AugustNights
2011-05-18, 07:32 AM
More Engineer Vocations
“The engineers of today think deeply instead of clearly. One must be sane to think clearly, but one can think deeply and be quite insane. ~ Nikolas Thunder, Engineer
Designer’s Notes
What this is
I fell in love with Lappy9000 (http://www.giantitp.com/forums/member.php?u=31029)’s Engineer (http://www.giantitp.com/forums/showthread.php?t=114229) a while back when I first read it. Lately I’ve been revising the Homebrew options I offer to players, and found myself wishing the engineer had more Vocation-al love. As such I’ve brewed up a few new vocations to offer to those of you who enjoy the more inventive aspects of the engineer class.
Note
Vocational prerequisites with a * by them can be found in the original engineer base class.
Advanced Explosives
Prerequisite: Explosives
Description: The engineer’s understanding of the explosives has advanced to the point where they have a deeper insight in how to craft more tactical bombs.
Delayed bomb: By spending 2 innovation points when crafting a bomb, the engineer can place the bombs so that it explodes a number of rounds after the engineer ceases contact with the bomb. This delay can be any number of rounds as chosen by the engineer, up to a number of rounds equal to their level. If at any point the engineer reclaims possession of the delayed bomb, they can end the timer and prevent the bomb's detonation. A delayed bomb detonates immediately if any other creature attempts to touch or move it, or if the bomb's contents are tampered with (or if the bomb is attacked or damaged). The bomb deals damage as if it scored a direct hit to any creature in the square with the bomb when it detonates, and splash damage to all adjacent creatures as normal. The engineer cannot have more than one delayed bomb at one time. If they create another delayed bomb, the previous bomb becomes inert. A successful Disable Device check (DC equals 10 + the engineer’s level + the engineer’s Intelligence modifier).
Precise bombs: By spending 1 innovation point when throwing a bomb , the engineer can select a single five foot square that is not effected by its splash radius, the engineer may spend a number of innovation points in this manner for an individual bomb equal to their intelligence modifier. If the bomb misses, the engineer may not select which squares are not affected.
Sticky bomb: By spending 2 innovation points when crafting a bomb, the effects of the bomb are persistent and continue to damage creatures for 1 round after the initial damage. Creatures that take a direct hit from a sticky bomb take the splash damage 1 round later. Bombs that have effects that would normally occur 1 round later instead have those effects occur 2 rounds later.
Advanced Quantum Gate
Prerequisite: Deflect Trajectory*, Dynamo Cannon*, Physics*, Quantum Gate*, Metaphysical Localization
Description: By spending 6 Innovation points, the engineer can shoot out a single portal, as an attack action, from their Dynamo Cannon within 500 of themselves. This portal require a continuous surface a with a 10 foot diameter. This portal opens up into a plane designated by the engineer, and may be traveled through as though through the Planeshift (http://www.d20srd.org/srd/spells/planeShift.htm) spell, except that plane shifting is only possible through the advanced quantum gates, and that the advanced quantum gate last 10 minutes per engineer level before disappearing into thin air. The advanced quantum gate creates a line of effect between the two planes and as such attacks and spell may be used through them. Further creatures and objects can move through the gate as part of their move action, it requires no special time to move from one gate to the other. The gate opens from the plane the engineer is currently on, though the gate on the opposite plane appears within 5 to 500 miles from the intended destination. The engineer cannot have more than 1 advanced quantum gate open at a time.
Aerodynamics
Prerequisite: Physics*, Deflect Trajectory
Description: The engineer’s study of the way air and energy work together have unlocked the secrets of flight and wind control. By spending 3 innovation points the engineer may cast Fly (http://www.d20srd.org/srd/spells/fly.htm), Gust of wind (http://www.d20srd.org/srd/spells/gustOfWind.htm), Whispering wind (http://www.d20srd.org/srd/spells/whisperingWind.htm), or Wind wall (http://www.d20srd.org/srd/spells/windWall.htm) as a spell-like ability with a caster level equal to half their engineer level.
Amphibiotic
Prerequisite: Physics*
Description: The engineer’s understanding of the physical properties of water allows them to move through it with ease. The engineer gains gain a swim speed equal to the engineer's speed bonus. Further, by spending 2 innovation points they may cast the Water breathing (http://www.d20srd.org/srd/spells/waterBreathing.htm) as a spell-like ability with a caster level equal to half their engineer level.
Arcanic Disruption
Prerequisite: Explosives, Neuroarcanics*
Description: After discovering the physical properties of magic, the engineer has made the short leap to understanding how to disrupt these forces with a well placed combustive device. By spending 4 innovation points the engineer may craft a bomb that dispels magic effects instead of dealing damage. Creatures that take a direct hit from a dispelling bomb are subject to a targeted Dispel magic (http://www.d20srd.org/srd/spells/dispelMagic.htm) spell, using the engineer’s level as the caster level. This cannot be used to target a specific spell effect.
Biochemical Explosives
Prerequisite: Explosives, Materia Venia
Description: The engineer’s understanding of destructive reactions and biohazardous materials have come together to allow a mass spreading of poisonous and foul destruction. By spending Innovation points the engineer may craft more complex bombs.
Irritation Bomb: By spending 2 innovation points the engineer may quickly craft a non-lethal, yet horribly irritating smoke-bomb that does not deal damage, but on impact emits a cloud of thick oily painful smoke, in a 20-foot radius. This smoke obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+mph) disperses the smoke in 4 rounds; a strong wind (21+mph) disperses the fog in 1 round. Otherwise the smoke dissipates normally. In addition, for a number of rounds equal to the engineer’s level any living creatures within this cloud must make a Fortitude Save (DC 10+1/2 the engineer’s level + the engineer’s Intelligence modifier) or suffer from the nauseated condition for as long as the creature remains in the cloud and 1d4+1 rounds after it leaves. (Roll separately for each nauseated creature.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on the engineer’s turn.
Poison Bomb: By spending 2 innovation points the engineer may produce a Smoke-bomb filled with noxious gasses. On impact emits a cloud of poison filled smoke, in a 20-foot radius. This smoke obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+mph) disperses the smoke in 4 rounds; a strong wind (21+mph) disperses the fog in 1 round. Otherwise the smoke dissipates normally. In addition, for a number of rounds equal to the engineer’s level the smoke is filled with an inhaled vector poison. All creatures within this cloud are subjected to a weak poison with a Fortitude save DC 10+1/2 the engineer ‘s level + The engineer’s Intelligence modifier, and initial and secondary damage equal to 1d4 points of ability damage. The engineer decides which specific ability (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma) when crafting the poison bomb. Creatures cannot be effected twice by the poison from one poison bomb.
Festering Bomb: By spending 2 innovation points the engineer may quickly craft crude dirty bomb that will spread a festering disease. On a direct hit, the engineer’s festering bomb subjects the targeted creature to a concocted contact disease with a Fortitude save DC 10+1/2 the engineer’s level + the engineer’s Intelligence modifier. Creatures in the splash radius of this bomb gain a +5 circumstance bonus to their Fortitude saves against this disease. The disease has an incubation period of (10- the engineer’s Intelligence modifier, minimum 1) rounds. The damage of this disease is 1d4 points of ability damage. The engineer decides which specific ability (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma) when crafting the poison bomb.
Chemoarcanics
Prerequisite: Chemistry*
Description: The engineer’s understanding of how to mix semi-magical substances to recreate magical effects. The engineer can craft potions as if they possessed the Brew Potion feat, even if they cannot cast the spell using one of their vocations. The engineer must make a Craft (Alchemy) of DC 15 + the spell level in order to replicate any spell they wish to brew. An engineer is considered to have a caster level equal to half their engineer level. The potion resulting is an alchemical creation and not a magical one, but is identifiable by Spellcraft, and its effects are subject to a targeted Dispel Magic just as a normal potion. The engineer still must pay the material and experience costs to craft the potion.
In addition, an engineer's caster level is considered to be two levels higher for the purposes of spell-like abilities granted through vocations.
Clockwork Intelligence
Prerequisite: Clockwork Calculator, Neuroarcanics,* Steambeast Companion
Description: Through intricate and seemingly impossible neruoarcanic applications the engineer has created a mundane artificial intelligence. An engineer may craft their steambeast companion with an intelligence score of up to 5+ the engineer’s intelligence modifier. This clockwork companion may speak 1 language the engineer knows. Further the Clockwork Companion may use its master’s skill ranks and ability modifier for all Craft or Profession skills.
Special: If the engineer has the Improved Mounted Artillery vocation, the engineer’s mounted firearms gain an intelligence score up to 5+ the engineer’s intelligence modifier, and may now accept complicated commands, such as “Shoot only at Goblins,” or “Wait until dark before attacking anyone who approaches camp.” These devices can distinguish allies from enemies (as well as a creature with the intelligence it has can.)
Clockwork Calculator is down below in the drawing board. I think intelligent beasties by level 8 is not too much to offer the engineer. And may simply consider skipping the Clockwork Caluculator pre-requisites to allow for its accessibility sooner.
Dynamic Explosives
Prerequisite: Explosives, Chemistry*
Description: The engineer’s study of the chemical properties of nature and combustive energy has come together and has unlocked new secrets in the creation of volatile weapons. By spending Innovation points the engineer may craft more complex bombs.
Concussive Bomb: By spending 2 innovation points the engineer may quickly craft a concussive bomb. On a direct hit, the engineer's concussive bomb inflicts 1d6 points of sonic damage + additional damage equal to the engineer's Intelligence modifier. By spending 2 innovation points the damage of this bomb increases by 1d6 points, however this may not be raised above ½ the engineer’s class level (round up). This bonus damage is not multiplied on a critical hit. Creatures that take a direct hit from a concussive destruction bomb are deafened for 1 round unless they make a successful Fortitude save (DC 10+1/2 the engineer’s level + The Engineer’s Intelligence Modifier).
Dynakinetic Bomb: By spending 3 innovation points the engineer may quickly craft a dynakinetic bomb. On a direct hit, the engineer's dynakinetic bomb inflicts 1d6 points of fore damage + additional damage equal to the engineer's Intelligence modifier. By spending 3 innovation points the damage of this bomb increases by 1d6 points, however this may not be raised above ½ the engineer’s Class level (round up). This bonus damage is not multiplied on a critical hit. Creatures that take a direct hit from a dynakinetic destruction bomb are knocked prone unless they make a successful Reflex save (DC 10+1/2 the engineer’s level + the engineer’s Intelligence modifier).
Electromagnetic Bomb: By spending 2 innovation points the engineer may quickly craft an electromagnetic bomb. On a direct hit, the engineer's electromagnetic bomb inflicts 1d6 points of electricity damage + additional damage equal to the engineer's Intelligence modifier. By spending 2 innovation points the damage of this bomb increases by 1d6 points, however this may not be raised above ½ the engineer’s class level (round up). This bonus damage is not multiplied on a critical hit. Creatures that take a direct hit from an electromagnetic bomb are blinded unless they make a successful Reflex save (DC 10+1/2 the engineer’s level + the engineer’s Intelligence modifier).
Incendiary Bomb: By spending 2 innovation points the engineer may quickly craft an incendiary bomb. On a direct hit, the engineer's Incendiary bomb inflicts 1d6 points of fire damage + additional damage equal to the engineer's Intelligence modifier. By spending 2 innovation points the damage of this bomb increases by 1d6 points, however this may not be raised above ½ the engineer’s Class level (round up). This bonus damage is not multiplied on a critical hit. This bomb has a splash radius of 10 feet, instead of the normal splash radius of 5 feet. Creatures that take a direct hit from an incendiary bomb catch fire, and suffer 1d6 fire damage each round until the fire is extinguished, extinguishing these flames is a full-round action that requires a Reflex save (DC 10+1/2 the engineer’s level + the engineer’s Intelligence modifier). Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water allows for the target a free Reflex save with a +10 circumstance bonus.
Kelvinaic Bomb: By spending 2 innovation points the Engineer may quickly craft a kelvinaic bomb. On a direct hit, the engineer's kelvinaic bomb inflicts 1d6 points of cold damage + additional damage equal to the engineer's Intelligence modifier. By spending 2 innovation points the damage of this bomb increases by 1d6 points, however this may not be raised above ½ the engineer’s Class level (round up). This bonus damage is not multiplied on a critical hit. Creatures that take a direct hit from a kelvinaic bomb are staggered for 1 round unless they make a successful Fortitude save (DC 10+1/2 the engineer’s level + the engineer’s Intelligence modifier).
Vitriolic Bomb: By spending 2 innovation points the Engineer may quickly craft a vitriolic bomb. On a direct hit, the engineer's vitriolic bomb inflicts 1d6 points of acid damage + additional damage equal to the engineer's Intelligence modifier. By spending 2 innovation points the damage of this bomb increases by 1d6 points, however this may not be raised above ½ the engineer’s class level (round up). This bonus damage is not multiplied on a critical hit. Creatures that take a direct hit from a vitriolic bomb take an additional 1d6 points of acid damage 1 round later.
Explosives
Prerequisite: --
Description: While direct knowledge of the properties of chemicals is not necessarily within the engineer’s profile, they know plenty of ways to make common items cause devastating volatile effects. By spending innovation points the engineer may quickly craft an unstable bomb that they may hurl at their enemies. Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet, and are considered a Grenade Device Weapon. Splash damage from the engineer’s bombs is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the engineer's level + the engineer's Intelligence modifier. An engineer's bomb becomes inert if used or carried by anyone else.
Fire Bomb: By spending 1 innovation point the engineer may quickly craft a crude bomb. On a direct hit, the engineer's fire bomb inflicts 1d6 points of fire damage + additional damage equal to the engineer's Intelligence modifier. By spending 1 or more innovation points the damage of this bomb increases by 1d6 points for every point spent, however this may not be raised above ½ the engineer’s class level (round up). This bonus damage is not multiplied on a critical hit.
Shrapnel Modification: When the engineer creates a bomb, they can choose to have it inflict half of its damage as Slashing or Piercing damage (the engineer chooses one upon crafting the bomb) rather than its normal damage. This modification can be made to the following bombs; concussive bombs, dynakinetic bombs, electromagnetic bombs, fire bombs, incendiary bombs, kelvinaic bombs, and vitriolic bombs.
Smoke Bomb: By spending 1 innovation point the engineer may quickly craft a non-lethal bomb that does not deal damage, but on impact emits a cloud of thick smoke, in a 20-foot radius. This smoke obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+mph) disperses the smoke in 4 rounds; a strong wind (21+mph) disperses the fog in 1 round. Otherwise the smoke dissipates normally.
Efficient Mecharmor
Prerequisite: Mecharmor*
Description: The engineer’s mecharmor creations move more smoothly and do not hamper the engineer’s movement as much as they had previously. While wearing their own mecharmor the engineer’s max dexterity in the Mecharmor is increased by their Intelligence modifier and their armor check penalty is reduced by the engineer’s Intelligence modifier.
Explosive Mastery
Prerequisite: Chemistry*, Dynamic Explosives, Explosives
Description: The engineer’s explosive research and creations are capable of damaging the very fabric of science and nature. By spending innovation points the engineer may enhance their bombs in the following ways.
Chimeric Bomb: By spending 2 innovation points the engineer may change the damage type on any bomb so that half of the damage is from the following list: Acid, Bludgeoning, Cold, Electricity, Fire, Force, Piercing, Slashing, or Sonic. Alternatively
The engineer may add a smoke effect to any bomb they create, that upon impact emits a cloud of thick smoke, in a 20-foot radius. This smoke obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+mph) disperses the smoke in 4 rounds; a strong wind (21+mph) disperses the fog in 1 round. Otherwise the smoke dissipates normally.
Fast bombs: By spending 2 innovation points the engineer can quickly create enough bombs to throw more than one in a single round. The engineer can prepare and throw additional bombs as a full-round action if their base attack bonus is high enough to grant them additional attacks. This functions just like a full-attack with a ranged weapon.
Stable bomb: By spending 3 innovation points the engineer can craft a bomb that remains stable even when they are not maintaining contact with it. A stable bomb that leaves the engineer’s possession remains functional for a number of rounds equal to the engineer’s intelligence modifier, and may be used by other characters. However the engineer’s bombs are considered exotic weapons to characters without the Explosives vocation.
A little more Alchemists stuff, and ChimericBomb which seems relatively utility.
Explosives Trajectory Device
Prerequisite: Explosives, Dynamo Cannon*
Description: The engineer’s expansion on explosive devices and the engineer’s dynamo cannon have synergized nicely. By spending an additional 3 innovation points when attacking with a bomb, the engineer may use their Dynamo Cannon to fire it as though it were ammunition. The bomb still only requires a ranged touch attack, and still behaves as a splash weapon, however the bomb uses the Dynamo Cannon’s bonus to attack (including feats or special effects that increase the engineer’s attacks with the Dynamo Cannon) and the Dynamo Cannon’s range increment, as well as benefiting from the 10 range increments a launched weapon has. This attack requires a full-round action to make. Further the engineer may attempt to arc bombs into areas within the first 5 range increments of the Dynamo Cannon that they cannot see. The engineer attacks an individual square, if a creature is in it, there is a 50% miss chance on the direct hit, but it will still be subjected to splash damage.
Freeze Ray
Prerequisite: Deflect Trajectory*, Dynamo Cannon*, Physics*, Quantum Gate*, Advanced Quantum Gate, Metaphysical Localization, Neuroarcanics*, Surveyor*
Description: With the engineer’s freeze ray they will stop… whatever they like really, despite it not being a death ray or an ice beam. By spending 10 Innovation points, the engineer may cast Time Stop (http://www.d20srd.org/srd/spells/timeStop.htm), as a spell-like ability with a caster level equal to half their engineer level.
Giant Mecharmor
Prerequisite: Mecharmor
Description: The engineer’s high performance armor not only increases the engineer’s relative strength, but also gives them a leverage advantage in many situations. While wearing mecharmor the engineer is treated as if they had powerful build. Whenever a engineer wearing mecharmor is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), they are treated as one size larger if doing so is advantageous to the engineer. The engineer is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect them. While wearing the mecharmor the engineer can use weapons designed for a creature one size larger without penalty. However, their space and reach remain those of a creature of the engineer’s actual size. The benefits of this vocation stack with the effects of spells, abilities, and other effects that change the subject’s size category.
Gravity Cannon
Prerequisite: Deflect Trajectory, Dynamo Cannon*, Physics*
Description: By spending 5 Innovation points, the engineer may use Lesser Globe of Invulnerability (http://www.d20srd.org/srd/spells/globeOfInvulnerabilityLesser.htm), Resilient sphere (http://www.d20srd.org/srd/spells/resilientSphere.htm), Telekinesis (http://www.d20srd.org/srd/spells/telekinesis.htm), or Wall of Force (http://www.d20srd.org/srd/spells/wallOfForce.htm) as a spell-like ability with a caster level equal to half their engineer level.
Improved Mounted Artillery*
Prerequisite: Dynamo Cannon*, Mounted Artillery*
Description: Through clever engineering and complex crafting the engineer’s mounted firearms seem to carry a sort of intelligence of their own. Mounted firearms the engineer crafts are treated as having 10 dexterity, (no penalty to attack), and may change targets as directed by the engineer. The engineer may spend an immediate action to specify a single target, or simple condition for the improved mounted artillery tripod to attack. (For example the engineer may specify to attack the closest targets within 30 feet, or to attack a specific creature or object.) Mounted Artillery has no intelligence score and cannot determine allies from enemies. Mounted Artillery can reload itself as if it had the rapid reload feat.
As a free action the engineer may grant one of its mounted artillery tripods within their line of sight an extra attack at its highest base attack bonus by spending 5 Innovation points. The engineer may not grant this benefit more than once per round to the same artillery tripod.
Special: If the engineer has the Steambeast Companion Vocation, their steambeast companions can reload their natural firearm weapons as if they had the rapid reload feat.
Improved Steambeast Companion
Prerequisite: Neuroarcanics*, Steambeast Companion
Description: The engineer’s creativity and steam-based realization of new ideas has improved the engineer’s ability to utilize the engineer’s steambeast companions. When activating a steambeast companion the engineer may spend additional innovation points to select a single ability from the menus below. Note, if a firearm is mounted on a steambeast companion none of the menu abilities that effect specific natural weapons may select the steambeast’s special firearm natural attack.
Improved Steambeast Companion Menu A: 1 additional Innovation points
Buff (Ex):The steambeast companion gains an extra hit points equal to the engineer’s intelligence modifier for every hit dice it has.
Celerity (Ex): One of the steambeast companion’s base speeds is increased by 10 feet.
Cleave (Ex): The steambeast companion
gains the Power Attack and Cleave feats.
Deflection (Ex): The steambeast companion gains a +1 deflection bonus to Armor Class equal to the engineer’s intelligence modifier.
Fly (Ex): The steambeast companion has physical wings and a fly speed equal to the engineer's speed bonus. The steambeast companion’s maneuverability is average.
Improved Bull Rush (Ex): The steambeast companion gains the Improved Bull Rush feat and may attempt a bulrush as a free action at the end of a charge attack.
Improved Natural Attack (Ex): The steambeast companion gains the Improved Natural Attack feat for one of its natural attacks.
Mobility (Ex): The steambeast companion does not provoke attacks of opportunity for moving through spaces that enemies threaten. The steambeast companion may ignore a number of attacks of opportunity so provoked per movement equal to the engineer’s intelligence modifier.
Resistance (Ex): Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The steambeast companion gains resistance 5 against that energy type, this resistance improves by 5 for every 5 levels the engineer has.
Swim (Ex): The steambeast companion is streamlined and sharklike, and gains a swim equal to the engineer's speed bonus.
Trip (Ex):If The steambeast companion hits with a natural attack (designated at creation), it can attempt to trip the opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the steambeast companion.
Improved Steambeast Companion Menu B: 3 additional Innovation points
Duotech (Ex): Select any two abilities from Menu A.
Energy Touch (Ex): The steambeast companion’s physical attacks are wreathed in a single energy type dealing 1d6 points of energy type chosen from the following list upon activating the steambeast companion: Fire, Cold, Acid, Sonic, or Electricity.
Extra Attack(Ex):The steambeast companion gains an additional natural attack of a single natural attack type it already had access to.
Fast Healing (Ex): The steambeast companion heals 2 hit points each round. It is still immediately destroyed when it reaches 0 hit points.
Heavy Deflection (Ex): The steambeast companion gains a deflection bonus to Armor Class equal to twice the engineer’s Intelligence modifier.
Improved Critical (Ex): The steambeast companion gains the Improved Critical feat with all of its natural attacks, further the threat range of its natural attacks is increased by 1.
Improved Damage Reduction (Ex): The steambeast companion’s surface has an extremely hard chassis, providing an additional 5 points of damage reduction.
Improved Grab (Ex): To use this ability, the steambeast must hit with a designated natural attack, selected upon activation. A steambeast can use this ability only on a target that is at least one size smaller than itself. The Steambeast companion gains the benefits of Improved Grab, allowing them to attempt to initiate a grapple with a successful hit from the designated natural weapon as a free action without provoking an attack of opportunity.
Muscle (Ex): The steambeast companion gains a bonus to its Strength score equal to the engineer’s intelligence modifier.
Poison Touch (Ex): If the steambeast companion hits with a designated natural attack, chosen upon activation, the target is subjected to oil based poison, with a Fortitude save DC (10 + ½ steambeast companion’s HD + the engineer’s intelligence modifier) and initial damage of 1point of Constitution damage, and secondary damage of 1d2 points of Constitution damage.
Pounce (Ex): If The steambeast companion charges a foe, it can make a full attack.
Smite (Su): Once per day The steambeast companion can make one attack that deals extra damage equal to it’s the engineer’s class level + the engineer’s intelligence modifier.
Trample (Ex): As a standard action during its turn each round, a steambeast companion can literally run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d8 + its Strength modifier (damage sized for medium creatures, and increases and decreases accordingly). The target can attempt a Reflex save (DC 10 + ½ engineer’s class Level + engineer’s Intelligence modifier) to negate the damage, or it can instead choose to make an attack of opportunity at a -4 penalty.
Improved Steambeast Companion Menu C: 5 additional Innovation points
Quatech (Ex): Select any two abilities from Menu B. One or both of these abilities may be Duotech.
Blindsight (Ex): The steambeast companion has blindsight out to 60 feet.
Breathweapon (Su): The steambeast companion gains a breath weapon that deals 1d6 points of elemental damage for every 2 levels the engineer has in a 30 foot cone originating from the steambeast companion. The steambeast companion may use this breath weapon 1 every 1d4+1 rounds. Targets within this cone attack may attempt a DC (10+1/2 the Steambeast companion’s HD+ the engineer’s Intelligence modifier) Reflex save for half damage. This damage type is selected from the following list upon activating the steambeast companion; Fire, Cold, Acid, Sonic, or Electricity.
Constrict (Ex): The steambeast companion gains the improved grab ability with a single designated natural attack. In addition, on a successful grapple check, the steambeast companion deals damage equal to said natural attack’s damage.
Teledimensional Shift(Sp): The steambeast companion can cast dimension door as a spell like ability with a caster level equal to the half the engineer’s class level, at will.
Extreme Damage Reduction (Ex): The steambeast companion’s surface has an extraordinarily hard chassis, providing an additional 10 points of damage reduction.
Chameleon Chassis (Su): The steambeast companion is constantly invisible, even when attacking. This ability is inherent and not subject to the invisibility purge spell.
Neuroarcanic Resistance (Ex): The steambeast companion gains spell resistance equal to 10 + the engineer’s class level.
Rend (Ex): A steambeast companion that hits the same opponent with two natural attacks of the same sort in the same round rends its foe, which deals extra damage equal to 2d6 + twice its Strength modifier.
Spring Attack (Ex): The steambeast companion gains the Spring Attack feat.
Whirlwind Attack (Ex):The steambeast companion gains the Whirlwind Attack feat.
Magnum Opus
Prerequisite: Chemistry*, Neuroarcanics*, Spagyric Chemistry, Materia Medica
Description: After years of toiling and pouring over half mad formulas and proofs, the engineer has unlocked some of the greatest secrets of life. By spending 10 innovation points and spending an hour’s worth of time the engineer can brew a special concoction referred to as an elixir of life. This special concoction costs 5,000 gold in base materials to create. This elixir remains potent for 1 hour per engineer level, afterwards it is rendered useless. An elixir of life, restores life to a dead creature as per the spell Raise dead. Alternatively, the engineer may drink the elixir of life them self, after which point they are immediately targeted with a Resurrection spell the next time they are killed. Used in this manner, the effects of an elixir of life persist only for a number of days equal to the engineer’s Intelligence modifier; if they do not die before that time expires, the effects of the elixir of life end. An elixir of life can alternatively be used to remove any one disease from a target, even supernatural diseases such as mummy-rot, completely restore anyone ability that has been drained, damaged, or penalized (even through age effects), remove any one curse of caster level 20 or lower, or restore a single lost limb.
Materia Medica
Prerequisite:Chemistry*
Description: The engineer has studied the anatomical aspects of medicine and have a deep rooted understanding for the biological healing process. The engineer gains a bonus on heal checks equal to their engineer level, and by spending 2 Innovation points, the engineer can cast Cure Light Wounds (http://www.d20srd.org/srd/spells/cureLightWounds.htm), Delay Poison (http://www.d20srd.org/srd/spells/delayPoison.htm), or Lesser Restoration (http://www.d20srd.org/srd/spells/restorationLesser.htm) as a spell-like ability with a caster level equal to half the engineer’s class level.
Materia Venia
Prerequisite: Chemistry*
Description: The engineer has gained an intricate understanding of poisons and the negative effects of various concoctions on the living body. The engineer gains Poison Use, allowing them to use poisons without risking and never risk accidentally poisoning themselves apply poison to a weapon. Further the engineer may use innovation points to enhance a poison temporarily, this need no occur while crafting the poison.
Concentrate poison: By spending 2 innovation points as a swift action the engineer can concentrate a dose of poison, increasing its save DC by +2. This enhancement for a number of rounds equal to the engineer’s Intelligence modifier.
Sticky poison: By spending 3 innovation points while applying a poison to a weapon the poison becomes particularly sticky. When the engineer applies such a poison to a weapon, the weapon remains poisoned for a number of strikes equal to the engineer's Intelligence modifier.
Destructive Poison: By spending 1 innovation point when using a poison the engineer may alter the poison so that it deals acid damage rather than inflicting the target with poison. The vector remains unchanged, but the target is no longer allowed a Fortitude save. This deals acid damage equal to its initial damage, plus the engineer’s intelligence modifier. Creatures immune to poison are not immune to this damage (unless they are immune to acid damage.)
Metabolic Regression
Prerequisite: Metabolic Jump*, Chemistry*
Description: By spending 2 innovation points the engineer may temporarily gain two claw attacks and a bite attack for a number of rounds equal to the engineer’s Intelligence modifier. These are primary attacks and are made using the engineer’s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the engineer is Small) and the bite attack deals 1d8 points of damage (1d6 if the engineer is Small). While using their metabolic regression the engineer gains a natural armor bonus and a competence bonus on Intimidate skill checks equal to their intelligence modifier.
Metaphysical Localization
Prerequisite: Physics*, Deflect Trajectory*
Description: Through a deeper understanding of the mind boggling properties of the unfathomably microscopic parts of the universe, the engineer has learned to manipulate the metaphysical qualities of nature. By spending 3 Innovation points, the engineer may cast Blink ( http://www.d20srd.org/srd/spells/blink.htm), Displacement (http://www.d20srd.org/srd/spells/displacement.htm), Gaseous form ( http://www.d20srd.org/srd/spells/gaseousForm.htm), or Invisibility sphere ( http://www.d20srd.org/srd/spells/invisibilitySphere.htm) as a spell-like ability with a caster level equal to half their engineer level.
Multifire Artillery
Prerequisite: Dynamo Cannon*, Mounted Artillery*
Description: The engineer has learned to craft more complex Mounted Artillery devises. The engineer’s tripods can hold a number of additional firearms equal to half the engineer’s level.
Constructing a mutlifire tripod requires the base cost of each firearm used, plus 125 gp and 1 day of work devoted solely to the multifire tripod (Craft checks not required). The multifire tripod is collapsible, and weighs about 10 lbs. Collapsing and un-collapsing the multifire tripod requires a standard action (or is part of the full-round action to set it up. A multifire tripod gains all the benefits of a regular Mounted Artillery tripod.
Nueropathy
Prerequisite: Physics*
Description: Knowledge of the electromagnetic properties of the brain has allowed the engineer to enhance their mind beyond its limitations. By spending 2 Innovation points, an engineer can cast Comprehend Languages (http://www.d20srd.org/srd/spells/comprehendLanguages.htm), Eagle’s Splendor (http://www.d20srd.org/srd/spells/eaglesSplendor.htm), Fox’s Cunning (http://www.d20srd.org/srd/spells/foxsCunning.htm), orOwl’s Wisdom (http://www.d20srd.org/srd/spells/owlsWisdom.htm) as a spell-like ability with a caster level equal to half the engineer’s class level.
Paranatural Anatomy: Undead
Prerequisite: Chemistry* Metabolic Jump*
Description: The engineer’s understanding of living anatomies has advanced to the understanding the anatomy of unliving creatures. By spending 1 Innovation points, the engineer can cast Detect Undead (http://www.d20srd.org/srd/spells/detectUndead.htm), Disrupt Undead (http://www.d20srd.org/srd/spells/disruptUndead.htm), Inflict Light Wounds (http://www.d20srd.org/srd/spells/inflictLightWounds.htm), or Grave Strike(SpC) as a spell-like ability with a caster level equal to half the engineer’s class level. In addition when using holy water as a weapon the engineer deals additional damage with the holy water equal to their intelligence modifier.
Paranatural Entrapment
Prerequisite: Paranatural Antatomy: Undead
Description: Through direct studies of the physical properties of specific energies and their effects on undead the engineer has learned how to combat the vile creatures with mundane resources. By spending 2 innovation points the engineer may turn undead as a cleric of their engineer level -3. The engineer needs no divine focus to turn the undead. Further by spending 10 innovation points the engineer may attempt to use the spell completion version of Trap the Soul (http://www.d20srd.org/srd/spells/trapTheSoul.htm) as a spell-like ability with a caster level equal to their engineer level on any undead creature it has successfully turned. This spell like ability requires an ecto-containment trap focus, rather than a gem.
The ecto-containment trap focus requires 24 hours to craft and 5,000 gp per HD of the creature to be trapped within it. This device need not be destroyed to free the trapped undead, nor is it destroyed if an undead creature of too many HD is attempted to be trapped within it. An empty ecto-containment trap can be reused.
“The engineers of today think deeply instead of clearly. One must be sane to think clearly, but one can think deeply and be quite insane. ~ Nikolas Thunder, Engineer
Designer’s Notes
What this is
I fell in love with Lappy9000 (http://www.giantitp.com/forums/member.php?u=31029)’s Engineer (http://www.giantitp.com/forums/showthread.php?t=114229) a while back when I first read it. Lately I’ve been revising the Homebrew options I offer to players, and found myself wishing the engineer had more Vocation-al love. As such I’ve brewed up a few new vocations to offer to those of you who enjoy the more inventive aspects of the engineer class.
Note
Vocational prerequisites with a * by them can be found in the original engineer base class.
Advanced Explosives
Prerequisite: Explosives
Description: The engineer’s understanding of the explosives has advanced to the point where they have a deeper insight in how to craft more tactical bombs.
Delayed bomb: By spending 2 innovation points when crafting a bomb, the engineer can place the bombs so that it explodes a number of rounds after the engineer ceases contact with the bomb. This delay can be any number of rounds as chosen by the engineer, up to a number of rounds equal to their level. If at any point the engineer reclaims possession of the delayed bomb, they can end the timer and prevent the bomb's detonation. A delayed bomb detonates immediately if any other creature attempts to touch or move it, or if the bomb's contents are tampered with (or if the bomb is attacked or damaged). The bomb deals damage as if it scored a direct hit to any creature in the square with the bomb when it detonates, and splash damage to all adjacent creatures as normal. The engineer cannot have more than one delayed bomb at one time. If they create another delayed bomb, the previous bomb becomes inert. A successful Disable Device check (DC equals 10 + the engineer’s level + the engineer’s Intelligence modifier).
Precise bombs: By spending 1 innovation point when throwing a bomb , the engineer can select a single five foot square that is not effected by its splash radius, the engineer may spend a number of innovation points in this manner for an individual bomb equal to their intelligence modifier. If the bomb misses, the engineer may not select which squares are not affected.
Sticky bomb: By spending 2 innovation points when crafting a bomb, the effects of the bomb are persistent and continue to damage creatures for 1 round after the initial damage. Creatures that take a direct hit from a sticky bomb take the splash damage 1 round later. Bombs that have effects that would normally occur 1 round later instead have those effects occur 2 rounds later.
Advanced Quantum Gate
Prerequisite: Deflect Trajectory*, Dynamo Cannon*, Physics*, Quantum Gate*, Metaphysical Localization
Description: By spending 6 Innovation points, the engineer can shoot out a single portal, as an attack action, from their Dynamo Cannon within 500 of themselves. This portal require a continuous surface a with a 10 foot diameter. This portal opens up into a plane designated by the engineer, and may be traveled through as though through the Planeshift (http://www.d20srd.org/srd/spells/planeShift.htm) spell, except that plane shifting is only possible through the advanced quantum gates, and that the advanced quantum gate last 10 minutes per engineer level before disappearing into thin air. The advanced quantum gate creates a line of effect between the two planes and as such attacks and spell may be used through them. Further creatures and objects can move through the gate as part of their move action, it requires no special time to move from one gate to the other. The gate opens from the plane the engineer is currently on, though the gate on the opposite plane appears within 5 to 500 miles from the intended destination. The engineer cannot have more than 1 advanced quantum gate open at a time.
Aerodynamics
Prerequisite: Physics*, Deflect Trajectory
Description: The engineer’s study of the way air and energy work together have unlocked the secrets of flight and wind control. By spending 3 innovation points the engineer may cast Fly (http://www.d20srd.org/srd/spells/fly.htm), Gust of wind (http://www.d20srd.org/srd/spells/gustOfWind.htm), Whispering wind (http://www.d20srd.org/srd/spells/whisperingWind.htm), or Wind wall (http://www.d20srd.org/srd/spells/windWall.htm) as a spell-like ability with a caster level equal to half their engineer level.
Amphibiotic
Prerequisite: Physics*
Description: The engineer’s understanding of the physical properties of water allows them to move through it with ease. The engineer gains gain a swim speed equal to the engineer's speed bonus. Further, by spending 2 innovation points they may cast the Water breathing (http://www.d20srd.org/srd/spells/waterBreathing.htm) as a spell-like ability with a caster level equal to half their engineer level.
Arcanic Disruption
Prerequisite: Explosives, Neuroarcanics*
Description: After discovering the physical properties of magic, the engineer has made the short leap to understanding how to disrupt these forces with a well placed combustive device. By spending 4 innovation points the engineer may craft a bomb that dispels magic effects instead of dealing damage. Creatures that take a direct hit from a dispelling bomb are subject to a targeted Dispel magic (http://www.d20srd.org/srd/spells/dispelMagic.htm) spell, using the engineer’s level as the caster level. This cannot be used to target a specific spell effect.
Biochemical Explosives
Prerequisite: Explosives, Materia Venia
Description: The engineer’s understanding of destructive reactions and biohazardous materials have come together to allow a mass spreading of poisonous and foul destruction. By spending Innovation points the engineer may craft more complex bombs.
Irritation Bomb: By spending 2 innovation points the engineer may quickly craft a non-lethal, yet horribly irritating smoke-bomb that does not deal damage, but on impact emits a cloud of thick oily painful smoke, in a 20-foot radius. This smoke obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+mph) disperses the smoke in 4 rounds; a strong wind (21+mph) disperses the fog in 1 round. Otherwise the smoke dissipates normally. In addition, for a number of rounds equal to the engineer’s level any living creatures within this cloud must make a Fortitude Save (DC 10+1/2 the engineer’s level + the engineer’s Intelligence modifier) or suffer from the nauseated condition for as long as the creature remains in the cloud and 1d4+1 rounds after it leaves. (Roll separately for each nauseated creature.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on the engineer’s turn.
Poison Bomb: By spending 2 innovation points the engineer may produce a Smoke-bomb filled with noxious gasses. On impact emits a cloud of poison filled smoke, in a 20-foot radius. This smoke obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+mph) disperses the smoke in 4 rounds; a strong wind (21+mph) disperses the fog in 1 round. Otherwise the smoke dissipates normally. In addition, for a number of rounds equal to the engineer’s level the smoke is filled with an inhaled vector poison. All creatures within this cloud are subjected to a weak poison with a Fortitude save DC 10+1/2 the engineer ‘s level + The engineer’s Intelligence modifier, and initial and secondary damage equal to 1d4 points of ability damage. The engineer decides which specific ability (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma) when crafting the poison bomb. Creatures cannot be effected twice by the poison from one poison bomb.
Festering Bomb: By spending 2 innovation points the engineer may quickly craft crude dirty bomb that will spread a festering disease. On a direct hit, the engineer’s festering bomb subjects the targeted creature to a concocted contact disease with a Fortitude save DC 10+1/2 the engineer’s level + the engineer’s Intelligence modifier. Creatures in the splash radius of this bomb gain a +5 circumstance bonus to their Fortitude saves against this disease. The disease has an incubation period of (10- the engineer’s Intelligence modifier, minimum 1) rounds. The damage of this disease is 1d4 points of ability damage. The engineer decides which specific ability (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma) when crafting the poison bomb.
Chemoarcanics
Prerequisite: Chemistry*
Description: The engineer’s understanding of how to mix semi-magical substances to recreate magical effects. The engineer can craft potions as if they possessed the Brew Potion feat, even if they cannot cast the spell using one of their vocations. The engineer must make a Craft (Alchemy) of DC 15 + the spell level in order to replicate any spell they wish to brew. An engineer is considered to have a caster level equal to half their engineer level. The potion resulting is an alchemical creation and not a magical one, but is identifiable by Spellcraft, and its effects are subject to a targeted Dispel Magic just as a normal potion. The engineer still must pay the material and experience costs to craft the potion.
In addition, an engineer's caster level is considered to be two levels higher for the purposes of spell-like abilities granted through vocations.
Clockwork Intelligence
Prerequisite: Clockwork Calculator, Neuroarcanics,* Steambeast Companion
Description: Through intricate and seemingly impossible neruoarcanic applications the engineer has created a mundane artificial intelligence. An engineer may craft their steambeast companion with an intelligence score of up to 5+ the engineer’s intelligence modifier. This clockwork companion may speak 1 language the engineer knows. Further the Clockwork Companion may use its master’s skill ranks and ability modifier for all Craft or Profession skills.
Special: If the engineer has the Improved Mounted Artillery vocation, the engineer’s mounted firearms gain an intelligence score up to 5+ the engineer’s intelligence modifier, and may now accept complicated commands, such as “Shoot only at Goblins,” or “Wait until dark before attacking anyone who approaches camp.” These devices can distinguish allies from enemies (as well as a creature with the intelligence it has can.)
Clockwork Calculator is down below in the drawing board. I think intelligent beasties by level 8 is not too much to offer the engineer. And may simply consider skipping the Clockwork Caluculator pre-requisites to allow for its accessibility sooner.
Dynamic Explosives
Prerequisite: Explosives, Chemistry*
Description: The engineer’s study of the chemical properties of nature and combustive energy has come together and has unlocked new secrets in the creation of volatile weapons. By spending Innovation points the engineer may craft more complex bombs.
Concussive Bomb: By spending 2 innovation points the engineer may quickly craft a concussive bomb. On a direct hit, the engineer's concussive bomb inflicts 1d6 points of sonic damage + additional damage equal to the engineer's Intelligence modifier. By spending 2 innovation points the damage of this bomb increases by 1d6 points, however this may not be raised above ½ the engineer’s class level (round up). This bonus damage is not multiplied on a critical hit. Creatures that take a direct hit from a concussive destruction bomb are deafened for 1 round unless they make a successful Fortitude save (DC 10+1/2 the engineer’s level + The Engineer’s Intelligence Modifier).
Dynakinetic Bomb: By spending 3 innovation points the engineer may quickly craft a dynakinetic bomb. On a direct hit, the engineer's dynakinetic bomb inflicts 1d6 points of fore damage + additional damage equal to the engineer's Intelligence modifier. By spending 3 innovation points the damage of this bomb increases by 1d6 points, however this may not be raised above ½ the engineer’s Class level (round up). This bonus damage is not multiplied on a critical hit. Creatures that take a direct hit from a dynakinetic destruction bomb are knocked prone unless they make a successful Reflex save (DC 10+1/2 the engineer’s level + the engineer’s Intelligence modifier).
Electromagnetic Bomb: By spending 2 innovation points the engineer may quickly craft an electromagnetic bomb. On a direct hit, the engineer's electromagnetic bomb inflicts 1d6 points of electricity damage + additional damage equal to the engineer's Intelligence modifier. By spending 2 innovation points the damage of this bomb increases by 1d6 points, however this may not be raised above ½ the engineer’s class level (round up). This bonus damage is not multiplied on a critical hit. Creatures that take a direct hit from an electromagnetic bomb are blinded unless they make a successful Reflex save (DC 10+1/2 the engineer’s level + the engineer’s Intelligence modifier).
Incendiary Bomb: By spending 2 innovation points the engineer may quickly craft an incendiary bomb. On a direct hit, the engineer's Incendiary bomb inflicts 1d6 points of fire damage + additional damage equal to the engineer's Intelligence modifier. By spending 2 innovation points the damage of this bomb increases by 1d6 points, however this may not be raised above ½ the engineer’s Class level (round up). This bonus damage is not multiplied on a critical hit. This bomb has a splash radius of 10 feet, instead of the normal splash radius of 5 feet. Creatures that take a direct hit from an incendiary bomb catch fire, and suffer 1d6 fire damage each round until the fire is extinguished, extinguishing these flames is a full-round action that requires a Reflex save (DC 10+1/2 the engineer’s level + the engineer’s Intelligence modifier). Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water allows for the target a free Reflex save with a +10 circumstance bonus.
Kelvinaic Bomb: By spending 2 innovation points the Engineer may quickly craft a kelvinaic bomb. On a direct hit, the engineer's kelvinaic bomb inflicts 1d6 points of cold damage + additional damage equal to the engineer's Intelligence modifier. By spending 2 innovation points the damage of this bomb increases by 1d6 points, however this may not be raised above ½ the engineer’s Class level (round up). This bonus damage is not multiplied on a critical hit. Creatures that take a direct hit from a kelvinaic bomb are staggered for 1 round unless they make a successful Fortitude save (DC 10+1/2 the engineer’s level + the engineer’s Intelligence modifier).
Vitriolic Bomb: By spending 2 innovation points the Engineer may quickly craft a vitriolic bomb. On a direct hit, the engineer's vitriolic bomb inflicts 1d6 points of acid damage + additional damage equal to the engineer's Intelligence modifier. By spending 2 innovation points the damage of this bomb increases by 1d6 points, however this may not be raised above ½ the engineer’s class level (round up). This bonus damage is not multiplied on a critical hit. Creatures that take a direct hit from a vitriolic bomb take an additional 1d6 points of acid damage 1 round later.
Explosives
Prerequisite: --
Description: While direct knowledge of the properties of chemicals is not necessarily within the engineer’s profile, they know plenty of ways to make common items cause devastating volatile effects. By spending innovation points the engineer may quickly craft an unstable bomb that they may hurl at their enemies. Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet, and are considered a Grenade Device Weapon. Splash damage from the engineer’s bombs is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the engineer's level + the engineer's Intelligence modifier. An engineer's bomb becomes inert if used or carried by anyone else.
Fire Bomb: By spending 1 innovation point the engineer may quickly craft a crude bomb. On a direct hit, the engineer's fire bomb inflicts 1d6 points of fire damage + additional damage equal to the engineer's Intelligence modifier. By spending 1 or more innovation points the damage of this bomb increases by 1d6 points for every point spent, however this may not be raised above ½ the engineer’s class level (round up). This bonus damage is not multiplied on a critical hit.
Shrapnel Modification: When the engineer creates a bomb, they can choose to have it inflict half of its damage as Slashing or Piercing damage (the engineer chooses one upon crafting the bomb) rather than its normal damage. This modification can be made to the following bombs; concussive bombs, dynakinetic bombs, electromagnetic bombs, fire bombs, incendiary bombs, kelvinaic bombs, and vitriolic bombs.
Smoke Bomb: By spending 1 innovation point the engineer may quickly craft a non-lethal bomb that does not deal damage, but on impact emits a cloud of thick smoke, in a 20-foot radius. This smoke obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+mph) disperses the smoke in 4 rounds; a strong wind (21+mph) disperses the fog in 1 round. Otherwise the smoke dissipates normally.
Efficient Mecharmor
Prerequisite: Mecharmor*
Description: The engineer’s mecharmor creations move more smoothly and do not hamper the engineer’s movement as much as they had previously. While wearing their own mecharmor the engineer’s max dexterity in the Mecharmor is increased by their Intelligence modifier and their armor check penalty is reduced by the engineer’s Intelligence modifier.
Explosive Mastery
Prerequisite: Chemistry*, Dynamic Explosives, Explosives
Description: The engineer’s explosive research and creations are capable of damaging the very fabric of science and nature. By spending innovation points the engineer may enhance their bombs in the following ways.
Chimeric Bomb: By spending 2 innovation points the engineer may change the damage type on any bomb so that half of the damage is from the following list: Acid, Bludgeoning, Cold, Electricity, Fire, Force, Piercing, Slashing, or Sonic. Alternatively
The engineer may add a smoke effect to any bomb they create, that upon impact emits a cloud of thick smoke, in a 20-foot radius. This smoke obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+mph) disperses the smoke in 4 rounds; a strong wind (21+mph) disperses the fog in 1 round. Otherwise the smoke dissipates normally.
Fast bombs: By spending 2 innovation points the engineer can quickly create enough bombs to throw more than one in a single round. The engineer can prepare and throw additional bombs as a full-round action if their base attack bonus is high enough to grant them additional attacks. This functions just like a full-attack with a ranged weapon.
Stable bomb: By spending 3 innovation points the engineer can craft a bomb that remains stable even when they are not maintaining contact with it. A stable bomb that leaves the engineer’s possession remains functional for a number of rounds equal to the engineer’s intelligence modifier, and may be used by other characters. However the engineer’s bombs are considered exotic weapons to characters without the Explosives vocation.
A little more Alchemists stuff, and ChimericBomb which seems relatively utility.
Explosives Trajectory Device
Prerequisite: Explosives, Dynamo Cannon*
Description: The engineer’s expansion on explosive devices and the engineer’s dynamo cannon have synergized nicely. By spending an additional 3 innovation points when attacking with a bomb, the engineer may use their Dynamo Cannon to fire it as though it were ammunition. The bomb still only requires a ranged touch attack, and still behaves as a splash weapon, however the bomb uses the Dynamo Cannon’s bonus to attack (including feats or special effects that increase the engineer’s attacks with the Dynamo Cannon) and the Dynamo Cannon’s range increment, as well as benefiting from the 10 range increments a launched weapon has. This attack requires a full-round action to make. Further the engineer may attempt to arc bombs into areas within the first 5 range increments of the Dynamo Cannon that they cannot see. The engineer attacks an individual square, if a creature is in it, there is a 50% miss chance on the direct hit, but it will still be subjected to splash damage.
Freeze Ray
Prerequisite: Deflect Trajectory*, Dynamo Cannon*, Physics*, Quantum Gate*, Advanced Quantum Gate, Metaphysical Localization, Neuroarcanics*, Surveyor*
Description: With the engineer’s freeze ray they will stop… whatever they like really, despite it not being a death ray or an ice beam. By spending 10 Innovation points, the engineer may cast Time Stop (http://www.d20srd.org/srd/spells/timeStop.htm), as a spell-like ability with a caster level equal to half their engineer level.
Giant Mecharmor
Prerequisite: Mecharmor
Description: The engineer’s high performance armor not only increases the engineer’s relative strength, but also gives them a leverage advantage in many situations. While wearing mecharmor the engineer is treated as if they had powerful build. Whenever a engineer wearing mecharmor is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), they are treated as one size larger if doing so is advantageous to the engineer. The engineer is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect them. While wearing the mecharmor the engineer can use weapons designed for a creature one size larger without penalty. However, their space and reach remain those of a creature of the engineer’s actual size. The benefits of this vocation stack with the effects of spells, abilities, and other effects that change the subject’s size category.
Gravity Cannon
Prerequisite: Deflect Trajectory, Dynamo Cannon*, Physics*
Description: By spending 5 Innovation points, the engineer may use Lesser Globe of Invulnerability (http://www.d20srd.org/srd/spells/globeOfInvulnerabilityLesser.htm), Resilient sphere (http://www.d20srd.org/srd/spells/resilientSphere.htm), Telekinesis (http://www.d20srd.org/srd/spells/telekinesis.htm), or Wall of Force (http://www.d20srd.org/srd/spells/wallOfForce.htm) as a spell-like ability with a caster level equal to half their engineer level.
Improved Mounted Artillery*
Prerequisite: Dynamo Cannon*, Mounted Artillery*
Description: Through clever engineering and complex crafting the engineer’s mounted firearms seem to carry a sort of intelligence of their own. Mounted firearms the engineer crafts are treated as having 10 dexterity, (no penalty to attack), and may change targets as directed by the engineer. The engineer may spend an immediate action to specify a single target, or simple condition for the improved mounted artillery tripod to attack. (For example the engineer may specify to attack the closest targets within 30 feet, or to attack a specific creature or object.) Mounted Artillery has no intelligence score and cannot determine allies from enemies. Mounted Artillery can reload itself as if it had the rapid reload feat.
As a free action the engineer may grant one of its mounted artillery tripods within their line of sight an extra attack at its highest base attack bonus by spending 5 Innovation points. The engineer may not grant this benefit more than once per round to the same artillery tripod.
Special: If the engineer has the Steambeast Companion Vocation, their steambeast companions can reload their natural firearm weapons as if they had the rapid reload feat.
Improved Steambeast Companion
Prerequisite: Neuroarcanics*, Steambeast Companion
Description: The engineer’s creativity and steam-based realization of new ideas has improved the engineer’s ability to utilize the engineer’s steambeast companions. When activating a steambeast companion the engineer may spend additional innovation points to select a single ability from the menus below. Note, if a firearm is mounted on a steambeast companion none of the menu abilities that effect specific natural weapons may select the steambeast’s special firearm natural attack.
Improved Steambeast Companion Menu A: 1 additional Innovation points
Buff (Ex):The steambeast companion gains an extra hit points equal to the engineer’s intelligence modifier for every hit dice it has.
Celerity (Ex): One of the steambeast companion’s base speeds is increased by 10 feet.
Cleave (Ex): The steambeast companion
gains the Power Attack and Cleave feats.
Deflection (Ex): The steambeast companion gains a +1 deflection bonus to Armor Class equal to the engineer’s intelligence modifier.
Fly (Ex): The steambeast companion has physical wings and a fly speed equal to the engineer's speed bonus. The steambeast companion’s maneuverability is average.
Improved Bull Rush (Ex): The steambeast companion gains the Improved Bull Rush feat and may attempt a bulrush as a free action at the end of a charge attack.
Improved Natural Attack (Ex): The steambeast companion gains the Improved Natural Attack feat for one of its natural attacks.
Mobility (Ex): The steambeast companion does not provoke attacks of opportunity for moving through spaces that enemies threaten. The steambeast companion may ignore a number of attacks of opportunity so provoked per movement equal to the engineer’s intelligence modifier.
Resistance (Ex): Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The steambeast companion gains resistance 5 against that energy type, this resistance improves by 5 for every 5 levels the engineer has.
Swim (Ex): The steambeast companion is streamlined and sharklike, and gains a swim equal to the engineer's speed bonus.
Trip (Ex):If The steambeast companion hits with a natural attack (designated at creation), it can attempt to trip the opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the steambeast companion.
Improved Steambeast Companion Menu B: 3 additional Innovation points
Duotech (Ex): Select any two abilities from Menu A.
Energy Touch (Ex): The steambeast companion’s physical attacks are wreathed in a single energy type dealing 1d6 points of energy type chosen from the following list upon activating the steambeast companion: Fire, Cold, Acid, Sonic, or Electricity.
Extra Attack(Ex):The steambeast companion gains an additional natural attack of a single natural attack type it already had access to.
Fast Healing (Ex): The steambeast companion heals 2 hit points each round. It is still immediately destroyed when it reaches 0 hit points.
Heavy Deflection (Ex): The steambeast companion gains a deflection bonus to Armor Class equal to twice the engineer’s Intelligence modifier.
Improved Critical (Ex): The steambeast companion gains the Improved Critical feat with all of its natural attacks, further the threat range of its natural attacks is increased by 1.
Improved Damage Reduction (Ex): The steambeast companion’s surface has an extremely hard chassis, providing an additional 5 points of damage reduction.
Improved Grab (Ex): To use this ability, the steambeast must hit with a designated natural attack, selected upon activation. A steambeast can use this ability only on a target that is at least one size smaller than itself. The Steambeast companion gains the benefits of Improved Grab, allowing them to attempt to initiate a grapple with a successful hit from the designated natural weapon as a free action without provoking an attack of opportunity.
Muscle (Ex): The steambeast companion gains a bonus to its Strength score equal to the engineer’s intelligence modifier.
Poison Touch (Ex): If the steambeast companion hits with a designated natural attack, chosen upon activation, the target is subjected to oil based poison, with a Fortitude save DC (10 + ½ steambeast companion’s HD + the engineer’s intelligence modifier) and initial damage of 1point of Constitution damage, and secondary damage of 1d2 points of Constitution damage.
Pounce (Ex): If The steambeast companion charges a foe, it can make a full attack.
Smite (Su): Once per day The steambeast companion can make one attack that deals extra damage equal to it’s the engineer’s class level + the engineer’s intelligence modifier.
Trample (Ex): As a standard action during its turn each round, a steambeast companion can literally run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d8 + its Strength modifier (damage sized for medium creatures, and increases and decreases accordingly). The target can attempt a Reflex save (DC 10 + ½ engineer’s class Level + engineer’s Intelligence modifier) to negate the damage, or it can instead choose to make an attack of opportunity at a -4 penalty.
Improved Steambeast Companion Menu C: 5 additional Innovation points
Quatech (Ex): Select any two abilities from Menu B. One or both of these abilities may be Duotech.
Blindsight (Ex): The steambeast companion has blindsight out to 60 feet.
Breathweapon (Su): The steambeast companion gains a breath weapon that deals 1d6 points of elemental damage for every 2 levels the engineer has in a 30 foot cone originating from the steambeast companion. The steambeast companion may use this breath weapon 1 every 1d4+1 rounds. Targets within this cone attack may attempt a DC (10+1/2 the Steambeast companion’s HD+ the engineer’s Intelligence modifier) Reflex save for half damage. This damage type is selected from the following list upon activating the steambeast companion; Fire, Cold, Acid, Sonic, or Electricity.
Constrict (Ex): The steambeast companion gains the improved grab ability with a single designated natural attack. In addition, on a successful grapple check, the steambeast companion deals damage equal to said natural attack’s damage.
Teledimensional Shift(Sp): The steambeast companion can cast dimension door as a spell like ability with a caster level equal to the half the engineer’s class level, at will.
Extreme Damage Reduction (Ex): The steambeast companion’s surface has an extraordinarily hard chassis, providing an additional 10 points of damage reduction.
Chameleon Chassis (Su): The steambeast companion is constantly invisible, even when attacking. This ability is inherent and not subject to the invisibility purge spell.
Neuroarcanic Resistance (Ex): The steambeast companion gains spell resistance equal to 10 + the engineer’s class level.
Rend (Ex): A steambeast companion that hits the same opponent with two natural attacks of the same sort in the same round rends its foe, which deals extra damage equal to 2d6 + twice its Strength modifier.
Spring Attack (Ex): The steambeast companion gains the Spring Attack feat.
Whirlwind Attack (Ex):The steambeast companion gains the Whirlwind Attack feat.
Magnum Opus
Prerequisite: Chemistry*, Neuroarcanics*, Spagyric Chemistry, Materia Medica
Description: After years of toiling and pouring over half mad formulas and proofs, the engineer has unlocked some of the greatest secrets of life. By spending 10 innovation points and spending an hour’s worth of time the engineer can brew a special concoction referred to as an elixir of life. This special concoction costs 5,000 gold in base materials to create. This elixir remains potent for 1 hour per engineer level, afterwards it is rendered useless. An elixir of life, restores life to a dead creature as per the spell Raise dead. Alternatively, the engineer may drink the elixir of life them self, after which point they are immediately targeted with a Resurrection spell the next time they are killed. Used in this manner, the effects of an elixir of life persist only for a number of days equal to the engineer’s Intelligence modifier; if they do not die before that time expires, the effects of the elixir of life end. An elixir of life can alternatively be used to remove any one disease from a target, even supernatural diseases such as mummy-rot, completely restore anyone ability that has been drained, damaged, or penalized (even through age effects), remove any one curse of caster level 20 or lower, or restore a single lost limb.
Materia Medica
Prerequisite:Chemistry*
Description: The engineer has studied the anatomical aspects of medicine and have a deep rooted understanding for the biological healing process. The engineer gains a bonus on heal checks equal to their engineer level, and by spending 2 Innovation points, the engineer can cast Cure Light Wounds (http://www.d20srd.org/srd/spells/cureLightWounds.htm), Delay Poison (http://www.d20srd.org/srd/spells/delayPoison.htm), or Lesser Restoration (http://www.d20srd.org/srd/spells/restorationLesser.htm) as a spell-like ability with a caster level equal to half the engineer’s class level.
Materia Venia
Prerequisite: Chemistry*
Description: The engineer has gained an intricate understanding of poisons and the negative effects of various concoctions on the living body. The engineer gains Poison Use, allowing them to use poisons without risking and never risk accidentally poisoning themselves apply poison to a weapon. Further the engineer may use innovation points to enhance a poison temporarily, this need no occur while crafting the poison.
Concentrate poison: By spending 2 innovation points as a swift action the engineer can concentrate a dose of poison, increasing its save DC by +2. This enhancement for a number of rounds equal to the engineer’s Intelligence modifier.
Sticky poison: By spending 3 innovation points while applying a poison to a weapon the poison becomes particularly sticky. When the engineer applies such a poison to a weapon, the weapon remains poisoned for a number of strikes equal to the engineer's Intelligence modifier.
Destructive Poison: By spending 1 innovation point when using a poison the engineer may alter the poison so that it deals acid damage rather than inflicting the target with poison. The vector remains unchanged, but the target is no longer allowed a Fortitude save. This deals acid damage equal to its initial damage, plus the engineer’s intelligence modifier. Creatures immune to poison are not immune to this damage (unless they are immune to acid damage.)
Metabolic Regression
Prerequisite: Metabolic Jump*, Chemistry*
Description: By spending 2 innovation points the engineer may temporarily gain two claw attacks and a bite attack for a number of rounds equal to the engineer’s Intelligence modifier. These are primary attacks and are made using the engineer’s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the engineer is Small) and the bite attack deals 1d8 points of damage (1d6 if the engineer is Small). While using their metabolic regression the engineer gains a natural armor bonus and a competence bonus on Intimidate skill checks equal to their intelligence modifier.
Metaphysical Localization
Prerequisite: Physics*, Deflect Trajectory*
Description: Through a deeper understanding of the mind boggling properties of the unfathomably microscopic parts of the universe, the engineer has learned to manipulate the metaphysical qualities of nature. By spending 3 Innovation points, the engineer may cast Blink ( http://www.d20srd.org/srd/spells/blink.htm), Displacement (http://www.d20srd.org/srd/spells/displacement.htm), Gaseous form ( http://www.d20srd.org/srd/spells/gaseousForm.htm), or Invisibility sphere ( http://www.d20srd.org/srd/spells/invisibilitySphere.htm) as a spell-like ability with a caster level equal to half their engineer level.
Multifire Artillery
Prerequisite: Dynamo Cannon*, Mounted Artillery*
Description: The engineer has learned to craft more complex Mounted Artillery devises. The engineer’s tripods can hold a number of additional firearms equal to half the engineer’s level.
Constructing a mutlifire tripod requires the base cost of each firearm used, plus 125 gp and 1 day of work devoted solely to the multifire tripod (Craft checks not required). The multifire tripod is collapsible, and weighs about 10 lbs. Collapsing and un-collapsing the multifire tripod requires a standard action (or is part of the full-round action to set it up. A multifire tripod gains all the benefits of a regular Mounted Artillery tripod.
Nueropathy
Prerequisite: Physics*
Description: Knowledge of the electromagnetic properties of the brain has allowed the engineer to enhance their mind beyond its limitations. By spending 2 Innovation points, an engineer can cast Comprehend Languages (http://www.d20srd.org/srd/spells/comprehendLanguages.htm), Eagle’s Splendor (http://www.d20srd.org/srd/spells/eaglesSplendor.htm), Fox’s Cunning (http://www.d20srd.org/srd/spells/foxsCunning.htm), orOwl’s Wisdom (http://www.d20srd.org/srd/spells/owlsWisdom.htm) as a spell-like ability with a caster level equal to half the engineer’s class level.
Paranatural Anatomy: Undead
Prerequisite: Chemistry* Metabolic Jump*
Description: The engineer’s understanding of living anatomies has advanced to the understanding the anatomy of unliving creatures. By spending 1 Innovation points, the engineer can cast Detect Undead (http://www.d20srd.org/srd/spells/detectUndead.htm), Disrupt Undead (http://www.d20srd.org/srd/spells/disruptUndead.htm), Inflict Light Wounds (http://www.d20srd.org/srd/spells/inflictLightWounds.htm), or Grave Strike(SpC) as a spell-like ability with a caster level equal to half the engineer’s class level. In addition when using holy water as a weapon the engineer deals additional damage with the holy water equal to their intelligence modifier.
Paranatural Entrapment
Prerequisite: Paranatural Antatomy: Undead
Description: Through direct studies of the physical properties of specific energies and their effects on undead the engineer has learned how to combat the vile creatures with mundane resources. By spending 2 innovation points the engineer may turn undead as a cleric of their engineer level -3. The engineer needs no divine focus to turn the undead. Further by spending 10 innovation points the engineer may attempt to use the spell completion version of Trap the Soul (http://www.d20srd.org/srd/spells/trapTheSoul.htm) as a spell-like ability with a caster level equal to their engineer level on any undead creature it has successfully turned. This spell like ability requires an ecto-containment trap focus, rather than a gem.
The ecto-containment trap focus requires 24 hours to craft and 5,000 gp per HD of the creature to be trapped within it. This device need not be destroyed to free the trapped undead, nor is it destroyed if an undead creature of too many HD is attempted to be trapped within it. An empty ecto-containment trap can be reused.