15 (if check was failed by 10 or less) + the amount failed by (between 1 to 9)
Damaged Inventions
DC 10 + Damage dealt (as long as it was not enough damage to destroy the invention) -15 from the roll. If enough damage is repaired to bring the invention back to full hp then the invention starts working again.

Retry: Yes. So long as the Engineer does not fail the check by 20 or more. If he does, the invention is beyond his repair and only good for parts. The invention points are added back into his Invention Point Pool. He can rebuild the invention from scratch but doing so takes 4 hours per theory level, per theory assigned to the invention.

-Repair checks and Warforged/Effigies/Living Constructs/Constructs.
The Engineer can use his repair check to repair any of the above creature types. He simply roles his repair check and subtracts 15 from the roll. The remaining amount is how much damage was repaired in terms of hit points restored.

Jury-Rigging an item:
You can attempt to Jury-Rig an Invention. Doing so reduces the DC by 5 and allows the item to function under the following conditions.
-Each time the invention is used it must make a Fortitude Saving throw: DC 20 + the number of times it has been used (including the current one). The inventions fortitude saving throw is equal to the Engineer's + the Engineer's Intelligence Modifier.
-If the effect is continuous or has a duration, for each time increment that the duration is in effect, or for every hour if the duration is continuous, the invention must make a DC 20 fortitude saving throw + 5 for each time increment or hour it has been in use. As per above it uses the Engineer's fortitude save + intelligence modifier.
-If the Invention fails this save by 5 or less it works on last time and then ceases to function. If it was a duration or continuous effect it lasts for one more time increment, or 1 hour and then stops functioning. It cannot be jury rigged again.
-If the Invention fails by 10 or less the invention ceases to function immediately producing no effect. It cannot be jury rigged again.
-If the Invention fails by 10 or more it suffers from a catastrophic system failure, and explodes as if a user with no levels in Engineer had attempted a use magical/psionic device and failed the check by 10 or more. (see below)

Take 10 or 20: Yes, under the appropriate circumstances.

Trapfinding: An Engineer adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). An Engineer can use Disable Device to disarm magic traps.

Inventions, Theories, and their game applications: 101
___________________________________________________________________________ _____
Engineer Terminology:
Theory: An written idea, formula, diagram, or representation of what an invention can do. For game purposes these can be an arcane/divine spell or psionic power. The number of Theories an Engineer knows is based off the above table, under Number of Theories Known. The highest level spell or power that can be learned as a theory is also listed on this table under the entry Theory Level. Theories do not work on their own, they needed to be assigned with Invention Points to an Invention before they can be used. Once a Theory is assigned to an invention it becomes a Function.

Invention: An invention represents an item to which a theory has been assigned with Invention Points as a Function. Inventions allow theories to work. They are nonmagical devices, and thus are not subject to spell resistance and they work even within an anti-magic or anti-psionic field. Inventions are normally large size, requiring 2 hands to wield, or take up 2 body slots of magical items if they are worn, although they can be made larger or smaller with the appropriate genius.

Invention Points: These represent the use of minor tools, components, batteries, wires, and other items required to make an invention work. Often considered the “nuts & bolts” of an invention. In order for an Engineer to assign a theory as a function to an invention he must spend the appropriate number of invention points based on the theory's level, which is the same as the spell or psionic power level it is based off of. By spending invention points the Engineer assigns the theory as a function to his invention that is usable once per day for each time that he spends the required number of invention points to assign the theory as a function.

Function: A function is a theory that has been assigned to an invention with invention points. Functions are usable 1 per day, for each time the Engineer spends the invention points required to assign it. Functions may be swapped out of an invention, or removed completely, and thus return the appropriate number of invention points.

This concludes the basic terminology guide.

Theories: The Engineer does not cast arcane/divine spells or manifest psionic powers. Instead all of his inventions are based off theories that he then builds into his inventions, at which point they become functions. An Engineer begins play knowing only 3 theories + those gained from his intelligence modifier (determine bonus theories as you would bonus spells for an Intelligence based spell caster). At each level he gains access to more theories, as shown under the column labeled Number of Theories Known. An Engineer need not immediately assign a theory to one of his theories known, he can choose to leave it open so that it may be filled with a new theory that he comes across later (see below). The highest level theory a Engineer can know is a listed under the column Theory level.
At first a Engineer can only learn or know theories from the list of Artificer Infusions found in the Eberron Campaign Setting. He can, as he grows, turn any spell or psionic power that he has seen, witnessed, experienced, or has access to into a theory. To turn a spell or psionic power that is not on the Artificer's infusion list into a theory the Engineer must make a special skill check using the appropriate knowledge (arcana, religion or psionics) + Intelligence Modifier + (any other relevant additional modifiers, if any) vs. DC of 20 + Spell or Psionic Power level. If he makes the check he can create a theory that replicates the spell or power's effect. If he fails he cannot try again until he has gained another class level. These theories replicate an existing spell or psionic power in effect, but when they are assigned as functions to the Engineer's inventions they are neither magical or psionic.
Theories can be swapped out whenever an Engineer gains a class level in which he learns new theories. He simply “forgets or losses” his old theory, and replaces it with one of the same theory level or lower.
An engineer may also add more theories to his list by taking the Genius/feat Additional Theories, that allows him to learn one additional theory of the highest level or lower that he could know for each time that he takes the feat or genius.

Inventions: Engineers use inventions to replicate the effects of artificer infusions, arcane/divine spells, or psionic powers. While these inventions replicate these effects they are not magical or psionic and thus are not affected by spell or psionic resistance, and they do function even within an anti-magic/psionic field. The maximum number of inventions an Engineer may have at any given time is listed under Number of Inventions, although he may add to this number by taking the genius/feat: Extra Inventions, that would increase his number of inventions by 1.
An invention is a useless item, or pile of parts, until the Engineer assigns a theory to it as a function using invention points. An Engineer spends the required number of invention points and assigns the theory as a function that that be used 1 per/day. An Engineer may assign multiple uses of the same function to the same or another invention by simply spending the required invention points again. Please note that an invention can not hold more invention points, than equal to the Engineer's class level, per invention. And Engineer can combine his inventions together, so that it can hold the combined total of invention points. Thus a 3rd level Engineer that has a maximum of 6 inventions, could choose to combine all 6 inventions together, creating one invention that holds up to 18 invention points, or as many as 6 inventions that can hold a maximum of 3 invention points each. (Granted this can be changed by taking the appropriate genius and increasing the inventions size: See later Genius entry: Supersize Inventions). Also when assigning theories as functions to inventions, and Engineer may not spend more points on a theory than equal to his Engineer's class level.
For example: William's a 5th level Engineer has access up to 3rd level Theories. He decides he's going to make an invention using one of his 3rd level theories. 3rd level Theories cost 5 Invention points for each use of that theory he wants to assign to his invention. Since he is only 5th level, he can only assign the theory once to his invention, as it can only hold up to 5 invention points, and the maximum number of invention points he can spend on a theory to turn it into a function if 5 invention points.
Once an Engineer spends the appropriate number of invention points it is assigned as a function to the invention, that is usable once per day. If the Engineer wishes to have the same or multiple inventions produce the same effect multiple times per day, he must spend the required number of invention points for the theory to be turned into a function for his invention, per use that he wants the invention to have, but once again, he cannot invest more invention points into any one invention than equal to his Engineer class level. When an invention is used or activated it takes the normal amount of time (based on the spell/power's casting/manifesting time) before its effects come into play. When the effects to come into play, theory that was assigned as a function, to the invention operates at the Minimum Required level to Cast the spell. Thus an Engineer that has “Fireball” as a 3rd level theory, activates his fireball gun. It takes 1 standard action for the gun to fire, producing the fireball effect, but it operates as if cast by a 5th level caster (minimum required level for a fireball to be cast) and thus only does 5D6 points of damage.
An Engineer does have the option to apply the theory to the invention at a higher or lower theory level as a function of his invention. Thus continuing our previous example, an Engineer could assign Fireball as a 4th level function to his invention but it would then cost him 7 invention points and only that use would be at 4th level. The advantage is that now the invention functions as a 4th level spell, thus when the fireball is fired it minimum caster level is now 7th, and thus it does 7D6 damage. By assigning the theory at a lower level, say a 2nd level theory, the Fireball now only costs 3 invention points, but when the fireball effect is produced it operates as a 2nd level spell and thus only does 3D6 damage, since 3rd level is the minimum required caster level to cast or produce a spell or psionic power of 2nd level effect.

(side note): When Engineer's adjust a theory in this fashion, when assigning invention points, its often referred to as “Setting the dials”

Inventions are normally considered Large items (relevant to the base creature size) and require 2 hands to wield/use in combat. If they are worn they are automatically considered to consume up to 2 body slots worth of magical items, usually weighing about 10 pounds each. An Engineer may take the “Miniaturize Invention” genius/feat, to reduce the size of his inventions, without reducing the maximum number of invention points they can carry. This also reduces their overall weight to 5 pounds.
Inventions can also be increased in size category or use more body slots by taking the genius/feat “Supersize Invention”. For each size category larger or additional body slot devoted to the invention the Engineer may add ½ as many more invention points to the invention as it could previously hold. This increase in size is cumulative. Thus an invention that can hold 6 invention points normally, increased to gargantuan size would hold up to 13 points (6 at large, 9 at huge, and 13 at Gargantuan). Note that increasing an inventions size beyond large size, in effect makes the invention immobile, and if the Engineer wishes for it to be a mobile invention that he can take with him, will have to find some way of granting it mobility.

Other Character's Using the Engineer's Inventions
Normally an Engineers are the only people that can use inventions without risk to themselves. Characters from other classes who do not have levels in Engineer can attempt to use an Engineer's inventions but at great risk to themselves and others, unless the Engineer has built that invention with the “Simplify Invention” feat/genius. To use an invention, you must make a use magic device or use psionic device (this is determined by the theory that replicates the spell's or power's effect), but at a -10 penalty. If you succeed then you manage to make the invention work once. If you fail by 5 or less the invention works, but cannot be used again until the Engineer makes a repair check. The DC is equal to 10 + however much the check was failed by. If you fail by more than 5, the invention does not work at all, and still requires the Engineer to make a repair check. The DC is equal to 15 + however much the check was failed by. If he makes the check, he repairs the item and it functions normally again. (see repair class feature for details). If you fail by 10 or more, the invention completely suffers from a catastrophic malfunction and explodes dealing 1D6 points of damage, per theory level, per theory that was assigned to the invention to all creatures within 10 feet per 10 invention points (rounded down) in the area. All creatures within the area,except for the person using the invention, can attempt a reflex save for half damage. The invention points are returned to the Engineer after he spends 1 full round picking up the pieces of invention.
___________________________________________________________________

Invention Point cost based on Theory level wrote:

Invention Point cost based on Theory level
Theory Level = Spell or Psionic Power level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Invention Point cost
1
3
5
7
9
11
13
15
17

_____________________________________________________________________

Swapping Functions within Inventions: Sometimes the Engineer will find himself in a situation where none of his current inventions will serve him. At times like this he is able to “disassemble” his inventions and rebuild or modify them by swapping or changing out their functions. Swapping functions or rebuilding and invention takes time. First the Engineer must know the function that he wants to replace the existing function with. Second he may only swap functions of equal or lower invention point costs. Once the function is removed the appropriate number of invention points are returned to the Engineer (based on how many invention points were assigned to that function). The Engineer may then spend these points as he sees fit when assigning the new function to the invention. When swapping inventions it takes one 1 time increment longer to swap the function than the normal casting time for the spell or power the theory is based on. Thus if an Engineer is swapping out a function that takes standard action to activate, it takes the Engineer 1 full found to swap out the function. In cases where the new Functions activations time (aka casting/manifesting time) is not the same, the increased time increment is based on the function with the highest casting time.

When totally rebuilding an invention, to serve a different function, the engineer needs to disassemble enough inventions to gain back the required number of invention points needed for each time he wishes assign the new theory as a new function to the new invention. Disassembling inventions takes their normal activation time, for each use removed. Once the Engineer has the required number of invention points back, he can then reassemble the parts of his old inventions into a new invention, and assign the invention points as needed, granted rebuilding and item like this takes twice the normal time it takes to normally activate the item. Thus to create a new invention, using parts from old ones, the engineer must first spend the required time disassembling his previous inventions, to gain enough inventions points back. If he requires 7 invention points and needs to disassemble 7 inventions all with 1 invention point, and all have functions of 1 standard action, then it takes him 7 standard actions to disassemble them all, at which point he now has 7 invention points.
Now rebuilding his invention, into one 7 point invention, with an activation time of 1 standard action, it will take the Engineer 1 full round action to rebuild the invention before he can use it.

While swapping or rebuilding inventions in combat an engineer faces the same problem as if he is being attacked while trying to activate or use his invention (see below). Despite not having a “caster level” (see below), an Engineer does need to concentrate to swap functions or rebuild his inventions in combat. Any situation that would cause a spell caster to have to make a concentration check, forces an Engineer to do the same. Despite not having a caster level, he is able to make a concentration check. 1D20 + Engineer class level. If he succeeds then he maintains concentration and can continue working on swapping the function or rebuilding the invention. If he fails then no work is accomplished that round, but unlike spell casters, he can attempt another concentration check next round to resume working on swapping out the function or rebuilding the invention.

An Engineer can reduce the amount of time it takes to swap functions or rebuild inventions by taking the Genius/Feat: Compartmentalized Inventions.

An Engineer can improve his concentration checks to maintain concentration on swapping out a function or rebuilding an invention in combat by taking the feat: Combat Engineer.

Engineers and Caster Level

Here is your simple rule: ENGINEERS HAVE NO CASTER LEVEL.

An Engineer has no caster level, because his theories are mechanical functions of his inventions that replicate a spell or power's effect. How powerful theory that replicates a spell or power is in effect is based on the number of Invention Points the Engineer assigned to it when making it into a function of his invention. This means that inventions are not subject to spell/power resistance, they cannot be counter spelled, and will function within an anti-magic/psionic field. In the same token though Engineers have the following restrictions: They cannot use their inventions to create counter spells. If attacked in combat, while trying to use his inventions or swap out functions, and Engineer must still make a special concentration check.

Perhaps worst of all is that unlike spells, Inventions can be attacked and damaged in combat. All inventions have a hardness of 10 (unless they are mithral or adamantine, in which case the Engineer must have the required amount of the material to build the invention from it). They have a number of hit points equal to the total number of invention points invested in them. Whenever enough damage is dealt to an invention to equal the Engineer's class level, the invention must make a Fortitude save: DC 10 + Total Damage taken, or it becomes useless. The Engineer can repair this damage by making a repair check equal to 10 + the total damage dealt. If he makes the check the item functions normally again. (see repair class feature for details). If enough damage is dealt to the invention to bring it below zero Hit Points, it is destroyed and rendered useless. The Engineer can regain the invention points by spending a full round action to pick up the pieces of his invention.

For the purposes of making a concentration check, while an Engineer does not have a Caster Level, he is able to make the following roll to avoid being distracted from working on his inventions in combat:

D20 + Engineer class level + Intelligence Modifier.

Exception to rule:
-For the purposes of Item Creation feats which the Engineer can take, he treats his Engineer class level as an equal caster level, but note that any items created by the Engineer are automatically considered to be created using the minimum required caster level. Unlike with inventions Engineer cannot assign more invention points to theories when using item creation feats to boots their effective caster level.

Calculating Saving Throws for Inventions.
The saving throw DC for any Theory that is assigned to an invention is equal to 10 + Theory Level + Engineer's Intelligence Modifier.

Bonus Invention Points at any given level:
Intelligence x your Engineer Class level x ½. These represent additional tools, scraps of material, or miscellaneous items the Engineer has found that he can incorporate into building his inventions.

Bonus Invention Theories based on Intelligence Modifier:
An Engineer receives a number of bonus theories, equal to his intelligence modifier, just as if he were an Intelligence based spell caster. (See table in PHB or PFRPG).

Maximum Theory level:
To use a Theory the Engineer must have an Intelligence of 10 + Theory level. Thus to use 1st level Theories an Engineer must have a minimum Intelligence of 11.

Engineers, Constructs, Living Constructs, Warforged, and Effigies

An Engineer can build his inventions into any construct, living construct, warforged (which are living constructs), or Effigies, so long as he has the appropriate class ability (see Craft Effigy or Imbue Living Construct geniuses below). To do so the Engineer uses up one of his inventions and builds it directly into the subject. He spends all required invention points as normal. The subject may not have an invention larger than its size built into it. It can carry only 1 invention of equal size, or multiple smaller inventions. Constructs and Effigies will not use their inventions on their own, and thus must be commanded to do so. Warforged and living constructs are self aware and thus are able to use inventions on their own, simply by thinking about it. Even though the subject may not have class levels in Engineer, all of these creature types are able to use the Engineer's inventions without having to make the normal use magical or use psionic device check for characters without Engineer class levels attempting to use inventions not built with the Simplified Invention feat. Invention points spent this way are used up permanently until the Engineer brings in the subject and follows the normal rules for swapping, or removing inventions to regain the invention points.

(Needless to say some intelligent Warforged or Living Constructs are not to happy about giving up inventions once they've been built into them).
___________________________________________________________________________ _____

Genius: Geniuses
At 2nd, 4th, 7th, and 10th level the Engineer can pick from any of the following lists of Geniuses. Geniuses reflect an Engineers ability to adapt himself and his inventions to the world around him. They can also represent area's of expertise, specialization, or little tricks of the trade that the Engineer picks up. Unless otherwise noted in the individual Genius's description, a Genius may only be taken once.

Feats that can be taken as Geniuses: Note that the following feats are specific towards the Engineer class. He may choose these with normal feat slots as well.

-New Feat type: [Invention Feat]
Invention feats function somewhat like Meta-magic/psionic feats in that they raise the base spell or power level of an invention. By applying the Invention feat, you raise the cost of how many invention points are required to place one application of that theory as a function into your invention, but you gain the listed benefit of the feat.

Combat Engineer [General]
Benefit: The heat of combat does not phase or distract you. You receive a +4 bonus on concentration checks if you are trying to use an invention, swap a function, or rebuild and invention in combat while being attacked, threatened, or grappled, so that you do not loose focus and accomplish nothing for the round.

Compartmentalized Inventions [Invention feat]
Benefit: You have learned how to build your inventions with compartmentalized parts so that they can be more easily disassembled and then put back together. By selecting this feat you no longer suffer from the increased amount of time it normally takes to swap functions, or disassemble and rebuild an invention. This process only takes the theories standard activation time for you.
Normal: Normally, it takes an Engineer 1 time increment longer to swap out functions within his inventions or 2 time increments longer to disassemble and rebuild and invention completely.

Extra Invention [General]
Prerequisites: Theory Level 4th
Benefit: You may add one additional invention to the maximum number of inventions that you can have.
Special: You may take this feat or Genius multiple times. Each time you do, you may add one more invention to the total number of inventions that your are allowed to have.

Extra Theory [General]
Prerequisites: Theory Level 3rd
Benefit: You may learn one additional Theory of any level up to one level lower than the highest level Theory that you would have access to.
Special: You may take this feat or Genius multiple times. Each time you do, You may learn one additional Theory of any level up to one level lower than the highest level Theory that you would have access to.

Miniaturize Inventions [Invention Feat]
Prerequisites: Ability to build Inventions.
Benefit: You can build inventions equal to your own size, or smaller, requiring only 1 hand to wield or use, or that require only one body slot if worn. For each size category smaller than large (or medium if you are a small character), you wish to make your invention, it costs you 1 additional invention point, per theory made into a function of that invention. Worn inventions can never take up less than one body slot. Once this feat has been applied to an invention, all the functions that are placed into that invention require a number of extra inventions points equal to how small the invention has been made.
Normal: Normally any invention you create is automatically considered to be 1 size category larger than you, requires 2 hands to wield or operate, or takes up 2 body slots.
Note: The benefits of this invention feat cannot be combined with the benefits from Supersize Invention.

Simplified Inventions [Invention Feat]
Prerequisites: Ability to build Inventions.
Benefit: You can build inventions that other characters from classes other than Engineer can use, without risk to themselves. They are no longer required to make a use magic or use psionic device check at a -10 penalty to see if they can figure out how the invention works. Constructing inventions in this way adds 2 more invention points to the cost of each theory you assign as a function to your invention. Once this feat has been applied to an invention any theories you add as functions to this invention must add on this additional amount.
Normal: Normally characters from classes other Engineer can attempt to use an invention but at great risk to themselves (see above entry Inventions) for details.

Supersize Inventions [Invention Feat]
Prerequisites: Ability to build Inventions.
Benefit: You can choose to increase the size to your own inventions, or use additional body slots so that you may increase their overall carrying capacity for inventions points. For each size category larger or additional body slot devoted to the invention the Engineer may add ½ as many more invention points to the invention as it could normally hold. Note that increasing an inventions size beyond large size, in effect makes the invention immobile, and if the Engineer wishes for it to be a mobile invention that he can take with him, will have to find some way of granting it mobility.
Normal: Normally any invention you create is automatically considered to be 1 size category larger than you, requires 2 hands to wield or operate, or takes up 2 body slots.
Note: The benefits of this invention feat cannot be combined with the benefits from Miniaturize Invention.

Item Creation Feats: You may take any item creation feats for which you meet the prerequisites for. Even though you do not have a Caster level, for the purposes of meeting the prerequisites for these feats you may treat your Engineer class level as your caster level. (This Genius may be selected multiple times, each time, adding a new Item Creation feat to your list)

Geniuses that are not feats:

Genius - Research Specialties: (each of these Geniuses may only be selected once)

Arcane Researcher: You are well versed in researching and examining arcane spells and lore, and thus translating their effects into written theories for you has become more easy. Whenever you attempt a Knowledge Arcana check to turn an arcane spell into a Theory you receive a +4 bonus to the roll.

Divine Researcher: You are well versed in researching and examining divine spells and lore, and thus translating their effects into written theories for you has become more easy. Whenever you attempt a Knowledge Religion check to turn a Divine spell into a Theory you receive a +4 bonus to the roll.

Meta-Psychological Researcher: You are well versed in researching and examining psionic powers and lore, and thus translating their effects into written theories for you has become more easy. Whenever you attempt a Knowledge Psionics check to turn an Psionic Power into a Theory you receive a +4 bonus to the roll.

Other Geniuses & Optional Class Features:
Note these are not feats and cannot be taken as feats

Quick Disable (Ex): It takes an Engineer with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).

Craft Effigy (Ex): With this Genius an Engineer can create constructs known as Effigies (see complete Arcane, page 151 for details and the template). Unlike other creatures the Engineer need not possess the craft construct feat to complete this task, nor does he need the feat or ranks in knowledge (architecture and engineering) to repair an effigy he creates. For the purposes of this ability the Engineer treats his class level as his caster level for the purposes of determining the maximum Hit Dice of an effigy that he can create.
Crafting an effigy requires a body to be built from wood, leather, metal and wire. This requires a DC 15 Craft (wood-working, leather-working, and or metalworking) check. The GP cost to create an effigy depends on its size. (see Complete Arcane, page 151 for details).
Any Effigy the Engineer creates can also be augmented with invention points. To do so the Engineer treats the Effigy creature as being one or more of his inventions, thus allowing him to invest that many invention points into the effigy. An Effigy can only carry as many inventions as its size will allow. Thus a large effigy can only have 1 large invention built into it, or it can carry up to 2 medium sized inventions. The Engineer must command the effigy to use these inventions, it will not use them on its own.

Imbue Living Construct (Ex): Any Living Construct or Warforged, here after referred to as “the subject”, may be augmented by the Engineer with invention points. To do so the Engineer uses up one or more of his inventions, building it into the living construct or warforged, thus allowing him to invest that many invention points into the subject. An subject can only carry as many inventions as its size will allow. Thus a medium sized warforged can only have 1 medium sized invention built into it, or it can carry up to 2 small sized inventions. Unlike characters who do not possess levels in Engineer, living constructs and warforged who have inventions built into them (not trying to use a separate external invention), can simply activate them through thought, and do not need to make the standard use magical or use psionic device to avoid having the invention malfunction.
Once these invention points are spent they are permanently removed from the Engineer's invention point pool, until he follows the normal rules for disassembling the invention from the subject to regain the invention points. Inventions built into the subject follow all the normal rules for uses per day based on how many invention points are invested, per function, per use. The Engineer sets all variables for all functions at the time the invention is built into the subject. Once these functions of the invention are set, they cannot be changed except by the Engineer himself who must follow all the normal rules for disassembling and rebuilding and invention.

Trap Sense (Ex): By taking this Genius an Engineer gains an intuitive sense that alerts him to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 for every 3 class levels gained after taking this genius. Trap sense bonuses gained from multiple classes stack.

Trap Spotter (Ex): Whenever an Engineer with this genius comes within 10 feet of a trap, he receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Other Standard Class Features

Meta-Theoretical Conversion (Ex): At 3rd level an Engineer gains an understanding behind the properties of Meta-Magic and Meta-Psionic Feats. He is able to converter either feat type (meta-magic or meta-psionic) so that he can apply their properties to his theories.
-Meta-magic feats applied, increase the Theory level by as much as they would increase a spells overall spell level.
-Meta-Psionic feats increase the Invention Point cost by as much as they would increase the Psionic Strength Point cost.
Special: In the case where there are two similar feats for both meta-magic or meta-psionic the Engineer is required to take the one that will have the greatest increase over the total Invention Point cost. A good example is the Meta-magic vs the meta Psionic feat: maximize spell or maximize power. Maximize spell raises the spell slot by 3 levels higher than the spell would normally require. Maximize power increases the overall point cost by 4. To increase a theory by 3 levels using maximize spell adds a total of 6 Invention points to it, unlike maximize power that would increase the cost by 4. In this case the Engineer is forced to take the feat that will cost him more Invention points.
Note: The Engineer gains this ability at 3rd level, before feats are chosen, and therefore can apply this ability to his 3rd level feat if he so chooses.

Decode Item (Ex): At 5th level and higher, an Engineer can more easily figure out what makes magical and/or psionic items tick. When making a use magical or use psionic device check, an Engineer can take 10 even if distracted or threatened.

Advanced Geniuses
Note that Advanced Geniuses cannot be taken as feats.
Advanced Geniuses may be uses to gain additional Geniuses.

At 11th, 14th, 17th, and 20th level the Engineer can pick from any of the following Advanced Geniuses. Advanced Geniuses reflect the pinnacle of an Engineers research by allowing him to create awe-inspiring inventions, push the limits and boundaries of technology, become a master within his chosen field, or augment his own body by allowing him to permanently add his inventions to himself. Also an Engineer can use any Advanced Genius he gets to take a regular Genius if he so desires.

Advanced Research Degree's:

Master of Arcane Theory
Prerequisites: Arcane Researcher
An Engineer with this advanced genius, understands the basic principles of Arcane spells well enough that he can more easily construct them into his inventions as functions. He may treat any Theory that mimics an arcane spell as one theory level lower for the purposes of determining how many invention points assigning that function would cost. For exampled if an Engineer wanted to assign a Theory of 6th level as a function to his invention, he would only have to pay for it as a 5th level Theory.

Master of Divine Theory
Prerequisites: Divine Researcher
An Engineer with this advanced genius, understands the basic principles of Divine spells well enough that he can more easily construct them into his inventions as functions. He may treat any Theory that mimics a Divine spell as one theory level lower for the purposes of determining how many invention points assigning that function would cost. For exampled if an Engineer wanted to assign a Theory of 6th level as a function to his invention, he would only have to pay for it as a 5th level Theory.

Master of Meta-Psychological Theory
Prerequisites: Meta-Psychological Researcher
An Engineer with this advanced genius, understands the basic principles of Psionic Powers well enough that he can more easily construct them into his inventions as functions. He may treat any Theory that mimics a Psionic Power as one theory level lower for the purposes of determining how many invention points assigning that function would cost. For exampled if an Engineer wanted to assign a Theory of 6th level as a function to his invention, he would only have to pay for it as a 5th level Theory.

Other Advanced Geniuses

Bonus Feat (Ex): An Engineer can use any of his Advanced Geniuses to gain any bonus feats that he qualifies for.

Chief Engineer (Ex):
Prerequisites: Combat Engineer feat
An Engineer with this Advanced Genius is so use to working in the heat of battle or under stressful conditions that he is no longer affected by it. He can choose to take 10 on his concentration checks and the Repair class feature, despite distraction, being attacked, or stressed, while using inventions, swapping out functions, repairing inventions or rebuilding inventions.

Warforged Body Guards (Ex):
Prerequisites: Engineer 11th, Imbue Living Construct
You gain the service of a Warforged Fighter, who is 2 levels lower than you, and serves you loyally. His alignment matches yours, and he follows your orders unquestioningly. You may take this Advanced Genius multiple times, each time adding another Warforged Fighter to your ranks but for each time you take this ability, each additional Warforged fighter is 1 level lower than the previous warforged gained.
(Note the Warforged is used for the sake of simplicity and because it is a 0-LA race).

Disable Construct (Ex):
Prerequisites: Engineer 11th, Quick Disable
If you successfully hit a construct in combat, you may use your Disable Device class skill to damage, destroy, or shutdown a construct, such as a golem, effigy, living construct or warforged. The DC for this check 20 + the creature's HD. For every 5 points that you beat the DC of this check by, you may reduce the constructs HD by 1. You always reduce at least 1 HD if you successfully make the check. If you manage to reduce the construct to zero HD, you may choose to either deactivate it, leaving it intact but inactive, or you may choose to destroy it. If you are using a ranged weapon in combat to strike the construct you must be within 30 feet to target it properly for this ability to work.

Push Technology's Limit (Ex):
Prerequisites: Engineer 14th
As a free action an Engineer may attempt to force an invention to perform beyond the limits it is capable of handling. Using this advanced genius, the Engineer may add additional Invention points to an invention, exceeding their invention point limit. This can be done to increase caster level, for a invention to do something additional by adding another function. The item in question must make a fortitude saving throw using the Engineer's Fortitude save, modified by the Engineer's intelligence modifier vs a DC of 20 + the additional points spent, or suffer from one of several effects:
-If the invention makes its save it can be uses normally. If it produces an effect with a duration, it must continue to make saves with the Save DC increasing by +5 for each time increment of duration.
-If it fails its save by 5 or less, the item works but shuts down immediately if the effect was instant or lasts for 1 time increment before ending, it will not work again until it is repaired. It takes the Engineer a number of rounds equal to how much the save was failed by to repair the invention.
-If it fails by 10 or less, it simply shuts down, it will not work again until it is repaired. It takes the Engineer a number of rounds equal to how much the save was failed by to repair the invention.
-If the check fails by 10 or more, the item has been pushed too far, and explodes dealing damage to everyone within 10 feet per 10 invention points invested into the invention (including those before this ability was applied). The damage being equal to 1D6 per invention point invested into the invention. The item is destroyed. All invention points are returned to the Engineer after combat is over. All character's within the area of effect, except for the Engineer, can make a reflex save for half damage.

Living Construct
Prerequisites: Engineer 14th
An Engineer with this talent has learned the secrets of grafting his inventions into his own flesh. Through a painful process of reconstructing his own body, the Engineer has turned himself into a “Living Construct”. He may apply the template to himself. The advantage to this is that he can now build his inventions directly into his own body. He must follow all the rules above for building inventions into constructs, effigies, living constructs, and warforged.

Airship
Prerequisites: Engineer 17th
Engineer's who select this advanced genius have uncovered the lost secrets to building an Airship. See following Stat block below: The Airship is essentially a massive invention. Being of Colossal size it can hold up to 3 times the number of invention points than a standard invention. If the ship is ever lost or destroyed, it can be rebuilt or replaced by paying the GP value to rebuild it.

Airship: Colossal vehicle; Airworthiness +6; Ship handling
–4; Speed Fly 100 ft. (poor), Overall AC –3;
Hull sections 1,000 (crash 250 sections); Section hp
60 (hardness 5); Section AC 3; Ram 12d6; SA (inventions);
SQ resistance to fire 10, hover; Space 90 ft. by
300 ft.; Height 50 ft. (fire ring has 110-ft. diameter);
Watch 20; Complement 150; Cargo 30 tons; Cost
92,000 gp.
Hover: Despite its maneuverability rating, an airship
can hover and has no minimum speed required to
maintain air travel. It cannot turn in place, however.
Cost: 92,000 gp, 92 days.
Market value price: 92,000 gp.

Giant Robot
Prerequisites: Engineer 17th
An Engineer with this Advanced Genius has constructed for himself a Huge Construct, Golem. The Engineer can either choose to command the Golem from outside, or from within the confines of a control room within the Construct itself. The Engineer is treated as having the feat, craft construct, to build and repair his Giant Robot. If it is ever lost or destroyed he only needs to pay the GP cost to reconstruct it. The Giant robot starts off with a base size of Huge, thus allowing the Engineer to invest up to one and half times as many invention points into it as he normally could. By spending the prerequisites time, and gold piece cost, the Engineer can choose to make his Giant robot larger than Huge. At Gargantuan size it can hold up to twice as many invention points as a normal invention. At Colossal size it can hold up to 3 times as many points as a normal invention. All stats increase proportionally for the construct, based on its size, as described in the MM.

Pocket Dimension
Prerequisites: Engineer 17th
An Engineer with this ability has crafted a device that has allowed him to create a small demiplane known as a pocket dimension, as per the 9th level spell: Genesis (Epic Level handbook). After the plane is created the Engineer can build a small trigger mechanism, usually an amulet, pocket watch, box with a switch, that lets him access his demiplane as full round action. In additional to the trigger mechanism the Engineer requires a physical door, or portal that exists within the prime material plane to act as a portal. The trigger mechanism must be activated within 180 feet of this portal which is designated by the Engineer when he flips the switch. Until he turns the switch on the trigger mechanism off, or walks through the door and shuts it, that door opens up to his demiplane just as if it was another room. Once the door is closed, or the switch is turned off that door ceases to allow travel to the Engineer's demiplane. Once inside the demiplane a replica of that same door appears on the demiplane which serves as its exit. When the Engineer chooses to leave the plane he can simply open the door and walk out.

The size of the plane is equal to how many invention points you invest into it. For every 17 invention points used, you are treated as having cast the spell once.

Spell/Power/Theory: Genesis
Conjuration (Creation)
Level: Sorcerer/Wizard 9th, Creation 9
Components: V,S,M
Casting/Activation time: 1 Week, 8 Hours per day. 1 Full round action to access
Range: 180ft.
Effect: A demiplane of your design comes into existence drawn forth from the Ethereal plane
Duration: Permanent
Saving Throw: None
Spell Resistance: No

You create a finite plane with limited access: A demiplane. Demiplanes created by this spell are very small, very minor planes. You can only cast this spell while on the Etheral plane. When you cast this spell a local density fluctuation precipitates the creation of a demiplane. At first the fledgling plane grows at the rate of 1 foot in radius per day to an initial maximum radius of 180 feet as it rapidly draws substance from the surrounding ethereal vapors and protomatter.
You determine the environment within the plane when you first cast Genesis, reflecting almost any desire you can visualize. You determine all factors such as atmosphere, water temperatures, as well as the general shape of the terrain. This spell cannot create life, including vegetation, or constructions such as roads, walls, buildings, wells, ect. You must add these things through some other means if you desire them to be there. Once the basic demiplane reaches its maximum size, you can continue to cast this spell to enlarge your demiplane, adding another 180ft radius to your demiplane each time.

Urizen (Pathfinder Roleplaying Game, Pathfinder Adventure Path, Pathfinder Chronicles, Pathfinder Companion Subscriber),

A 2-Vonnarc-col avatar

I'll need to re-read again to comment in greater detail, but two things stand out to me at the moment.

I see the repair option, which is something I believe I may have suggested. My question - what would cause the situation for the invention to malfunction to initiate the need to repair the item? Would it be if someone used the invention improperly or if it was sundered by an opponent? Or less obvious, how would the DM adjudicate that the invention needs to be repaired due to wear-and-tear?

Invention Feats - some of them lack prereqs, so by RAW, it could be assumed that other classes aside from the Engineer could theoretically qualify for those feats. If these invention feats are only for the Engineer, would it make more sense for these to be talents similar to what is done for the Rogue or the Barbiaran, as examples? It would at least restrict other classes from infringing on the Engineer's knack of specialities.

Overall, I am still liking what I am seeing. Aside from an Eberron campaign, this type of class would be good to drop in someplace like Alkenstar, for example. Eventually, I would love to see a round by round scripted example of it in play for some of us to better understand theoretically how it plays out.

Keep it up!

Anthony Kane,

Urizen wrote:
I'll need to re-read again to comment in greater detail, but two things stand out to me at the moment.

I see the repair option, which is something I believe I may have suggested. My question - what would cause the situation for the invention to malfunction to initiate the need to repair the item? Would it be if someone used the invention improperly or if it was sundered by an opponent? Or less obvious, how would the DM adjudicate that the invention needs to be repaired due to wear-and-tear?

Invention Feats - some of them lack prereqs, so by RAW, it could be assumed that other classes aside from the Engineer could theoretically qualify for those feats. If these invention feats are only for the Engineer, would it make more sense for these to be talents similar to what is done for the Rogue or the Barbiaran, as examples? It would at least restrict other classes from infringing on the Engineer's knack of specialities.

Overall, I am still liking what I am seeing. Aside from an Eberron campaign, this type of class would be good to drop in someplace like Alkenstar, for example. Eventually, I would love to see a round by round scripted example of it in play for some of us to better understand theoretically how it plays out.

Keep it up!


Thanks :)

With regards to your comments:

Repair: Answer to your paragraph is: Yes (see text)
-Non Engineers can really screw up Inventions
-Damaging Inventions in combat can shut them down.
-Pushing the Invention beyond its limits can cause it to break down.
(and sometimes it doesn't just break down, it fails spectacularly, in a bad way)

Invention Feats:
(Fine: added/Prerequisites: Ability to build Inventions.)
That should fix that :P

Sorry about the 12 page monster. You have to realize that I had to explain and entire hybrid system, and just making allusions to the mechanical rules would have resulting in this thing being extremely confusing. I wanted to make something that if someone likes it they can either download the finished PDF or simply copy, paste, and print for use.

Anthony Kane,

Okay here are some of my thoughts one this class, from the author's point of view.

-This is not the Engineer of science, but the engineer of science fiction, steam punk, and fantasy. That being said, if your looking for gritty realism, realistic build times, charts full of mechanical components, and detailed formula for calculating construction cost... sorry. This Engineer is more of the Miracle worker of machines. He very much so is like Scotty from Star Trek.

"Scotty, we're about to get pulled into an artificial black hole, and if you don't make the USS Enterprise do something amazing right now, we're all dead."

-That leads me to the next item on the list: The whole Theory, Theories known, invention points and maximum number of inventions. This system actually works really well. I illustrated it in an example in the alpha thread. It does seem a little cumbersome and heavy at first but its actually very elegant and graceful in practice. If you can use the PSP system from XPHB then you'll have no problems with this. It might even be easier because once the points have been assigned they will remain locked in unless he deconstructs the item to build something new.

-With regards to specialties here's some reasons why you're not forced to specialize.
-1st: Engineers only start off having access to the Artificer's list of infusions. This is a very small list, and doesn't progress beyond 6th level. The engineer must experience, get a hold of, or witness a spell or power before he can even attempt to craft it into a "theory". Not to mention if he wants level 7-9 theories he's going to have to learn them from other lists.
-Out of all the Spells and Psionic powers out there the Engineer has access to 36 of them at minimum. You'd be surprised how quickly these slots are filled from level to level.
-The biggest mistake a DM/GM could make is simply letting the Engineer pick and choose from any list at any level. They need to work for their theories. Most Mages aren't going to be too happy with you stealing their secrets to build a fireball gun. Most Clerics will find you turning their divine spells into mechanical functions heresy. Long and the short: Make the Engineer work hard to get a hold of these treasures and there's no need to force them into specialized trees.

I agree with what everyone said. Bonus magical items, plus geniuses that allowed you to Make Intelligence your be all end all stat were bad idea's and they've been pulled.

These are just my thoughts at the moment.
-Enjoy
AK

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