| wifantasywriter |
Hello everyone. First post here on the forums, but I've been learning a great deal from many of the veterans. I have only really just begun to delve into the Pathfinder world (having play D&D, Shadowrun, WoD, etc. in the past). This is my first solid attempt at a Pathfinder class. I'd really appreciate some solid feedback on it. (PS - don't mind costs; I'm using a homebrew world with a different economical scale; also, the tables didn't convert very well apparently).
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Engineer
Long sequestered into basement laboratories and deemed mad for their “outlandish” ideas, engineers have finally proven that there world is the world of progress, and they are the forerunners. Engineers are varied in background, as well as in their intent with their inventions. They are prone to be loners, seeking shelter in their laboratories with their inventions, trying to device the next great wonder of the world. However, they are intelligent and easy one of the best problem solvers.
Role: Engineers are the type to remain at the outskirts of a battle, seeking to aid their compatriots with incendiaries and long-ranged weaponry. They are, however, useful in a pinch when there are locks to be busted, devices to be solved, and other such logical issues. Engineers are very useful support characters with versatility in their skills, as well as their complex contraption ability.
Alignment: Any
Hit Dice: d6
Class Skills
The engineer’s class skills are Appraise (Int), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), and Use Magic Device (Cha).
Skill Ranks at 1st Level: 8 + Int Modifer
Skill Ranks per Level: 6 + Int Modifier
Table: Engineer
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +2 +2 +0 Construction, Jury Rig, Mechanical Wonder
2 +1 +3 +3 +0 Contraption, Scientific Method
3 +2 +3 +3 +1 Reverse Engineer, Jury Rig +1
4 +2 +4 +4 +1 Contraption, Mechanical Wonder
5 +3 +4 +4 +2 Programming, electric resistance +1
6 +4 +5 +5 +2 Construction +1, Contraption, Scientific Method
7 +4 +5 +5 +3 Mechanical Wonder, Jury Rig +2
8 +5 +6 +6 +3 Contraption, electric resistance +2
9 +6 +6 +6 +4 Reverse Engineer +1, Scientific Method
10 +6 +7 +7 +4 Advanced Contraption, Programming
11 +7 +7 +7 +5 Construction +2, Reverse Engineer +2
12 +8 +8 +8 +5 Advanced Contraption, Jury Rig +3
13 +8 +8 +8 +6 Scientific Method, electric resistance +3
14 +9 +9 +9 +6 Advanced Contraption, Mechanical Wonder
15 +10 +10 +10 +7 Construction +3, Gear Sense, Programming
16 +10 +10 +10 +7 Advanced Contraption
17 +11 +11 +11 +8 Scientific Method,
18 +12 +11 +11 +8 Advanced Contraption, Reverse Engineer +3, Jury Rig +4, electric resistance +4
19 +12 +12 +12 +9 Advanced Construction
20 +13 +12 +12 +9 Advanced Contraption, Mechanical Wonder, Programming
Class Features
The following are class features for the Engineer.
Weapon and Armor Proficiency: Engineers are proficient with all simple weapons, plus crossbows and firearms. They are proficient with all light armor.
Construction: Engineers have a much better understanding than most of mechanical and other such devices. They add 1/2 level to Craft checks when creating mechanical or clockwork devices and Knowledge (Engineering) checks.
Jury Rig: At 1st level, Engineers have the ability to quickly fix a device to work for an additional number of rounds equal to 2 + Dex Modifier (DC 15).
Mechanical Wonder: At 1st level, engineers are gifted (by their mentor or some other mechanically-inclined individual) with a construct of Small or smaller size. At 4th, 7th, 14th, and 20th levels, an engineer gains an additional mechanical wonder he may control. Mechanical wonders (constructs) may not exceed the number allowed by level but may be deconstructed for parts and new ones made. A list of available constructs is listed below.
Contraptions that act as modifiers for constructs that are marked with an asterisk (*) can be stacked (maximum 1 + construct level + Int modifier).
Contraption: As an engineer studies his plans, he begins to understand how to craft new, unique things that are his own. Starting at 2nd level, an engineer gains one contraption. He gains an additional contraption for every 2 levels of engineer attained after 2nd level. An engineer cannot select an individual talent more than once.
Like a wizard’s spellbook, engineers keep and maintain records of their devices for later use. Should an engineer ever lose this, they may pick new contraptions up to the number allowed for their level. Also, an engineer may only craft or modify contraptions in their journal.
Contraptions that act as modifiers that are marked with an asterisk (*) do not stack. Only one such modification can be applied to a contraption.
Acid*: When the engineer creates a grenade or cartridges, he can choose to have it inflict acid damage. Creatures that take a direct hit from an acid grenade take an additional 1d6 points of acid damage 1 round later. Modifies cartridges or grenades.
Baton: A baton is a weapon made of a variety of a few types of metal. An engineer must be at least 3rd level to make this contraption. It has the following qualities:
Table: Batons
Weapon Cost Dmg (S) Dmg (M) Critical Range Weight Type Special
Baton 2 sp 1d6 1d6 x2 - 1 lb. B nonlethal
Conduit Rod3 sp 1d6 1d8 x2 - 1 lb. B nonlethal
Sap 1 sp 1d4 1d6 x2 - ½ lb. B nonlethal
Sword Cane45 sp 1d4 1d6 x2 - 4 lbs. P
Blades*: An engineer may install a bladed arm to a construct (biped only) or blades on logical areas of a non-bipedal construct. The engineer must choose from the following list when installing blades:
Table: Blades
Weapon Cost Dmg (S) Dmg (M) Critical Range Weight Type Special
Long bladespecial1d6 1d8 x2 - special P/S -
Retractable bladespecial - - - - - - see text
Short bladespecial1d3 1d4 x3 - special P/S -
Spiked armorspecial1d4 1d6 x2 - special P -
Blinding gas grenade*: When the engineer creates a grenade, he can choose to have it inflict blind. Creatures that take a direct hit or are within 10 feet when it explodes must succeed at a Fortitude save or be blind for 3 + Int Modifier rounds. An engineer must be at least 4th level to use this contraption.
Chain: A chain made of either iron or steel that can be connected to a baton or small blade. This chain can be in increments of 5 feet up to 30 feet, giving it that range; this weapon still acts as a melee weapon in combat.
Compressor*: A device that allows air to be compressed and then released for additional power behind an item. May be used to modify projectile weapons. An engineer must be at least 5th level to use this contraption.
Concussive grenade*: When the engineer creates a grenade, he can choose to have it inflict sonic damage. Concussive grenades deal 1d4 points of sonic damage, plus 1d4 points of sonic damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a concussive grenade are deafened for 1 minute unless they succeed at a Fortitude save. An engineer must be at least 6th level to use this contraption.
Darkvision*: A construct is able to see without any light up to 100 feet, allowing it to move at normal speed. An engineer must be at least 10th level to use this contraption.
Engine: An engineer may create an engine—tiny, small, or large—which can be used to power a variety of things, from constructs to vehicles. An engineer must be at least 6th level to use this contraption.
Explosive*: The engineer’s grenades now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive grenade catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames. Modifies cartridges or grenades. An engineer must be at least 3rd level to use this contraption.
Similarly, an engineer may create a construct that can detonate after 1d6 rounds with the same damage and effects as a grenade. An engineer must be at least 5th level to use this contraption.
Flight*: A construct is able to glide for 5 x construct level feet before stopping and performing an action. Advanced Flight (available with advanced contraption) allows for sustained flight for 5 x construct level minutes. An engineer must be at least 6th level to use this contraption.
Force grenade*: When the engineer creates a grenade, he can choose to have it inflict force damage. Force grenades deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force grenade are knocked prone unless they succeed on a Reflex save. An engineer must be at least 8th level before selecting this contraption.
Grenade Launcher, hand: An engineer can design a hand-held launcher of his grenades that gives them a 40ft. range. Damage is determined by grenade used.
Goggles: A set of goggles initially designed to protect the wearer from injuries during experiments. It can be easily modified to do many other things. It gives the wearer a +3 AC to anything specifically effecting the eyes or face. An engineer must be at least 2nd level to use this contraption.
Heavy armor*: A construct is given 15 + construct level bonus to HP. An engineer must be at least 8th level to use this contraption.
Hollow cartridges: These cartridges, lined on the outside in lead and filled with a glass center, shatter on contact. They are easily filled with a variety of liquids or gases. An engineer must be at least 4th level to use this contraption.
Light armor*: A construct is given 5 + construct level bonus to HP. An engineer must be at least 3rd level to use this contraption.
Low-light vision*: A construct is able to see up to 10 feet + construct level in dim lighting. An engineer must be at least 5th level to use this contraption.
Mortar, hand: An engineer can create a more high-powered grenade launcher, called a mortar, which increases range to 80 ft. Damage is determined by grenade used.
Mule Straps: These straps, using weight distribution technology, allow the wearer to carry additional weight without increasing his encumbrance. Allow an additional 5 x engineer level pounds to each encumbrance level. An engineer must be at least 4th level to use this contraption.
Poison*: The effects of the smoke created by an engineer’s grenade or cartridge duplicates the effects of cloud kill instead of fog cloud, filling an area equal to twice the grenade’s splash radius for 1 round per level. An engineer must be at least 10th level and must possess the smoke grenade contraption before selecting this contraption.
Projectile weapon*: A construct (biped only) is given a projectile weapon for an arm. This means it cannot pick things up or wield anything in that arm. It must also have the Engine (small or large) contraption modifier to power the weapon. An engineer must be at least 8th level to use this contraption.
Table: Projectile Weapons
Weapon Cost Dmg (S) Dmg (M) Critical Range Weight Type Special
Crossbow, hand 1d4 1d6 19-20 / x2 40 ft. 2 lbs. P -
Crossbow, heavy 1d8 1d10 19-20 / x2 120 ft. 8 lbs. P -
Crossbow, light 1d6 1d8 19-20 / x2 80 ft. 4 lbs. P -
Crossbow, repeating1d6 1d8 19-20 / x2 80 ft. 4 lbs. P requires reloader contraption
Grenade Launcher, hand- - - 40 ft. 6 lbs. - see text
Mortar, hand - - - 80 ft. 10 lbs. - see text
Prosthetic: An engineer may begin designed replacement limbs at 15th level. These limbs each have specific attributes that aid the afflicted party. For each prosthetic the party has, they must roll a Fortitude save (DC 15) every morning/night (player’s choice) against the discomfort of the attached limb. Failing this save temporarily reduces their HP for that day by 1d3 points; alternatively, the player may choose to use a pain-reduction drug. Prosthetic limbs are also less likely to succumb to acid, poison, or other skin-specific afflictions and receive a +5 Fortitude save for those rolls.
Arm: A prosthetic arm allows the wearer to treat their arm as a buckler. If a compressor contraption is added to this prosthetic, they may choose to either lift 5x their normal weight for one arm OR add +3 to their STR modifier when using unarmed or melee attacks. If both arms have been replaced, a player may double one of these bonuses.
Foot: A prosthetic foot gives the wearer to add their STR modifier +3 to any kick.
Hand: A prosthetic hand gives the wearer a STR +2 modifier when attempting to crush things.
Leg: A prosthetic leg allows the wearer extra lifting capacity, giving a 10 x wearer’s level to carrying capacity. If both legs have been replaced, and a compressor contraption installed, the wearer may move double their normal speed for any move action.
Recorder*: An engineer can choose to adapt his construct to be able to record sound clips of up to 1 + construct level seconds. An engineer must be at least 5th level to use this contraption.
Reloader*: An engineer may upgrade a projectile weapon to have an automatic reloader, which shifts any reload time (which stacks with feats like Quick Reload) to the next faster action type. Thus a standard action becomes a move action; a move action becomes a free action.
Resistant armor*: An engineer may manufacture a variety of resistant armors, including acid, rust, water, electricity, etc. to be placed on a construct or even his own armor. An engineer must be at least 12th level to use this contraption.
Retraction*: Using a compressor, an engineer can install a blade arm on a bipedal construct that retracts after use and is operable as a Free Action, rather than a Swift Action. An engineer must be at least 8th level to use this contraption.
Rubber bullets/pellets: An engineer can choose to fire non-lethal bullets or pellets made of rubber. An engineer must be at least 2nd level to use this contraption.
Shock*: When the engineer creates a grenade or bullet, he can choose to have it inflict electricity damage. Creatures that take a direct hit from a shock grenade or bullet are dazzled for 1d4 rounds. An engineer must be at least 4th level to use this contraption.
Similarly, an engineer may install an electrical charge on any device that is a conduit-based item, such as a Conduit Rod. An engineer must be at least 5th level to use this contraption.
Shrapnel grenade: The shrapnel grenade is filled with bits of metal or other metal offal. When it explodes, it deals 1d6 slashing damage, as well as 1d6 fire damage. An engineer must be at least 8th level to use this contraption.
Smoke grenade*: When the engineer creates a grenade, he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as fog cloud, filling an area equal to twice the grenade's splash radius for 1 round per level. An engineer must be at least 8th level to use this contraption.
Sonic emitter*: An engineer can modify his construct to emit a single-pitch tone to force anyone within 10 feet to roll a Will save (DC 15) or go deaf for 1d4 rounds. An engineer must be at least 8th level to use this contraption.
Speech*: An engineer may build a device that will give very limited speech to his construct. This contraption requires Programming and Linguistics to implement and the construct must also have a sonic emitter contraption installed. An engineer must be at least 12th level to use this contraption.
Spring system*: A spring system may be added to a Sword Can to allow it to eject from the cane as a Free Action, rather than requiring it to be drawn from the cane as a Standard Action. An engineer must be at least 8th level to use this contraption.
Spy Sight*: An engineer can place an “optical” device on his construct, which must then by magically enchanted, to send visual images back to him. Must have an appropriate magically-enchanted “seeing device” to be able to receive images. An engineer must be at least 8th level to use this contraption.
Suction cups*: An engineer may use suction cups as an aid in any Climb check. This bonus is equal to DC 20 – engineer’s Dex modifier. Suction cups may also be attached to a construct to give it a +5 bonus to all Climb checks.
Swiftness*: An engineer may add increased speed to a construct. Must have an engine modification. An engineer must be at least 8th level to use this contraption.
Telescoping*: An engineer may modify either a Baton or Conduit Rod to retract upon disuse. This gives the item a +3 to all concealment checks using Sleight of Hand. An engineer must be at least 4th level to use this contraption.
Scientific Method: At 2nd, 6th, 9th, 13th, and 17th levels, an Engineer may choose an additional feat from the following list: Deft Hands, Great Fortitude, Improved Familiar, Master Craftsman, Skill Focus (in an engineering or related skill), or any of the Item Creation Feats.
Reverse Engineering: At 3rd level, an engineer gains the ability to make plans for his journal from previously unknown devices. Anytime he discovers a new device and does not know how to build it, he may roll a Disable Device check (DC dependent on complexity of the device) to take it apart and create a set of plans to add to his Contraptions list. These are considered bonus contraptions.
Programming: Each new construct that the engineer possesses or builds begins with only one specific action it may perform. With programming, gained at 5th level (and every fifth level after), an engineer may add an additional trait to a construct using a Craft check (DC 15). By default, all programs last 1d6 minutes/per engineer level.
Attack: Construct will attack any target marked at the beginning of a round of combat. Construct must have a weapon or blade attachment or have teeth.
Climb: Construct gains the Climb skill. The construct may generally climb any surface with a rough surface for it to dig its claws into. If it is equipped with the Suction Cups contraption, it may climb smooth surfaces.
Defend: Construct will defend a targeted party until it is either instructed to cease or it is destroyed.
Dodge: Construct will dodge and run whenever it encounters conflict, rather than attack.
Hide: Construct will remain in low-lit or dark areas, as well as remain quiet when possible.
Hold: Construct will retain possession of an item at all costs. It will run, hide, or clamp down on the item in order to do so. Removing the item from its jaws requires a Strength check (DC 15).
Record: Construct will record up to 1d4 minutes of audio per engineer level. It can be used more than once, provided the engineer has the Recorder contraption on which to store it.
Retrieve: Construct will obtain, as its first priority, an item dictated by the engineer.
Self-destruct: Construct will automatically detonate an installed bomb after 1d4 minutes/engineer level. Bomb can be any bomb that the engineer already knows.
Speech: Construct has limited speech (1d4/engineer level known phrases) to be determined before construct completion. Construct must have Sonic Emitter contraption.
Advanced Contraption: At 10th level and every other level after that, an engineer can choose one of the following advanced contraptions in place of a contraption.
Gear Sense: At 15th level, an engineer gains an advanced sense of mechnical elements and can roll a Disarm check (DC 20 - Int modifier), without prompting an attack of opportunity, on any mechanical weapon.
Advanced Construction: At 19th level, and again at 20th, engineers gain the ability to Craft one (1) Wondrous Device at 1/4 the cost and materials that would normally take to make such a device. This may be done only once a month per level above 19th. For engineer’s, a Wondrous Device is any advanced contraption of masterwork quality. Masterwork quality contraptions have the following attributes:
Bullets, cartridges, or grenades: Masterwork ammunition gains a +5 to its range, area-of-effect, or spray.
Constructs: Masterwork constructs have d12 Hit Die (replacing d10); +10 HP per level; and one extra Programming slot. Masterwork constructs also cost double the material costs and double the time to make.
Modifications: Masterwork modifications double the effect of their modified contraption. For example, a sonic emitter will deafen a target that fails a Will save for 1d8 rounds instead of 1d4. Masterwork modifications also cost double the material costs and take 1/4 more time to make.
Weaponry: Masterwork weaponry works like other masterwork weaponry in the game.
Constructs: A construct is an animated object or artificially created creature. A construct has the following features.
● d10 Hit Die.
● Base attack bonus equal to total Hit Dice (fast progression).
● No good saving throws.
● Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. However, most constructs are mindless and gain no skill points or feats. Constructs do not have any class skills, regardless of their Intelligence scores.
Traits: A construct possesses the following traits.
● No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
● Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
● Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
● Cannot heal damage on its own. An engineer must make a Craft check (DC 10) to repair it, which takes 1 x size level hours to repair (for example, fine = size 1; thus 1 hour to repair).
● Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
● Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
● Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
● A construct cannot be raised or resurrected.
● A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table.
Construct Size Bonus Hit Points
Fine —
Diminutive —
Tiny —
Small 10
Medium 20
Large 30
Huge 40
Gargantuan 60
Colossal 80
● Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
● Proficient with no armor.
● Constructs do not breathe, eat, or sleep.
Table: Construct Levels
Class Level Hit Dice Base Attack Bonus Fort Ref Will Natural Armor Bonus* Str/Dex Bonus Program Slots
1st 2 1 3 3 0 +2 0 0
2nd 3 2 3 3 1 +2 0 1
3rd 3 2 3 3 1 +2 1 1
4th 4 3 4 4 1 +2 1 1
5th 5 3 4 4 1 +3 1 2
6th 6 4 5 5 2 +3 2 2
7th 6 4 5 5 2 +3 2 2
8th 7 5 5 5 2 +3 2 3
9th 8 6 6 6 2 +3 3 3
10th 9 6 6 6 3 +4 3 3
11th 9 6 6 6 3 +4 3 4
12th 10 7 7 7 3 +4 4 4
13th 11 8 7 7 3 +4 4 4
14th 12 9 8 8 4 +4 4 4
15th 12 9 8 8 4 +5 5 5
16th 13 9 8 8 4 +5 5 5
17th 14 10 9 9 4 +5 5 5
18th 15 11 9 9 5 +5 6 5
19th 15 11 9 9 5 +5 6 6
20th 16 12 10 10 5 +6 6 6
*Construct’s Natural Armor Bonus is assumed to be made of Brass. If it is made of another material, it gains the bonuses outlined below.
Darkwood Iron: Darkwood Iron is a special iron that has been minutely infused with magic due to its proximity with the voodoo priests of the area. It has increased resistances to all magic (+2) cast against it. It also increases Natural Armor Bonus to +8.
Reinforced Steel: Reinforced Steel is a high-quality, refined steel that makes for extremely resilient armor for a construct. It gains a Natural Armor Bonus of +12.
Steel: Having become more prominent and refined, Steel has become increasingly more common in constructs and mechanical devices. It gives any construct a Natural Armor Bonus of +10.
| Cheapy |
Contraptions that act as modifiers for constructs that are marked with an asterisk (*) can be stacked (maximum 1 + construct level + Int modifier).
Contraptions that act as modifiers that are marked with an asterisk (*) do not stack. Only one such modification can be applied to a contraption.
To clarify, these do not refere to the same thing, right?
| Cheapy |
Oh right, welcome to the boards!
The formatting is making this a bit hard to read =/
Why the strange BAB? It's like 2/3rds BAB, which no one has. Also, the weird "gets more skills at first level" thing. I recommend against both. PF also ties the hit dice to the BAB, with d6 getting 1/2, 3/4ths getting d8, and 1/1s getting d10 (or d12 for Barbarians).
Like a wizard’s spellbook, engineers keep and maintain records of their devices for later use. Should an engineer ever lose this, they may pick new contraptions up to the number allowed for their level. Also, an engineer may only craft or modify contraptions in their journal.
I'm not seeing costs for most of these contraptions...does that mean I can just lose my book to rearrange what I know whenever?
Chain: A chain made of either iron or steel that can be connected to a baton or small blade. This chain can be in increments of 5 feet up to 30 feet, giving it that range; this weapon still acts as a melee weapon in combat.
Do I threaten the whole area? Because that could get crazy. Can I just give it to the party fighter and have him wipe the floor with it?
Compressor*: A device that allows air to be compressed and then released for additional power behind an item. May be used to modify projectile weapons. An engineer must be at least 5th level to use this contraption.
What's this do?
| Cheapy |
If you paste it into a Google Docs, most of the formatting should be preserved. Then you can just make the Doc be viewable by anyone with the link and post the link here. That step is done using the top right button that's something like "Share".
These forums use tags for making things formatted correctly, and you can see what they are if you click the "Show button" beneath the text entry area. But properly formatting it for here might take more time than it would be to get a google docs thing going!