VedicDragon |
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Had a supplemental thought that may help this a bit when it comes to build modularity / versatility. Perhaps my proposed desires may be addressed by this fix below. Replace instances of these abilities with the phrase "Bonus Gadget Feat" for the corresponding levels. (I believe 6th, 10th, 14th and 18th). Extra Function and Extra Artifice Pool should also have the [Gadget] identifier. I've rewritten Extra Upgrade below. The following feats also encompass the powers left out from 3.1 to more recent builds, as well as to some extent the ones that have replaced them. (You may even wish to have them add an ancillary benefit of +1 Artifice pool point considering many of them now have an activation cost not unlike Gunslinger Deed feats). So for clarity's sake, the old name of these class powers in in parenthesis next to the Feat name.
Budget Construction (Cheap Inventions) [Gadget]:
Prerequisite: Artifice Pool, one other Gadget Feat
The engineers understanding of real-world application through expands extensive work and jury rigging with his constructs. Thus he only needs to pay 1⁄2 as much to create items with their inventor special ability (1⁄4 the price of mundane items or potions, and 1/8 the price of wondrous items). Whenever he does this, he must spend 1 point from his artifice pool
Inventor Extraordinaire (Inventor) [Gadget]
Prerequisite: Artifice Pool, 4th Level
An engineer brings a new meaning to “jury-rigging” by throwing together some spare parts. As a full-round action, the engineer can create any non-magical item worth 10 gp per class level or less by piecing together spare parts and chemicals. To do this, he must immediately spend gp equal to 1⁄2 the price of the item created to represent the materials needed. He must also make a disable device check with a DC equal to the crafting DC required to make the item. If he fails the check, the item is destroyed and he does not gain its use.
Items invented this way are unstable and do not last long. After a number of rounds equal to the engineer’s level, the item crumbles and is destroyed. Weapons created in this way (including alchemical thrown items) are weak and poorly-made and are immediately destroyed if the user rolls a 1 on an attack roll with the weapon.
There is no price limit on wondrous items, but he cannot create a wondrous item with a caster level higher than his class level. In addition, an invented wondrous item cannot have a spell level higher than his intelligence score -10. He still pays 1 ⁄ 4 the price of a wondrous item upon inventing it. He must also spend 1 artifice point per spell level of the item when creating the item, and the disable device DC is equivalent to the spellcraft DC required to create the item (including the +5 to the DC for not possessing the required spell).
Homebrewer Extraordinaire (Inventor - Potion Creation) [Gadget]
Prerequisite: Artifice Pool, 4th Level
The engineer has dabbled in enough chemistry to pick up potion-craft. Perhaps this is enhanced by his love of a cool pint after a hard day in the lab. As a full-round action, he brews potions by imparting some of his quasi-magical energy into the scrap and chemicals as he concocts and ferments them (this is instead a supernatural ability). To do this, he must immediately spend gp equal to 1⁄2 the price of the item created to represent the materials needed. He must also make a disable device check with a DC equal to the crafting DC required to make the potion. If he fails the check, the brew is destroyed and he does not gain its use. There is no price limit on invented 'brews but he cannot create a potion with a caster level higher than his class level. In addition, an invented potion cannot have a spell level higher than his intelligence score -10. He pays 1⁄2 the price of the potion in materials before brewing it. He must also spend 1 artifice point per spell level of the potion when creating it, and roll a disable device check equivalent to the spellcraft DC required to brew it (including the +5 to the DC for not possessing the required spell). Potions invented this way are unstable and do not last long. After a number of rounds equal to the engineer’s level, the draft goes unstable and may become unpredictably explosive of toxic.
Speedy Construction (Quick Inventing) [Gadget]
Prerequisite: Artifice Pool, Gadgeteer/Magical Talent
Engineer may create an item with the Inventor ability as a standard action instead of a full-round action. If making Gadgets on the pre-existing list, it only takes a half hour. This requires two Artifice Pool Points
Modify Automaton [Gadget]
Prerequisite: Artifice Pool, Automaton Class Feature
Benefit: The engineer can modify his automaton’s upgrades. By taking a full day to work on the automaton, he can re-assign a number of upgrades equal to half his intelligence modifier. This requires spending an equal number of Artifice Pool Points.
Additional Clockwork Companion [Gadget] (per the Druid feat Additional Animal Companion)
Prerequisite: Cha 13, Automaton class feature
Benefit: You gain an additional clockwork companion. Your effective engineer level for the purposes of the second companion is your normal level -3.
Möbius Tool [Gadget]
Prerequisite: Artifice Pool, Omnitool
Benefit: You may add ONE power from the Tek-Warrior's Möbius Weapon list to your OmniTool. This feat may not be taken more than once. Conversely, Tek-Warriors who take this may add ONE Function from the list for use with (and through) their Möbius Weapon.
Extra Upgrade [Gadget]
Prerequisite: Artifice Pool, Automaton/Singularity class feature
Benefit: You may add ONE additional upgrade to your Automaton, or yourself. If you are applying this to yourself, this requires you to permanently dedicate 2 Artifice Pool points. You may reclaim them if you wish to destroy/undo said upgrade. It will take one week until they are fully recovered.
Uses for your Automaton stack. Uses for yourself do not.