
Thanurel |
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Casts raise thread.
I'll be running Iron Gods in the near future, and one of my players was interested in playing an engineer-type class. Since the Technology Guide has come out in the 5 years since this thread was made, I've jury-rigged my own version of the engineer, using hida_jiremi's version as a starting point. This version is much more sci-fi than steampunk. I've also replaced the death ray ability with some gunslinger stuff, since the character will be able to find/build advanced weaponry in this adventure path.
The Engineer (Alchemist Archetype)
Not all alchemists are masters of chemistry and biology. Some prefer to focus their mad talents on the mysteries of mechanical engineering.
Weapon and Armor Proficiency: Engineers gain proficiency in firearms, as well as advanced technology firearms.
Class Skills: An engineer adds Knowledge (engineering) to his list of class skills and removes Knowledge (nature) and Use Magic Device from his list of class skills.
Technologist: An engineer gains Technologist as a bonus feat. This replaces Brew Potion.
Engineering (Su): Engineers are not only masters of creating mundane machines such as repeating crossbows, clockwork toys, and mechanical traps, but also of fashioning non-magical devices that can store spell effects. An engineer prepares devices instead of the alchemist's extracts by building small, single-use devices instead of the alchemist's usual method of drinking a vial of liquid. Unlike extracts, devices are not bound to the creator and can be used by anyone. Devices behave like spells, but their effects are unaffected by effects like dispel magic. An engineer's devices otherwise function identically to an alchemist's extracts.
Creating devices consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. An engineer can easily replenish his materials through scavenging and by cannibalizing his previously-used devices. If a spell normally has a costly material component, that component is expended during the use of that particular device, not during its initial creation.
When using Knowledge (engineering) or the Craft skill to create a clockwork or technological item, the engineer gains a competence bonus equal to his class level on the skill check.
This ability replaces Alchemy.
Packing Heat (Ex): The engineer gains both the Amateur Gunslinger and Gunsmithing feats as bonus feats. He also gains a battered gun identical to the one gained by the gunslinger.
This ability replaces the Throw Anything and Bomb abilities, and the engineer cannot select any discovery that would affect or modify that class ability.
Discoveries: The engineer can select Grit feats or Rapid Reload in place of an alchemist discovery.
Mutagen (Ex): An engineer's mutagens function identically to an alchemist's, but is based on chemistry and nanotechnology instead of alchemy, and thus is an extraordinary ability instead of a supernatural one. The reason an engineer's mutagens only work for him is because the nanites in the fluid are specifically programmed to modify his own biology.
Trapfinding (Ex): An engineer is a master of clockwork machines and technological devices. An engineer adds 1/2 his 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.
This ability replaces Poison Use, Poison Resistance, and Swift Poisoning.
Swift Engineering (Ex): Beginning at 3rd level, when an engineer creates mechanical or technological items of any sort, it takes him only half the normal amount of time.
This ability replaces Swift Alchemy.
Instant Engineering (Ex): At 18th level, the engineer can create mechanical or technological items with almost supernatural speed, and none can match his proficiency at fixing or breaking machines. He can create any such items as a full-round action if he succeeds at the Craft check and has the appropriate resources at hand to fund the creation. Additionally, he can perform any Disable Device check that would normally take up to a minute as a swift action.
This ability replaces Instant Alchemy.
Grand Discovery (Su): The engineer does not gain access to the poison touch grand discovery, though he can still utilize the others normally. The following additional grand discoveries are available to an engineer:
Artificial Heart: The engineer removes his own still-beating heart and replaces it with an artificial one of his own design. The engineer gains a +4 untyped bonus to Constitution, and his age limits at each age category are doubled. Because of his mechanical heart, he gains vulnerability to electricity.
Ghost in the Machine: The engineer uploads his consciousness and soul into a computer, essentially becoming an artificial intelligence. The engineer's body is no longer needed, as he now exists only as data. The engineer can transfer his mind into the body of a construct with the robot subtype, existing as an AI aggregate (see the Technology Guide).