Clockwork Engineer Base Class


Homebrew and House Rules


I am trying to develop a Tinkerer of sorts, and kind of like the idea of a melee focused Summoner, or an anti-druid of sorts.

I am thinking Medium BAB, Good Fort and Will saves, 4 or 6 skill points, and a d8 hit die. Firearm Proficiency seems appropriate as well.

Class skills would probably be: Appraise, Knowledge Arcana, Knowledge Engineering, Knowledge , All Profession, All Craft, Climb, Disable Device, Fly, Linguistics, Use Magic Device

The only class feature I am certain on is that they will get a "clockwork companion". I am still unsure if I want to base it on a druid's Animal companion, just adding the clockwork template to a construct version of the pet (which would make the pet have a ton of HP starting out..) or a Summoner's Eidolon. If the latter, it could be seen as upgrading his "Eidolon" when he adds abilities.

I am thinking that maybe they pick a gadget every so often. For instance, at a certain level, you could have steam powered wings, or rocket boots for increased movement and charge dmg or something. Or even Firearm mods. Additional limbs might be a bit too good, but it could be a possibility.

I want it to be a little different than alchemist discoveries though. So I am thinking once you choose a gadget, you can either choose a new one next time or improve one of your current ones somehow. Maybe better fly speed or maneuverability for instance for steam powered wings.

Anyway here is a list of possible gadgets.

Wings - Fly speed, maneuverability can be upgraded.
Goggles - Lowlight, see in dark, through mist and fog, see invisible eventually.
Rocket Boots - Speed, Charge Damage, Move through threatened squares
Extra Arms - Extra Attacks, or can use them to draw things as a free action, or grapple, block etc. (thinking if you build arms to block, they wouldn't be able to hold weapons to balance it.)
Gun Mods Distance, damage, Stun effect, Stagger effect, blinding effect (like a strobing tactical light), Deafen effect, web effect, better targeting.
power gauntlets + str skill checks, bull rushes, power attack like effect, move or lift heavy objects, unarmed attacks.
Overdrive Companion Maybe more fitting as an upgrade if I choose to build the companion as an eidolon, but I was thinking of making it a rage like ability activated with a move action by the engineer. + speed would be a mod, + str, maybe a haste like effect.

I am thinking of making tiers, like you take rocket boots and can up your speed, then you can take a new one or take the next tier and up your charge damage etc.

Maybe give them some sort of pool to represent a finite amount of power used to power these things each day as well.

Anyway, It is still in a raw stage of design. I'd like some input and ideas if possible! :D


Those Goggles should have some Arcane Sight on them. >.>

Shadow Lodge

Perhapse detect magic first


Lord Foul II wrote:
Perhapse detect magic first

Yea, except then you have to concentrate and it's dumb.


I love the Arcane Sight Idea! I will flesh out the Gadgets and upgrades a little more, but I am thinking this has a lot of potential.


I want a halfling in a mech suit. I shall name himTiny Stark.


Hey Pezmerga, any progress on this? :)

Sczarni

I would suggest basing it on the Experimental Gunsmith's starting firearm. Maybe pick a few CR 1 Constructs from the Bestiary, and say that the Engineer starts with one of those as a companion. Every few levels he can add upgrades that add new abilities, but may have downsides as well.

The most obvious penalty would be an increase in the odds of the companion going berserk. But if so, the Engineer should have a class ability that soothes the berserk, so he's not always a natural 1 away from losing the best thing about his class forever.

I also feel like there should be at least one upgrade that replaces one of the construct's natural weapons with a firearm. It would be pretty awesome, but suddenly your companion has to track misfires and ammo consumption, and if it only had one natural attack to begin with now it doesn't threaten in melee anymore.

Shadow Lodge

Joy X Baker wrote:
Lord Foul II wrote:
Perhapse detect magic first
Yea, except then you have to concentrate and it's dumb.

then base it off of detect psionics (when augmented with 2 power points)


I think planning on the ediolon like mechanics would be best. Also +1 for Tiny Stark.


I think planning on the eidolon like mechanics would be best. Also +1 for Tiny Stark.


I always hoped that Paizo would make an "Ultimate Technology" book that has an engineer type class.


I'd like to recommend you use a format lay out for your class like I did with mine, The Spartan. It may make things easier to review by your peers.

My spartan can be found in this forum.

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