The Armored-Engineer Version 2


Homebrew and House Rules


Here is the newly updated version of my Armored-Engineer class.

The changes include elaborating on modifications, a change to the Damage Reduction advanced modification, the addition of the Self-Destruct modification, the addition of the Melee Weapon Installation purchased modification, and the addition of spells from Ultimate Magic to the blueprints list.

I hope you all enjoy. Additional feedback and suggestions of modifications and other class abilities, feats, etc are always welcome.

The Armored-Engineer Core Class PDF

Liberty's Edge

I'll try running a playtest later.


another update version. i added favored class options for the different core rulebook races.

The Armored-Engineer Core Class PDF


I have a friend who may be taking a level in this. We're running Masks of the Living God. He's a 2nd level alchemist right now. I'll let you know how it works out.


thank you very much. i look forward to seeing what you have to say after your game.


So 10 modification points at first level? Isn't that a wee bit ridiculous? That's 10 abilities at first level. Unless I'm misunderstanding it and you get get a modification and then a separate pool of points?


Jay159 wrote:
So 10 modification points at first level? Isn't that a wee bit ridiculous? That's 10 abilities at first level. Unless I'm misunderstanding it and you get get a modification and then a separate pool of points?

yes, ten points, but i dont think its too much. most players will spend points on raising their armor class of their power armor. if you think it needs to be toned down some, feel free to give your suggestions and i will happy take them into account and adjust if it is too powerful. my friend played a version of the class when we were about 6th level and he wasnt at all broken, but other than that there hasnt been any playtest data.

also, most of the really good modifications you cant take at character creation.

the modification points represent the power your power armor has per day and you use the points to fuel your abilities. you only get your ten power armor creation points at level one to purchase modifications. thats it for first level. at second level you get another modification.


Jay159 wrote:
So 10 modification points at first level? Isn't that a wee bit ridiculous? That's 10 abilities at first level. Unless I'm misunderstanding it and you get get a modification and then a separate pool of points?

maybe if i make all modifications cost 2 build points instead of 1 except the upgrade armor mod which allows you to raise your power armors ac? that would cut back on how many abilities you would have at first level. how does that sound?

Liberty's Edge

I built my latest armor to focus more on being a utility armor. It's an interesting nitch, especially with paizo releasing the alchemical dragon. also have you read into the UM: new golem features yet?

Just thinking....temporary animation of an armor could be a nice higher level mod.


Gravefiller613 wrote:

I built my latest armor to focus more on being a utility armor. It's an interesting nitch, especially with paizo releasing the alchemical dragon. also have you read into the UM: new golem features yet?

Just thinking....temporary animation of an armor could be a nice higher level mod.

hey grave, did you make up an armored engineer? and if you did, did you think that 10 creation points at first level for buying mods and ac increases was too much? how do you think it would be if it were 2 points per mod rather than 1, and keep the ac increase at 1 point?

and if you would like to see that modification, go ahead and write it up and ill edit it, make sure its balanced and add it to the pdf.


Fnipernackle wrote:
Jay159 wrote:
So 10 modification points at first level? Isn't that a wee bit ridiculous? That's 10 abilities at first level. Unless I'm misunderstanding it and you get get a modification and then a separate pool of points?
maybe if i make all modifications cost 2 build points instead of 1 except the upgrade armor mod which allows you to raise your power armors ac? that would cut back on how many abilities you would have at first level. how does that sound?

I agree. I think you may want to increase the more powerful abilities that you can get at 1st level to a 2 point cost.

EDIT: I'm saying this, because you also get devices at first level. That's a lot of abilities with a ten point pool.


Jay159 wrote:
Fnipernackle wrote:
Jay159 wrote:
So 10 modification points at first level? Isn't that a wee bit ridiculous? That's 10 abilities at first level. Unless I'm misunderstanding it and you get get a modification and then a separate pool of points?
maybe if i make all modifications cost 2 build points instead of 1 except the upgrade armor mod which allows you to raise your power armors ac? that would cut back on how many abilities you would have at first level. how does that sound?

I agree. I think you may want to increase the more powerful abilities that you can get at 1st level to a 2 point cost.

EDIT: I'm saying this, because you also get devices at first level. That's a lot of abilities with a ten point pool.

i have taken this into account. i am going to put the point cost for each mod at character creation with the modification. things like slam attack and such will still be one, most others, like flamethrower, will be two. racial armors will be 1 point if you are of that race, 2 if you arent. ill post and update when this is finished.


ok here is the most recent update to the class. in the power armor section of the class abilities, it now says that all modifications cost two points unless the specific modification says otherwise. racial mods are still 1 point for members of that race and 2 points for members of other races. i hope this balances things out a bit. thanks for the feedback and as always additional feedback/suggestions/ideas are always welcome.

The Armored-Engineer Core Class PDF


Not to get off topic, but after seeing this all I can think of is Iron Man.


Spyder25 wrote:
Not to get off topic, but after seeing this all I can think of is Iron Man.

funny you should mention that, since the concept of the class came to me when i saw a steampunk iron man toy.


Fnipernackle wrote:

ok here is the most recent update to the class. in the power armor section of the class abilities, it now says that all modifications cost two points unless the specific modification says otherwise. racial mods are still 1 point for members of that race and 2 points for members of other races. i hope this balances things out a bit. thanks for the feedback and as always additional feedback/suggestions/ideas are always welcome.

The Armored-Engineer Core Class PDF

We're running a module tomorrow night. If we level (we're like a dire rat away from leveling) my friend is multiclassing in it. I'll let you know how it goes.


Jay159 wrote:
Fnipernackle wrote:

ok here is the most recent update to the class. in the power armor section of the class abilities, it now says that all modifications cost two points unless the specific modification says otherwise. racial mods are still 1 point for members of that race and 2 points for members of other races. i hope this balances things out a bit. thanks for the feedback and as always additional feedback/suggestions/ideas are always welcome.

The Armored-Engineer Core Class PDF

We're running a module tomorrow night. If we level (we're like a dire rat away from leveling) my friend is multiclassing in it. I'll let you know how it goes.

thanks. hope you level. i look forward to seeing what you have to say bout it in game.


Was wondering if anyone had any feedback?


You should consider using different words for the modifications you buy and the ones from class ability.
We don't want another of these situations.


Brambleman wrote:

You should consider using different words for the modifications you buy and the ones from class ability.

We don't want another of these situations.

Ok, I have to give you +1,000 cool points for mentioning Order Of The Stick.

Fnipernackle wrote:
Was wondering if anyone had any feedback?

I'm going to sit down right now and read the class fully, and I'll get back to you.

On a side note: could you possibly look over and tell me what you think of my version of the Gun Mage?


Ok, this class is going to take the place of the artificer in my setting. I'll have to remove the gnome and halfling racial armor, since they don't exist in my setting. Goblins have taken their place.


Spyder25 wrote:
Brambleman wrote:

You should consider using different words for the modifications you buy and the ones from class ability.

We don't want another of these situations.

Ok, I have to give you +1,000 cool points for mentioning Order Of The Stick.

Fnipernackle wrote:
Was wondering if anyone had any feedback?

I'm going to sit down right now and read the class fully, and I'll get back to you.

On a side note: could you possibly look over and tell me what you think of my version of the Gun Mage?

ok i posted my thoughts on the class in your thread as to not derail this thread and so other people interested in your class and not mine will see my comments. ;)


Brambleman wrote:

You should consider using different words for the modifications you buy and the ones from class ability.

We don't want another of these situations.

+1

I'm sorry to report that the player in my group didn't take the level in Armored Engineer. The alchemist's 3rd level abilities appealed to his concept more. Also we didn't level, he just told me his decision.

I want to playtest this, but am currently playtesting my own stuff right now.

When I get a chance to use it I'll post my thoughts.


Fnipernackle wrote:
ok i posted my thoughts on the class in your thread as to not derail this thread and so other people interested in your class and not mine will see my comments. ;)

Awesome! And thank you. And the Armored Engineer is really well done. I won't be able to have anyone try it out until a few weeks. But I hope someone chooses to play this class. It looks very interesting. But, like I said, I would have to remove the gnome and halfling racial armor, or change the names. Gnomes and halflings don't exist in my setting.


Spyder25 wrote:
Fnipernackle wrote:
ok i posted my thoughts on the class in your thread as to not derail this thread and so other people interested in your class and not mine will see my comments. ;)
Awesome! And thank you. And the Armored Engineer is really well done. I won't be able to have anyone try it out until a few weeks. But I hope someone chooses to play this class. It looks very interesting. But, like I said, I would have to remove the gnome and halfling racial armor, or change the names. Gnomes and halflings don't exist in my setting.

oh well thats always fine. to each their own. i never cared for halflings, but without gnomes, especially the golarion gnomes, my fantasy settings are kind of bland.


Fnipernackle wrote:
Spyder25 wrote:
Fnipernackle wrote:
ok i posted my thoughts on the class in your thread as to not derail this thread and so other people interested in your class and not mine will see my comments. ;)
Awesome! And thank you. And the Armored Engineer is really well done. I won't be able to have anyone try it out until a few weeks. But I hope someone chooses to play this class. It looks very interesting. But, like I said, I would have to remove the gnome and halfling racial armor, or change the names. Gnomes and halflings don't exist in my setting.
oh well thats always fine. to each their own. i never cared for halflings, but without gnomes, especially the golarion gnomes, my fantasy settings are kind of bland.

Well goblins make up for the loss of gnomes and halflings in my setting. In fact it is them and the dwarves, along with humans, that started the advancement of technology. Albeit the goblins technology was a little shotty until they started working with the dwarves.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / The Armored-Engineer Version 2 All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules