Homebrew Class: The Engineer


Homebrew and House Rules


I liked the Artificer, but I never felt as though it really translated well into a steam-punk style class. That being said I began to investigate, tinker and rebuild. Thus was born the Engineer class. A class that could replicate spell like affects, but do it with points, that represented little mechanical pieces, that could be built into inventions. The ultimate goal was to create a class that could replicate any spell or psionic power as an effect that would be built into an invention, and while they possess amazing flexibility in terms of what they could learn or know, they would ultimately be restricted by the number of inventions they could build and how effective those inventions could be.

Looking for questions, comments, concerns. Please note, this post is going to be rather long.

Thanks
AK
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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 skills taken individually), Linguistics, Perception, Profession, Sleight of Hand, Use Magical Device, Use Psionic Device.

LVL Special
1.) Minor Gadgets, Inventors knowledge, Trap Finding.
2.) Genius
3.) Genius
4.) Genius, Item of Power +1
5.) Decode Item (Magic & Psionic)
6.) Enhancement bonus +1
7.) Genius
8.) Item of Power +2
9.) Item of Power (2nd) +1, Enhancement bonus +2
10.) Genius
11.) Advanced Genius, Enhancement bonus (2nd) +1
12.) Item of Power +3, Enhancement bonus +3
13.) Genius, Item of Power (2nd) +2
14.) Enhancement bonus (2nd) +2
15.) Advanced Genius, Enhancement bonus +4
16.) Genius, Item of Power +4,
17.) Item of Power (2nd) +3, Enhancement Bonus (2nd) +3
18.) Enhancement bonus +5
19.) Advanced Genius, Genius
20.) Item of Power +5, Enhancement Bonus (2nd) +4

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

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

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

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

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 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.

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
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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 of 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. 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 an 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 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 prodcue 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. 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.
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 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.

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 spends 1 round repairing the invention. If you fail by more than 5, the invention does not work at all, and still requires the Engineer to spend 1 round repairing the item. 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 round picking up the pieces of invention.

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, Engineer's automatically fail any check to overcome spell resistance, unless the spell/power ignores it completely. 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.

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.

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).
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Genius: Geniuses
At 2nd, 3rd, 4th, 7th, 10th, 13th, 16th and 19th 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]
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. Worn inventions can never take up less than one body slot.
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]
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 total cost.
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]
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.

Enlarge Function [Invention Feat]
Benefit: You increase the effective range by 100%. To apply this feat to a theory that your are assigning as a function to your invention, you must spend 1 additional invention point. Theories whose range is not defined by distance or as close, medium or long cannot benefit from this feat.

Extend Function [Invention Feat]
Benefit: You increase the duration for a use of an invention to twice as long as it would normally last. To apply this feat to a theory that your are assigning as a function to your invention, you must spend 2 additional invention points. Theories whose duration is defined as concentration, instantaneous, or permanent cannot benefit from this feat.

Maximize Function [Invention Feat]
Benefit: All variable numeric effects for a function with this feat applied to it are maximized. To apply this feat to a theory that your are assigning as a function to your invention, you must spend 4 additional invention points. Saving throws and opposed checks/rolls are not affected, nor are theories without random variables.

Quicken Function [Invention Feat]
Benefit: You can perform another action even use another invention in the same round that you use an invention's function that has been quickened. You can only use one invention's function that has been quickened per round. A Theory whose activation time (which comes from the spell or power its based off of) that is greater than 1 round, cannot be quickened. To apply this feat to a theory that your are assigning as a function to your invention, you must spend 6 additional invention points. Using an invention with a quickened function does not provoke and attack of opportunity.

Widen Function [Invention Feat]
Benefit: You can alter a burst, emanation, line, or spread-shaped function to increase its area. You increase the effective area covered by 100%. To apply this feat to a theory that your are assigning as a function to your invention, you must spend 4 additional invention points.

Other feats that can be taken:

Combat Genius: You can learn any one combat feat. (You can only take the Genius once)

Skilled Genius: You can take the Skill Focus feat. (You may select this Genius multiple times, each time applying it to a new skill).

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)

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:

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).

Smart Combatant (Ex): You may choose to substitute your Intelligence modifier for your Strength or Dexterity modifier when you are attacking with a melee or ranged weapon.

Smart and Deadly (Ex): Choose one list or group of weapons from those listed under the Fighter's weapon training class feature. You may add your intelligence modifier as a bonus to all damage rolls made with any weapon from that group. This bonus to damage may not exceed your Engineer class level.

Smart Defense (Ex): You may add your Intelligence modifier to your armor class. This bonus may not exceed your Engineer Class level. If you are in a situation that would deny you your dexterity bonus, you lose the bonus to AC from your Intelligence modifier as well.

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

Item of Power (Su): At 4th level the Engineer can build for himself an Item of Power. This item can either take the form of a weapon or armor, and it is treated as having a +1 enhancement bonus to either attack and damage rolls if its a weapon, or provides and additional +1 bonus to AC if tis a piece of armor. For every four levels gained thereafter this items bonus continues to increase by an additional +1 at 8th, 12th, 16th, and 20th level. This item is not magical, and functions within an anti-magic field, but it is treated as having the listed bonus for the purposes of overcoming damage reduction or striking a creature that would require the listed bonus.
At 9th level the Engineer can build a 2nd Item of Power. This item can either take the form of a weapon or armor, and it is treated as having a +1 enhancement bonus to either attack and damage rolls if its a weapon, or provides and additional +1 bonus to AC if tis a piece of armor. For every four levels gained thereafter this items bonus continues to increase by an additional +1 at 13th, and 17th level.

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.

Enhancement Bonus (Su): At 6th level the Engineer gains the ability to enhance the item of power that he gained at 4th level. He can add any one special ability to his weapon or armor that does not exceed a +1 enhancement bonus.
For every 3 levels gained beyond 6th the enhancement bonus for the Engineer's 1st Item of Power continues to increase by +1 at 9th, 12th, 15th, and 18th level where it reaches is maximum enhancement bonus of +5. The Engineer may choose to apply any combination of weapon or armor special abilities that do not exceed the total enhancement bonus allowed. An Engineer can choose to rebuild his item of power's special abilities, and change them out for new ones. To do so it takes the Engineer 8 hours of uninterrupted work.
At 11th level the Engineer gains the ability to enhance the item of power that he gained at 9th level. He can add any one special ability to his weapon or armor that does not exceed a +1 enhancement bonus. For every 3 levels gained beyond 9th the enhancement bonus for the Engineer's 2nd Item of Power continues to increase by +1 at 14th, 17th, and 20th level where it reaches is maximum enhancement bonus of +4.
Once again, while these items of power replicate magical and psionic effects, they are not truly magical or psionic and thus continue to function within the confines of an anti-magic or anti-psionic field.

Advanced Geinuses
At 11th, 15th, and 19th 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, despite distraction, being attacked, or stressed, while using inventions, swapping out functions, or rebuilding inventions.

Construct Body Guards (Ex):
Prerequisites: Engineer 11th
You gain the service of a Warforged Fighter, who is 1 level 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.

Disable Construct (Ex):
Prerequisites: Engineer 11th
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 11th
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.

Airship
Prerequisites: Engineer 15th
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 fire
ring; 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.
46,000 gp, 3,680 XP, 92 days. Market value price: 92,000 gp.

Giant Robot
Prerequisites: Engineer 15th
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.

Living Construct
Prerequisites: Engineer 15th
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.

Pocket Dimension
Prerequisites: Engineer 18th
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.

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.


Any comments at all...

The only feed back I've had so far with this is from a friend of mine who is also a DM and that was over IM Chat. He didn't see much wrong with it, but then again, he was just skimming through it.

I would really appreciate some feed back.

Thanks
AK


Hi Anthony,

I am impressed with the amount of thought behind the creation of this class. Saying that, it strikes me as being too complex. Between 'Invention', 'Invention Points', 'Theory Level' and 'Theories Known', there seems to be a lot of bookkeeping. Maintaining a running tally of Invention Points spread over numerous inventions could be troublesome in higher levels.

Also, despite being a fairly elegant system, it seems out of place with the mechanics used to run/create other characters. For instance, no other classes use a dual dynamic as the Engineer does with the Invention/Theory points.

The class also has features and abilities of 5 separate classes, making it very versatile.
- Fighter (Combat Feats, Int to AC and BAB bonus, Weapon Training)
- Rogue (Trap finding, Disable Device, Skill Bonuses)
- Wizard (Item Creation, Spell casting)
- Cleric (Item Creation, Spell casting)
- Psionisist (Item Creation, Spell casting)
Perhaps limiting the Engineer to follow one 'path' at character creation

Other points
- Are there additional cost of creation? Are the basic costs of the same level of Item Creation feats used?

- The Inventions are not magic based, therefor not subject to spell/power resistance, they cannot be counter spelled, and will function within an anti-magic/psionic field. Then why do they automatically fail any check to overcome spell resistance?

- Intelligence is litterally the be all, end all stat for this class, all others are dump stats. If I have this correct; as is possible now, a genius level Engineer with 20 Int, at lvl 5 with the 'Smart Combatant', and 'Smart Defence' Feats would have +7 to Hit (+2BAB + 5 (Smart Combatant)) and +5 to AC. And that is without creating an item that provides 'Fox's Cunning.'

- What would happen if a Invention that produces an 'Anti-Magic' shell, were to be hit by 'Dispel Magic'? Since the Invention is not a magical device, with an 'Anti-Magic' shell that cannot be dispelled, what magic could stop him?

Final thoughts:
This class has it's cake and gets to eat it. It samples the benefits from most of the classes, with few of the downfalls. I could see a well constructed Engineer take apart any other class or similar level.
Hope that helps. Sorry for the scattershot presentation.

Scott


Quote:


Hi Anthony,
I am impressed with the amount of thought behind the creation of this class. Saying that, it strikes me as being too complex. Between 'Invention', 'Invention Points', 'Theory Level' and 'Theories Known', there seems to be a lot of bookkeeping. Maintaining a running tally of Invention Points spread over numerous inventions could be troublesome in higher levels.
Also, despite being a fairly elegant system, it seems out of place with the mechanics used to run/create other characters. For instance, no other classes use a dual dynamic as the Engineer does with the Invention/Theory points.
The class also has features and abilities of 5 separate classes, making it very versatile.
- Fighter (Combat Feats, Int to AC and BAB bonus, Weapon Training)
- Rogue (Trap finding, Disable Device, Skill Bonuses)
- Wizard (Item Creation, Spell casting)
- Cleric (Item Creation, Spell casting)
- Psionisist (Item Creation, Spell casting)
Perhaps limiting the Engineer to follow one 'path' at character creation
Other points
- Are there additional cost of creation? Are the basic costs of the same level of Item Creation feats used?
- The Inventions are not magic based, therefor not subject to spell/power resistance, they cannot be counter spelled, and will function within an anti-magic/psionic field. Then why do they automatically fail any check to overcome spell resistance?
- Intelligence is litterally the be all, end all stat for this class, all others are dump stats. If I have this correct; as is possible now, a genius level Engineer with 20 Int, at lvl 5 with the 'Smart Combatant', and 'Smart Defence' Feats would have +7 to Hit (+2BAB + 5 (Smart Combatant)) and +5 to AC. And that is without creating an item that provides 'Fox's Cunning.'
- What would happen if a Invention that produces an 'Anti-Magic' shell, were to be hit by 'Dispel Magic'? Since the Invention is not a magical device, with an 'Anti-Magic' shell that cannot be dispelled, what magic could stop him?
Final thoughts:
This class has it's cake and gets to eat it. It samples the benefits from most of the classes, with few of the downfalls. I could see a well constructed Engineer take apart any other class or similar level.
Hope that helps. Sorry for the scattershot presentation.
Scott

Well thanks for the commentary, Scott. I'll try to address your comments and concerns as clearly as possible.

I'll admit, that the Invention Point System does seem rather complex. I ran this by several people I know and once I explained the system and showed them how it works, its actually fairly simple, its just that the tables make it look deceivingly complex.
Pretty much this class makes it the PCs responsibility to keep track of what each invention can do.
And for the DM/GM its fairly easy to do a point audit, as you just tell the player to add up all invention points from all inventions, and that should equal his invention point pool.
Honestly the Invention Point system that I settled on was the simplest and most flexible way to represent the rapid construction/deconstruction of equipment without having to develop a completely separate table for parts A-Z and how said parts could be combined to produce said effect. The other solution would be the artificer infusion method, but as stated previously, I wanted to move away from the “infusion” feel.
This resulted in the class having a very build it/use it feel, not shove spell-a into glove-b and presto.
The dual dynamic rules unfortunately are the unholy union of a spell point system, and a Psionic Strength point pool. If you look at the table and compare it to Psion in XPHB you'll see I stole the system directly from there. So its not as alien as one might think.

As far as the bits and pieces of other classes here are my thoughts:

Quote:
-Fighter (Combat Feats, Int to AC and BAB bonus, Weapon Training)

Combat Feats: The Engineer can only pick up one Fighter Combat feat through the Combat Genius.

While you can get Int to AC as well as to hit and damage here as some counter points. You can only gain as much as your Engineer class level will allow. As far as weapon training goes, its only applicable to one group of weapons.
That being said, due to their low BAB, and Low HP they are inherently not as good in combat as one might think.

Quote:
-Rogue (Trap finding, Disable Device, Skill Bonuses)

I wanted them to have the ability to disarm traps, and substitute for a Rogue if necessary. Their lack of a good reflex save though means that unlike the rogue, should they fail at disarming a trap, they might be in for a world of hurt. They can compensate for this by devoting multiple Genius's to trap sense but that takes away from other abilities they could use.

Quote:


Wizard (Item Creation, Spell casting)
Cleric (Item Creation, Spell casting)
Psionisist (Item Creation, Spell casting)

While the class does possess amazing versatility in this field this versatility does not come without its restrictions. With regards to spells and powers, it is specifically stated that the Engineer must first come to experience, learn, be subject to, or witness a said spell or powers effect before he can attempt to write it into a Theory. They can't just pick and choose off all the lists.

The only list they have unlimited access to is the Artificer's Infusion list (which they default to).

Also with Item creation, they suffer from only being able to create magical items at the minimum caster level. That means spell casters can still create far more powerful magical items, using item creation feats.

Quote:
- Are there additional cost of creation? Are the basic costs of the same level of Item Creation feats used?

It depends what you're asking this question in reference to.

-Effigies, Constructs, Magical Items, yes.
-Inventions, no, this is represented by invention points which are suppose to represent all the little mechanical components needed to make said invention work.

Quote:
-The Inventions are not magic based, therefor not subject to spell/power resistance, they cannot be counter spelled, and will function within an anti-magic/psionic field. Then why do they automatically fail any check to overcome spell resistance?

(Sorry have to errata that) :)

Quote:
- Intelligence is literally the be all, end all stat for this class, all others are dump stats. If I have this correct; as is possible now, a genius level Engineer with 20 Int, at lvl 5 with the 'Smart Combatant', and 'Smart Defence' Feats would have +7 to Hit (+2BAB + 5 (Smart Combatant)) and +5 to AC. And that is without creating an item that provides 'Fox's Cunning.'

Once again this requires the devoting of 2 Geniuses to make you a decent combatant, and now you have to devote an invention to replicate “Fox's Cunning”. Compare these numbers with marital class of equal level, you'll see its not as unbalancing at you might think. That being said, the Engineer has to devote a lot of resources to just be as competent as a fighter of equal level.

Quote:
- What would happen if a Invention that produces an 'Anti-Magic' shell, were to be hit by 'Dispel Magic'? Since the Invention is not a magical device, with an 'Anti-Magic' shell that cannot be dispelled, what magic could stop him?

-One a Dispel Magic would fail, as the device is not magical. Does this give Engineer's an unfair advantage against said magic user, yes. But this is where said magic user should never have allowed himself to get into an Anti-Magic shell alone. Like any good magic user, summon minions at this level, have non spell casting classes backing you up, so when some little punk Engineer comes along with his Anti-magic field you simply look at your boys and say, “Get him.”

Quote:

Final thoughts:

This class has it's cake and gets to eat it. It samples the benefits from most of the classes, with few of the downfalls. I could see a well constructed Engineer take apart any other class or similar level.
Hope that helps. Sorry for the scattershot presentation.

Like most spell casting classes :)

If you look at spell lists, spell casters are incredibly versatile and can replicate what other classes can do with spells or powers.
A well built cleric, druid, wizard, even sorcerer can be just as deadly.

For all the classes advantages it does suffer from some major draw backs with its “spell casting ability”.
-Lack of Caster level. This is huge. That means if they want a Fireball that deals more than 5D6 damage or an effect spell to last longer than the minimum number rounds they have to invest all those inventions points/per use. That's going to add up quick.
-While they have invention points, ultimately they are restricted by the number of inventions they can have. Granted they can keep burning up feat/genius slots to add more inventions, but that closes off options, and versatility.
-The fact that while they can turn any spell or effect into a theory, they HAVE to experience, witness, ect that said spell/power's effect, before they even get to roll to transcribe it into a theory. A fatal mistake of an DM/GM would simply be letting the player just pick and choose his theories as he goes. And while players may agree its all about a team effort, from the RP perspective, and my friend who plays a mage has stated this, mages are not going to take to kindly to having their arcane secrets turned into mundane inventions, and clerics might be horrified to find that their divine spells can be replicated by simply pushing a switch. So the Engineer is the new spell caster on the block, and the older kids are looking at him like he's encroaching on their territory.

But thank you for your comments and concerns.

Mind you this is still Version 1.0. As it goes through some testing, and review it may be tweaked for balance/playability issues.

AK


The name of this class intrigued me, so figured I would make a few comments that I noticed. This comes with the disclaimer I have never played Eberron and thus I am not all to familiar with the Articifer class or the Warforged and I hate Psionics so I am was reading just from the typical Spellcasters perspective.

- Engineer's Knowledge: This makes sense to me for a few of the knowledges (Engineering, Arcana, Religion), but not all of them. I don't see why an Engineer should have bonuses to Knowledge (Geography, Nature, Nobilty, etc) checks.

- Trapfinding: I agree with the the bonus to Disable Device, but the perception bonus to trap finding (as well as Perception as a class skill) seems out of place.

- Number of Inventions: This seems like an unneeded stat to keep track of. An engineer's power is already limited by the Invention Points category. And with the ability to combine several inventions into one to increase the number of inventions points allowed combined with the fact that one can only wield/wear a few inventions at a time it seems as if the number of inventions is a stat with too many ways to bypass. I'd drop the limit on inventions altogether, probably rename invention points to theory points (just to drop the invention moniker completely and streamline the naming convention) and have the players keep tabs on how many theory points they currently have invested.

- Swapping Functions: The way I read the class this ability seems all too fast. I'd drop it entirely and merge it into rebuilding an invention and increase the time it takes to rebuild an invention by a lot. I would gather rebuilding an invention would be measured in hours, not rounds. With the fast speed of rebuilding or swapping now, it seems a skilled engineer could have a huge advantage over spellcasters because they have a limited number of spells per day while the engineer could constantly be swapping and rebuilding.

- Geniuses: This is an extremely nitpicky entry granted, but figured I would include it. There seems no need to make each entry into a feat, they are fine enough as their own identity similar to Rogue Talents or Paladin Mercies. And for some reason the the calling of these geniuses strikes me as odd. When I think genius I think more of a sage type of character, perhaps rename them as ingenuities which seems more appropriate for an applied knowledge.

- Compartmentalized Inventions: I like this idea, but in keeping with my comments with swapping functions and number of inventions, I'd allow these Compartmentalized Inventions to be quick changes but having each swap-in compartment still count toward invention point total (or at least a fraction of the total). I'd also be careful in making sure players describe how the compartments are built in the invention.

- Extra Invention: In keeping with my comment that the number of inventions is an unneeded stat, I'd replace this with a genius that increases one's invention point total.

-Optional Class Features: I agree with Abussou, I'd remove "Smart Combatant" and "Smart and Deadly". They seem to be a bit too much for too little of a cost. And it turns Intelligence into by far the most important ability into about the only ability score really needed.

- Airship: Another nitpicky entry but nothing seems to cost XP to create in Pathfinder RPG, and would recommend changing the Airship to reflect such.

- Enhancement Bonuses, etc: Another nitpicky entry, but I'd condense the entries so that the items of power and enhancement bonuses for both level up at the same time, similar to a Fighters Weapon Training or a Ranger's Favored Enemies.

In the end, I love the class idea, I'll probably end up revising it to fit my campaign world and use it in my own campaigns. It does seem to need some streamlining though, when I copied all the text into Word and made the tables to condense everything, it still came out to 12 pages long which seems alot for one class. I have some reservations about the Advanced Geniuses (Mainly that some of the construction ones could be done even without taking the Advanced Genius), but no real suggestions at this time.


First thank you to anyone who gave comments. Its much appreciated.

After looking over the class a bit longer I've come to realize it still needs some tweaking. Thankfully I have no released this into my campaign world... yet.

Some points I'm going to address:
-The Invention point system, number of inventions, ect.
I've tested this system out, it works really well, despite seeming cumbersome.

example wrote:


Here was just a test mach up of a 5th level Engineer, Int 18, 25 Invention points + 10 bonus points from intelligence, 7 inventions, 11 theories known + 1 theory from extra theory feat:

1 Large Fireball Cannon. Usable 1/per day. Function Level 5: Deals 5D6 damage. Reflex save for 1/2 = DC 10 + 3 + 4 (17) (cost: 5 Invention Points/1 Invention used).

1 Large Magic Missle Gun. Usable 5/per day. All Functions set to Level 1: Each missile deals 1D4+1 Points of damage. No save. (cost: 5 Invention Points/ 1 invention used).

1 Medium size (one hand) Detection Device.
At will: Unlimited use
-Detect Magic
-Detect Poison
-Detect Psionics (house ruled it to 0 level function)
Level 1 Functions (miniaturized +1 invention point per function/per use). All usable 1 per day.
-Detect Plants & Animals 2 pts
-Detect Good/Evil/Law/Chaos 8pts
-Detect Secret Doors 2pts
-Detect Snares & Pits 2pts
-Detect Undead 2 pts
Level 2 Function (miniaturized +1 invention point per function/per use). Usable 1/per day.
-Detect Hostile Intent 4pts
Total number of inventions used: 4 (20 points. Max of 5 pts per function. Each invention used adds 5 points to the total number of invention points the invention can hold.)
Total number of invention points used: 20

Advanced Force-field Armor:
1 Large (2 body slots: body & belt)
Effect: Mage Armor 5/perday. function level 1.
(Cost: 1 Invention, 5 Invention Points)

Total number of Inventions used: 7
Total number of Theories used: 12
Total number of Invention Points used up: 35
Maximum Theory applied to an Invention: 3rd Theory

-I've pulled the Item(s) of Power. It was a nifty idea, but I think its contributing to the OP of the version 1.0 class.

-Came up with an easier way to converter Meta-magic/Meta Psionic feats into feats the Engineer can use.

-Restructured the Genius Progression.

So I will have the "Beta" or ver 2.0 ready in a little while. I'll probably post it in a new thread just so it doesn't get lumped in with the ver 1.0 write up as that will just confuse people.

If you have further questions or comments about this version of the class feel free to comment. I'll be happy to discuss further idea's related to this version of the class here. Otherwise just let the thread die off.

Once again thanks for the comments and suggestions.

AK


The one suggestion i'd make is to have the invention points only work once, then the character must wait until the next day to use them again... ie i build a fire ball gun, use it. then i can only reassign them the next day (like the wizard and spells). it'd stop people from spending every other round rebuilding an item to use it again.
i agree getting rid of the invention limit would be a good way to reduce accounting. you're already limited to # of point in an invention, and the amount of points you have, the biggest worry might be that the character creates a bunch of low level abilities.


Very creative. Nice to see something using the psionic points system rather than Vancian. I have to agree with the other posters that the bookkeeping may be a bit intimidating at first and could use some potential to streamline.

Since these are inventions, will there be a table or percentile for chances of failure due to damage or malfunction. Given the intricate parts involved in disassembling and reassembling, there could be a chance for error. (Or is this where the concentration checks come in?) But there ought to be some factor for eventual wear and tear after continual usage. Maintenance costs?

I'll have to re-read it again regarding the disassembling and reassembling of inventions on the fly; especially in combat. I'm trying to imagine it like in real life when I'm taking something apart and then replacing / fixing it hurriedly that it would take longer than six seconds (one round).

I think what Abussou was trying to suggest that when first creating the character, perhaps the Engineer would default by specializing to duplicate arcane theories on sight. Then when a Genius slot is up for availability, he could pick up divine. Later on, pick up psionics. Etc. Keep it in the same aspect where you have your Master Theories / Researchers where he has to pick one of them to excel in (instead of all of them) one at a time.

Construct Body Guard - Should be at least 2 levels lower, IMHO. Maybe you should have this to reflect more of the Leadership Feat? Also, being familiar with Eberron, are you using 'Warforged' just as a token type of construct out of convenience? I only ask since Warforged are sentient whereas constructs are not, so it can be possible at times for Warforged to not be 100% loyal. Also, since there's no magic involved, I'm unable to fathom how the Engineer could provide sentience to his creation. Does this make sense?

Enlarge, Quicken, etc Functions. They should probably mirror their respective metamagics with regard to possible prerequisites. Otherwise, I do agree about the points expenditure differences (although I wonder if the point amounts should be greater in order to compete with respective vancian casters to keep the 'playing field' leveled.

Otherwise, I think this is a pretty cool concept and I'll definitely keep an eye on how it progresses as you revise it to new versions.

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