[Build Help] The Clockwork Engineer


Advice


In an upcoming campaign, I thought it would be fun to play as a quirky / borderline insane engineer obsessed with the mystical wonders of clockwork.

That being said, I am having a hard time fleshing out the mechanical side of things. I want him to have a large array of clockwork creations with different abilities to rely on in combat (read:minionmancers), and possibly ride a mech around (not like a gundam...think more like the Mechanic Class from Maplestory, or Rumble from League of Legends).

His personal combat skills would be lacking, but he would utilize his wacky clockwork creations (read:wondrous items) if he had to personally fight.

I also know this will be a gold intensive thing since crafting, especially constructs, isn't cheap. I do, however, want them to be clockwork constructs mechanically (no Sythesist Summoner flavored as Constructs)

A build isn't necessary, rather just options that might guide me in the right direction. If you do wanna take a whack at a build, I'm pretty much locked into Gnome for the race and I am leaning towards a Wizard for class (flavor spells as clockwork devices). We are starting at level 4 and use 23 point buy, hero point system with optional antihero system, automatic bonus progression, and 2 traits but you can get a 3rd if you also take a drawback.

Thanks so much in advance for your help.

- Edit for options I already am considering -

Traits - Spark of Creation / Pragmatic Activator

Feats - Item Creation Feats / Skill Focus (Spellcraft/Craft[Clockwork]) / Improved Familiar / Prodigy / Magical Aptitude

Familiar - Valet Archetype

Wizard School - Universalist (Arcane Builder) *On the fence because losing a bonus spell / spell level sucks

Items - Amazing Tools of Manufacture

Silver Crusade

Pathfinder Adventure Path Subscriber

If your GM is down with some home brew might I recommend Shameless Plug for my Tinker class


DM_aka_Dudemeister wrote:
If your GM is down with some home brew might I recommend Shameless Plug for my Tinker class

Historically, our table has been on of "give a real attempt to make it work via official rules before resorting to homebrew" but if we have to start looking at homebrew, I know where to start :) I will read this when I'm home from work though.


If any class and archetype is an option, I'd suggest the Master summoner archetype summoner. When you summon, simply flavor the creature summoned as clockwork in nature. Now, they aren't, so they'll be able to be affected by mental magics, but it'd be a versatile option. That coupled with your eidolon that you could build into something that you could ride could work out for you. Note that master summoner is generally an archetype you'll want to talk with your Gm about, and personallye make sure you can handle efficiently.

Other than that, there is the craft construct feat. You'd want a magic class of some kind, a lot of money and the neccesary skills to back up the crafting easily.


Third Mind wrote:

If any class and archetype is an option, I'd suggest the Master summoner archetype summoner. When you summon, simply flavor the creature summoned as clockwork in nature. Now, they aren't, so they'll be able to be affected by mental magics, but it'd be a versatile option. That coupled with your eidolon that you could build into something that you could ride could work out for you. Note that master summoner is generally an archetype you'll want to talk with your Gm about, and personallye make sure you can handle efficiently.

Other than that, there is the craft construct feat. You'd want a magic class of some kind, a lot of money and the neccesary skills to back up the crafting easily.

Let me start by saying thanks for your input. I was aware of just flavoring summoner but as I said before the goal was to make them mechanically constructs (and ones that lasted longer than the minutes/level that the Summoner gets. Still, its a good "cant figure it out another way" option to roll with if I can't find a mechanical way for a robot army to work xD


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Check out the Ratfolk archetype of Investigator called Scavenger from Blood of the Beast. Instead of Alchemy, they create clockwork gadgetry.


Also consider the tinkerer alchemist archetype. An arcanist can also work - a blood arcanist with the impossible bloodline perhaps, or just the core arcanist if you want more exploits.


Tinkerer Alchemist would be my approach.


Construct rider alchemist would be a good base. Gives you the mechanical mount anyway. You could also pick up the Syringe Stirge discovery to deliver bombs.

Also consider a cleric of Brigh. The variant summoning rules give actual constructs at a few levels and you could take Forge variant channeling to heal them. Invest in crafting feats and you could really support a construct team.


I recently tried to come up with the same idea, to create something along the lines of an Alkenstar clockwork alchemist that relies on constructs and mostly extraordinary means (Mana Wastes and all that).

This is the build that I came up with...mind you, since the Devs have not put in their two coppers I must assume that only the Fighter bombs are extraordinary in nature.

To give you a an extra starting feat in exchange for additional negatives, we use the Race Builder...

Spoiler:

Race Builder
Delicious (-1 RP): The character take a –2 penalty on Escape Artist and combat maneuver checks made to escape a grapple against any creature that has a bite attack with the grab ability.

Shattered Soul (–1 RP): The character who is killed is exceptionally difficult to return to life. Those who attempt to return him to life using raise dead, resurrection, or similar spells must succeed at a caster level check equal to 10 + the character’s Hit Dice. If this check fails, the spell fails and the caster can’t return the character to life for the next 24 hours (though the caster can try again after this period).

Slow and Steady (-1 RP): The character has a base speed of 20 feet, but his speed is never modified by armor or encumbrance.

Static Bonus Feat (2 RP): Prerequisites: None; Benefit: Choose one feat with no prerequisites. [Technologist] All members of this race gain this feat as a bonus feat at 1st level.

Weapon Familiarity (1 RP): Prerequisites: None; Benefit: Choose up to two weapons, or one weapon and a racial weapon group. When choosing a racial weapon group, you must choose a group that includes the same name as one of your subtypes. Members of this race are proficient with those weapons. For the purposes of weapon familiarity, all bows are considered
one weapon.

We then start of with the Ratkin Fighter archetype Opportunist and throw in Trench Fighter...

Spoiler:

Hit Die: d10

Starting Wealth: 5d6 x 10 gp (average 175gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The fighter's class skills are Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 2 + Int modifier.

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Duplicitous, Underhanded
2nd +2 +3 +0 +0 Bonus feat
3rd +3 +3 +1 +1 Trench Warfare
4th +4 +4 +1 +1 Cunning Edge (Bombs)

Duplicitous (Ex)
An opportunist adds Bluff, Sense Motive, Sleight of Hand, and Stealth to his list of class skills. He gains 2 bonus skill ranks at each level, which must be allocated among these skills. This ability replaces bravery and alters the fighter’s class skills.

Underhanded (Ex)
An opportunist gains Improved Dirty Trick as a bonus feat at 1st level even if he does not meet the prerequisites. This ability replaces the bonus feat gained at 1st level.

Trench Warfare (Ex)
Starting at 3rd level, a trench fighter can select one specific type of firearm (such as a machine gun, revolver, or rifle). He gains a bonus equal to his Dexterity modifier on damage rolls when firing that type of firearm. Every 4 levels thereafter (7th, 11th, and 15th), the trench fighter picks up another type of firearm, gaining these bonuses for those types as well. Furthermore, when behind partial, normal, or improved cover, a trench fighter gains an additional +2 AC bonus from the cover. This ability replaces armor training 1, 2, 3, and 4.

Cunning Edge (Ex)
At 4th level, an opportunist can select an edge from those listed below. Every 4 levels beyond 4th, he can select one additional edge, to a maximum of five at level 20. This ability replaces the bonus feats gained at 4th, 8th, 12th, 16th, and 20th levels.

Bombs (Ex)
The opportunist can make a number of bombs per day equal to his Intelligence modifier (minimum 1). These bombs act as alchemist’s bombs and deal 1d6 points of fire damage, plus an additional 1d6 points for every 3 fighter levels the opportunist has.

We then take the Ratkin Investigator archetype called Scavenger...

Spoiler:

Hit Die: d8

The investigator’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks per Level: 6 + Int modifier
Extracts per Day
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Gadgetry, Mechanical Inspiration, Trapfinding 1 - - - - -
2nd +1 +0 +3 +3 Jury-Rig, Construct Mastery 2 - - - - -

And a Tinkerer and Vivisectionist Alchemist...

Spoiler:

Hit Die: d8

Class Skills

The alchemist’s class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int),
Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier

Extracts per Day
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +2 +0 Alchemy, Sneak Attack 1d6, brew potion, Clockwork Bond, throw anything 1 — — — — —
2nd +1 +3 +3 +0 Discovery, Tinkering 2 — — — — —
3rd +2 +3 +3 +1 Sneak Attack 2d6, swift alchemy 3 — — — — —
4th +3 +4 +4 +1 Discovery 3 1 — — — —
5th +3 +4 +4 +1 Sneak Attack 3d6 4 2 — — — —
6th +4 +5 +5 +2 Discovery, Clockwork Familiar 4 3 — — — —
7th +5 +5 +5 +2 Sneak Attack 4d6 4 3 1 — — —
8th +6/+1 +6 +6 +2 Discovery, Greater Tinkering 4 4 2 — — —
9th +6/+1 +6 +6 +3 Sneak Attack 5d6 5 4 3 — — —
10th +7/+2 +7 +7 +3 Discovery, Clockwork Upgrade 5 4 3 1 — —
11th +8/+3 +7 +7 +3 Sneak Attack 6d6 5 4 4 2 — —
12th +9/+4 +8 +8 +4 Discovery 5 5 4 3 — —
13th +9/+4 +8 +8 +4 Sneak Attack 7d6 5 5 4 3 1 —
14th +10/+5 +9 +9 +4 Discovery, Clockwork Mimicries 5 5 4 4 2 —

With the following feat progression...

Spoiler:

Level 1 Protector of the People
Racial Heritage (Ratkin) {Human bonus}
Improved Dirty Trick {Fighter 1} BAB +1
Level 2 Point Blank Shot {Fighter 2} BAB +2
Level 3 Precise Shot {Fighter 3} BAB +3
Level 4 - {Investigator 1} BAB +3
Level 5 Splash Weapon Mastery {Fighter 4} BAB +4
Level 6 Brew Potion, Throw Anything {Alchemist 1} BAB +4
Level 7 Two-Weapon Fighting {Investigator 2} BAB +5
Level 8 Tumor Familiar {Alchemist 2} BAB +6/+1
Level 9 Improved Two-Weapon Fighting {Alchemist 3} BAB +7/+2
Level 10 Infusion {Alchemist 4} BAB +8/+3
Level 11 Rapid Shot {Alchemist 5} BAB +9/+4
Level 12 Extend Potion {Alchemist 6} BAB +10/+5
Level 13 Greater Two-Weapon Fighting {Alchemist 7} BAB +11/+6/+1
Level 14 Material Mastery {Alchemist 8} BAB +12/+7/+2
Level 15 Master Craftsman {Alchemist 9} BAB +13/+8/+3
Level 16 Spell Knowledge {Alchemist 10} BAB +14/+9/+4
Level 17 Craft Wondrous Items {Alchemist 11} BAB +15/+10/+5
Level 18 Syringe Stirge {Alchemist 12} BAB +16/+11/+6/+1
Level 19 Craft Magic Arms and Armor {Alchemist 13} BAB +17/+12/+7/+2
Level 20 Wings {Alchemist 14} BAB +18/+13/+8/+3

And we have one of the most mediocre characters I ever made hoping to have a steampunk/future tech character in Golarion. *sigh* It was worth a shot, but I guess we still need to wait a little longer for the Developers to really flesh out a cool Alkenstar archetype.


Thanks so much for the help everyone. Still deciding on the route to go but all of this gives me a good idea of my options.

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