Engineer Class [The Shifter]


Homebrew and House Rules


I hope you like the concept

Engineer Class - The Shifter

Everything is appreciated

- Suggestions ( From balance to extra stuff ).

- RAW which are not clear ( feats with other feats, mechanics, etc... ).

- Errata ( I probably wrote something wrong, so feel free to correct me if you find something which needs to be fixed ).

- Play test ( if somebody would like to try it in a campaign I would be honored and glad to receive a feedback ;) ).

Enjoy the reading!


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

My initial thought is that I see what you are going for with Total Dedication, but I think it's a bad idea. Pidgeonholeing a class into just a few builds strongly goes against the design of PF2e.

Getting Int to both attack and damage is also far too good - I see you are trying to avoid the problem the alchemist has, but no class should be that SAD in 2e.

I would suggest dropping Total Dedication, giving the class other proficiencies (at the very least it needs to be proficient with Unarmed Strikes and Unarmored; everyone is), and letting the shifter weapon get Int to damage but not accuracy.

Forcing medium armor also doesn't feel great; why not have the same versatility of armor as you do weapons?

Regarding the shifter weapon itself... it's really strong. Each individual form is individually more powerful than comparable weapons, even without taking the shifting mechanic into account. Compared to the greatsword, the impact hammer has and extra trait and both traits are stronger than versatile. The energy rifle loses volley and gains 100ft range over the longbow, which are both significant buffs. And the great halberd is just a guisarme with an extra (good) trait added.

Do you mean for the shifter to effectively be the three best weapons in the game in one? And why no one-handed options?

I do like the thematics of this class... A fully Int-based marshal class IS a cool idea. I'll keep reading, and give more feedback when I can.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Meta-suggestion: If you enable comments on the google doc, then people can directly add comments to the parts they are giving feedback on, which can be easier to read.


MaxAstro wrote:
Meta-suggestion: If you enable comments on the google doc, then people can directly add comments to the parts they are giving feedback on, which can be easier to read.

I was in a hurry, thanks!

I am going to read everything and answer tomorrow ( I went out ). Thanks for reading and sharing thoughts!


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I'm fully agreed with MaxAstro, especially on INT and the Shifter being unnecessarily powerful with the forms you previously had. That said, I see the updated version opens the floor to making forms of any existing weapon. I think that loses a lot of the fun "mad steampunk science" flavor of the earlier weapon.

I've left a big pile of feedback in the document.

One note: Many of the feats are currently just giving you WAY better action economy, letting you make multiple two-handed attacks without penalty while delivering debuffs left and right. I encourage you to go back to the CRB classes and look at the tradeoffs they make for their feats. Usually its:

  • Two action ability lets you strike and combat maneuver together without penalty.
  • Two action ability lets you strike once and provide a debuff.
  • One action ability modifies a strike to make it good for certain situations, but not others.
  • Three action ability lets you attack multiple targets, spreading damage out.
  • Two action ability lets you strike twice without penalties, but you're limited to very weak weapons.


  • Thanks Cellion.

    The weapon is under management because it is the main part of the class.

    The main issue is to choose between

    1) a swiss knife with specific and unique weapons ( which would be part of the reason because an Engineer would be able to perform such attacks ).

    And

    2) a swiss knife with x slots you can Fill up with the weapons you'd like to use ( This would mean more customization but no flavored weapons or dedicated moves ).

    I am currently going with the second one, just to try it out.

    About the attacks and moves I know they are unbalanced and need to be toned down. Every suggestion ( and tentative to point out how to balance in a p2e and proper way are well accepted, and needed ).

    Tomorrow i will try to check again the file.

    Thanks you and everybody for everything!

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