An Amalgamation of all the Steampunk mayhem... the Arcanotech Engineer


Homebrew and House Rules


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I looked over that Arcane Mechanik by Detect Magic and I loved the basic concepts. Then I stumbled upon SmiloDan's Tinker. I hated it but I thought it had some great ideas. Then I stumbled upon Christopher Delvo's Engineer 4.1. I stole the hell out of all of their ideas and put them in the brain forge and re-invented the Arcanotech Engineer . I would like to hear suggestions and hopefully a good word from the guys I used material from. The Arcanotech Armature and the Clockwork Breakthroughs are what I need the most focus on. The servitor while powerful at more powerful at early levels is kind of a "rider." I liked the idea of it an kept it, but I think the class could lose it and still be fantastic. However the class needed some combat ability so I left the Servitor. Anyways, Happy reading and I look forward to you posts.


Nice work.


Alright. Slight modifications so that the GMs don't cry havoc.


Oh come on now. I want some feed back, peeps! What do you like? What do you Dislike? It tells me how many people have looked at the document. I would like to improve it if possible (and it is.)


Also if you create a character using this class, please post it here. I would like to see what you guys come up with.


I haven't much time at the moment, though I'll give it a quick look through (and probably a more substantial, in-depth look later on).

My first impression of this class is that it is to the Arcane Mechanik what the Synthesist is to the Summoner. Though, obviously there are differences (such as keeping the companion). Still, I love the idea of a mech-suit option for such an 'engineer' character.

- Arcanotech Armature seems pretty straight forward. A nice replacement for spells. I'd suggest the hit points granted by this feature be made temporary (as per the added hit points accumulated by a Synthesist when bonded to its eidolon).

- You ought to do away with Clockwork Breakthroughs. Merely allow them as 'Advanced' Discoveries (as per other classes: Alchemists, Rogues). Assuming these are akin to the Alchemist's feature of the same name, there ought to be an 'Extra Discovery' feat (so accumulating many of these is wholly possible). Also, instead of 'Discovery' the feature could be called 'Breakthrough' so as to avoid confusion with the Alchemist.

- Some of the Discoveries seem a bit too powerful. See Energy Resistant Armor. Compare this to many Sorcerer bloodlines. Just doesn't seem fair, especially considering those numbers dwarf anything in the system that I am familiar with. I'd tone these down a bit. Something like 5 resist per 5 levels. Can be selected multiple times, or adjusted to a different elemental type with a successful Craft check (I like the idea of having Craft-related features/abilities).

- In regards to the Servitor feature, I am curious why a partial/daily repair requires a Craft (Mechanika) check, yet the full-repair requires a Craft (Clockwork) check? Further, in the Pressure Suit discovery, you list Craft (Blacksmithing) as the check required to repair the mechanism. I'd suggest you require either (Mechanika) or (Clockwork) for all of these (whichever fits your setting best--it is worth noting that 'Mechanika' represents complex, arcane-infused machinery, a staple of the Iron Kingdoms).

- Editing problem: Demolish is listed twice. Once where it is appropriate, plus an additional time underneath Discovery.

- What type of bonus does Awakened Intellect grant?

Overall, I like it (and recognize a bit ;P). Keep up the good work, and keep polishing!


Awakened Intellect is a non-descript bonus that stacks with anything. Fixed the copy of Demolish. Energy Resistant Armor is in there because in comparison to a Sorcerer's bloodlines, the resistance it potent. However, not having the ability to cast Energy Resistance or Protection from Energy six times a day, I thought it was fair. The class is designed to be balanced but not be so weak as to not keep up. Arcanotech Armature's bonus hitpoints are the equivalent of a +2 Constitution bonus or a +4 in the case of the Full-Steam Armature. The bonus is very minute but gives the class the staying power it needs. I looked over the class early in development and realized that I had left out the ability to do damage. An Alchemist has bombs and a Summoner has tons of creatures, but what did the Arcanotech Engineer have that really made it stand out from the lot? I couldn't find a moderate attack ability so instead I introduced staying power in the form of bonus hit points. I find it to be fair given that the Armatures can be destroyed or otherwise removed. I meant to to remove all the mentions of Mechanika. The things that I am most worried about are the abilities mostly being extraordinary. That is why I switched it to Craft (Clockwork.) Thanks for giving feedback!

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