Gnorman
2011-10-10, 07:34 AM
The Engineer
HD: d8
Class Skills: Appraise, Concentration, Craft, Disable Device, Forgery, Heal, Knowledge (arcana), Knowledge (architecture and engineering), Knowledge (dungeoneering), Knowledge (geography), Knowledge (history), Listen, Open Lock, Profession, Search, Sleight of Hand, Spot, Use Magic Device
Skill Points: 6 + Int per level (4x at 1st)
{table=head]Level|BAB|Fort|Ref|Will|Special|Inventions per Day|Maximum Invention Level
1st|+0|+0|+0|+2|Archetype, Inventions, Trapfinding, The Knack|3|1
2nd|+1|+0|+0|+3|Lesser Archetype Power|4|1
3rd|+2|+1|+1|+3|Jury Rigging|4|2
4th|+3|+1|+1|+4|Moderate Archetype Power|5|2
5th|+3|+1|+1|+4|Bombardier|5|3
6th|+4|+2|+2|+5|Greater Archetype Power, Improvisation|6|3[/table]
Proficiencies: The engineer is proficient with light armor, medium armor and bucklers. He is proficient with simple weapons, the hand crossbow and all firearms. He may also wear mechanized armor without penalty, even though it is considered heavy armor.
Archetype: At 1st level, the engineer chooses an archetype from the list below. He gains the advantages and abilities of the archetype at the appropriate levels, as indicated in the list. Once made, this choice is final.
Inventions: At 1st level, the engineer gains the ability to use Inventions. Inventions are limited-use mechanical or alchemical items that mimic supernatural or magical effects, but are completely mundane and scientific in nature. He may prepare a number of inventions per day as listed in the table above, and from any of six disciplines, though he may only prepare each individual invention once each day (one-handed firearms and melee weapons, however, may be prepared twice). Once depleted, the invention may not be used until it has been prepared again - however, some inventions may contain multiple doses or may be used multiple times. The save DC of an invention, unless otherwise noted, is equal to 10 + the level of the invention + the engineer's Intelligence modifier. At 1st level, he may only prepare 1st level inventions, but may prepare 2nd level inventions at level 3 and 3rd level inventions at level 5. Activating an invention, unless otherwise noted in its description, requires a standard action. Unless otherwise noted in the invention description, it may only be used or equipped by the engineer who prepared it. Preparing inventions requires one hour of dedicated work, and may only be done once every twenty-four hours.
Trapfinding: The engineer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. The engineer can use the Disable Device skill to disarm magic traps. A magic trap typically has a DC of 25 + the level of the spell used to create it. An engineer who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his allies) without disarming it.
The Knack: The engineer gains a bonus on all Craft checks equal to half his level. He also receives a 25% reduction in the crafting cost of all mundane and alchemical items, and his crafting progress checks are measured in days instead of weeks. He may craft alchemical items as if he were a spellcaster, but an engineer may never take levels in a spellcasting class, and spellcasting characters may not take levels as an engineer.
Lesser Archetype Power: At 2nd level, the engineer gains the appropriate power for his archetype.
Jury Rigging: At 3rd level, once per day, the engineer may immediately regain the use of one invention that he has just depleted.
Moderate Archetype Power: At 4th level, the engineer gains the appropriate power for his archetype.
Bombardier: At 5th level, the engineer gains an untyped +4 bonus to attack rolls with all grenade-like or splash weapons, or inventions that mimic them. Any such weapons or inventions have their range increment and splash radius increased by five feet.
Greater Archetype Power: At 6th level, the engineer gains the appropriate power for his archetype.
Improvisation: Three times per day, the engineer may activate any invention as a standard action, even if he does not normally have it prepared. If the invention normally has a duration (even if that duration is "indefinite while prepared"), it functions for a maximum of six rounds.
Archetypes:
Cannoneer
Lesser Archetype Power: A cannoneer may load any available firearm or crossbow as a swift action. He may make an aimed shot as a full round action - by taking a voluntary -2 penalty to his attack roll, he may target the legs (or leg equivalent) of his opponent. If this shot hits and does damage, his opponent may not move for one round. A cannoneer may also prepare an extra invention per day from either the Explosives or Smithy discipline.
Moderate Archetype Power: A cannoneer, when firing a firearm or a crossbow, may choose to have it do fire damage, electrical damage, or cold damage instead of physical damage. He is now always considered to have a supply of bullets and powder or bolts. He may now aim at one of his opponent's arms (or arm equivalent) by taking a voluntary -4 penalty to his attack roll. If the shot hits and does damage, his opponent must drop whatever it is holding and may not use that limb for one round.
Greater Archetype Power: A cannoneer's attacks with firearms or crossbows are now ranged touch attacks. He may now aim at his opponent's head by taking a voluntary -6 penalty to his attack roll. If the shot hits and does damage, his opponent is blinded and dazed for one round.
Innovator
Lesser Archetype Power: An innovator may prepare one extra invention per day from any discipline, and the DC of any invention he uses gains a +1 bonus.
Moderate Archetype Power: An innovator may combine inventions as a full-round action, creating a new contraption. He may pick and choose which invention's range, and area to use, and adds the effects of the other invention to it. He must expend the use of both inventions when combining them, the duration of each is resolved separately, and each target is entitled to save separately for all effects. He may not use "indefinite while prepared" inventions with this ability and nonsensical combinations simply do not work.
Greater Archetype Power: Anytime an innovator rolls a natural twenty, he may recover an expended invention. If he does not have any expended inventions to recover, he may instead use any invention he currently has prepared without expending it. He must use the free invention within one round of rolling the twenty.
Machinist
Lesser Archetype Power: A machinist may select one warforged body feat, even if he is not a warforged, and gains its benefits. If he is a warforged, he may select one bonus warforged feat. A machinist may also prepare an extra invention per day from either the Mechanical or the Smithy disciplines.
Moderate Archetype Power: As part of a normal melee attack, a machinist may use an invention, either one applied as a melee touch attack (in which case it is no longer a touch attack) or as a splash weapon (in which case the invention only applies to the target of the attack). If he connects with the attack, the invention is applied to the target with no save offered. In addition, he may now be healed by spells, powers, abilities, and inventions that normally only target constructs.
Greater Archetype Power: A machinist gains light fortification, giving him a 25% chance to ignore critical hits or sneak attacks. If he already possesses light fortification, the chance increases to 50%. The armor check penalty offered by his warforged plating decreases by 2, and the maximum dexterity bonus it offers increases by 2.
Sawbones
Lesser Archetype Power: A sawbones gains a bonus on melee damage rolls equal to half his Heal modifier. This is considered precision damage and is halved against non-living creatures, creatures with indiscernible anatomies, and creatures immune to critical hits. A sawbones may also prepare an extra invention per day from either the Chemistry or Medicine discipline.
Moderate Archetype Power: A sawbones becomes immune to disease and may remove any non-magical disease from an adjacent ally as a full-round action. He may also use inventions from the Medicine discipline on allies, as long as he is adjacent to them.
Greater Archetype Power: As a full-round action, a sawbones can perform a Heal check on any adjacent creature that has died within the last five rounds. If the sawbones beats the DC, which is equal to 20 + the HD of the creature, the creature is brought back to life, stabilized at -9 hit points. This ability only functions on a particular subject once every 24 hours.
Tinker
Lesser Archetype Power: A tinker gains the services of a construct companion. Treat this companion as if it were an astral construct (http://www.d20srd.org/srd/psionic/monsters/astralConstruct.htm) as if manifested by a power level equal to one-half the tinker's level (minimum of one), though it is made of mundane metal rather than ectoplasm. The special ability selected for the construct is permanent until a new companion is created. He may create a new companion by spending at least twenty-four hours "building" one, and must spend that time initially to gain the services of his first companion. He may repair his companion with a Craft check (Armorsmithing, Blacksmithing, Sculpting, or any other deemed appropriate). Such a check takes one hour and heals his companion of hit points equal to the result minus ten. A tinker may also prepare an extra invention per day from either the Mechanics or Electromagnetism discipline.
Moderate Archetype Power: A tinker may choose to split any damage done to either him or his construct companion - rather than have one suffer the full amount, each one takes half damage.
Greater Archetype Power: A tinker's construct companion gains one choice from Menu B on the astral construct menu. By spending one hour tinkering with his companion, the tinker may select new special abilities.
Inventions
Chemistry
1st Level
Hypnotic Fog
Hypnotic fog is a splash weapon with a range increment of 10 ft. If it connects, it causes all creatures in a 20-ft. radius to be fascinated for 10 rounds unless a Will save is made.
Knock-Out Gas
Knock-gas is a splash weapon with a range increment of 10 ft. If it connects, it causes all creatures in a 10-ft. radius to fall asleep for three rounds unless a Will save is made.
Softening Agent
Softening agent is a concoction that reduces the hardness and break DC of whatever it is applied to by 5. It can be spread over a 10 ft. by 10 ft. surface, and lasts for 10 minutes once applied.
Unstable Elixir
An unstable elixir is a serum that must be applied as a melee touch attack - if it connects, it causes 1d4 damage per round for 1d4 rounds, and the target is sickened for the duration. A Fortitude save negates the sickening effect, but not the damage.
2nd Level
Corrosive Acid
Corrosive acid is a splash weapon with a range increment of 10 ft. If it connects, it does 2d6 acid damage to all in a 10-ft. radius, and any creature hit suffers 3 acid damage per round for the next 3 rounds. A Reflex save halves the damage and prevents the recurring damage.
Flash-Freezer
Flash-freezer is a splash weapon with a range increment of 10 ft. If it connects, it does 3d6 cold damage to all in a 5-ft. radius, and any creature that suffers 6 or more cold damage is frozen for one round, held immobile and unable to act. A successful Fortitude save reduces the damage by half.
Mystical Suppressant
Mystical suppressant is a serum that must be applied as a melee touch attack - if it connects, the target is incapable of casting spells or using spell-like abilities for 3 rounds unless they make a Will save for each attempt.
Phasic Injection
Phasic injection is a serum that must be applied as a melee touch attack (if used with hostile intent) or can be applied to the user - once used, the user or target becomes incorporeal for 3 rounds.
3rd Level
Hallucinogenic Aerosol
Hallucinogenic aerosol is a splash weapon with a range increment of 10 ft. If it connects, all enemies in a 5-ft. radius must make a Will save or be panicked for 3 rounds.
Paralytic Toxin
Paralytic toxin is a serum that must be applied as a melee touch attack - if it connects, the target must make a Fortitude save or be paralyzed for 3 rounds. Creatures immune to poison are immune to the paralysis.
Virulent Microbe
A virulent microbe is a serum that must be applied as a melee touch attack - if it connects, the target is infected with the user's choice of either blinding sickness, cackle fever, filth fever, mindfire, red ache, shakes, or slimy doom unless a Fortitude save is made. The incubation period is measured in rounds rather than days.
Volatile Transmogrifier
Volatile transmogrifier, when activated, increases the user's size by one category and gives a +6 alchemical bonus to Strength. It lasts for 1 minute - upon running out, the user decreases to his original size and suffers a -4 alchemical penalty to Strength for 3 rounds.
Mechanics
1st Level
Clockwork Decoy
A clockwork decay, when activated, may move at a speed of up to 20 ft. per round at its inventor's command. It has only 1 hit point. If desired, a clockwork decoy can emit a loud noise like an alarm or an animal call.
Spring-loaded Shoes
When worn on the feet slot, spring-loaded shoes give a +8 untyped bonus on Jump checks and allow the user to make Jump checks without a running start. They also allow the user to treat falls as if they were up to 30 feet shorter. Spring-loaded shoes may be used indefinitely while prepared.
Trapspringer
A trapspringer, when activated, automatically disables any mundane trap with a DC of up to 35 at a distance of up to 15 feet. If the user desires, the trap may be suppressed and bypassed but not disarmed. It may be activated 3 times before being depleted.
Wax Cylinder
A wax cylinder is capable of recording up to 5 minutes of audio and playing it back afterwards. It captures sound clearly within 30 feet, and faintly within 60 feet. It is about the size and shape of a standard spyglass, and makes no noise while recording. It may be used indefinitely while prepared, and may be reused, taping over any existing audio.
2nd Level
Automated Laboratory
An automated laboratory can make craft checks for the user - it uses the user's skill modifier, but the user is free to perform other actions during the interim. An automated laboratory is difficult to move and requires 10 minutes each to set up and take apart. It may be used indefinitely while prepared.
Foothold Trap
A foothold trap is activated by laying it down in a square. The next creature that steps on that square triggers the trap, which then inflicts 5d6 piercing damage to it and prevents it from moving for 3 rounds. A Reflex save halves the damage and negates the immobilization.
Portable Locksmith
A portable locksmith, when activated, automatically unlocks any mundane lock with a DC of up to 35. It may be activated 3 times before being depleted.
Telescopic Goggles
Telescopic goggles, when worn in the eyes slot, give a +5 bonus to Spot checks to see at long distance, and halves the penalties for each additional range increment. Telescopic goggles may be used indefinitely while prepared.
3rd Level
Automaton
An automaton, when activated, creates a 4th-level Astral Construct (http://www.d20srd.org/srd/psionic/monsters/astralConstruct.htm). This construct is treated as being made of mundane metal rather than ectoplasm, and so is susceptible to spells and effects that affect metal. It fights on the user's behalf for a minute before being depleted.
Clockwork Dragonfly
A clockwork dragonfly, when activated, may fly at a speed of up to 60 feet per round at its inventor's command. It has 1 hit point. However, a clockwork dragonfly is invisible when at rest and moves completely silently - the only way to detect it is with a DC 30 Spot check while it is in motion. The user may see through its eyes. A clockwork dragonfly may operate for 10 minutes before being depleted.
Rebreather
A rebreather, when worn on the face slot, supplies the user with air and obviates his need to breathe. The user is also immune to inhaled poisons, gas-based attacks, and overpowering odors. A rebreather may be used indefinitely while prepared.
Steam-Powered Gyroscope
A steam-powered gyroscope, when activated, allows the user to fly at a speed of 60 feet (clumsy) for 10 minutes. The flight time does not need to be used consecutively and may be split up over one-minute increments.
Explosives
1st Level
Crackerjack Caltrops
Crackerjack caltrops are spread in a 10 foot square. When any creature treads on them, they do 1d6 piercing damage and halve the creature's movement rate for the next 3 rounds. They can affect a maximum of 5 creatures before being depleted.
Molotov Cocktail
A molotov cocktail is a splash weapon with a range increment of 10 ft. On impact, it explodes in a 10 ft. radius, dealing 2d6 fire damage, half on a Reflex save. It may be used 3 times before being depleted.
Smoke Grenade
A smoke grenade is a splash weapon with a range increment of 10 ft. On impact, it emits a cloud of smoke in a 20 ft. radius that obscures all sight beyond 5 ft. The cloud lasts for 3 rounds.
Stinkbomb
A stinkbomb is a splash weapon with a range increment of 10 ft. On impact, it emits a cloud of gas in a 10 ft. radius that sickens all within it unless they make a Fortitude save each round. The cloud lasts for 3 rounds.
2nd Level
Dragonsbreath Cannon
A dragonsbreath cannon shoots out a jet of flame in a 20 ft. line when activated. Any creature caught in the jet suffers 3d6 fire damage. A successful Reflex save halves the damage. It may be activated 3 times before being depleted.
Flashbang
A flashbang is a splash weapon with a range increment of 10 ft. On impact, it deafens all creatures in a 10 ft. radius for 3 rounds, blinds them for 2 rounds, and dazes them for a round. A Fortitude save reduces the deafness to 2 rounds, blindness to 1, and negates the dazing effect.
Hand Grenade
A hand grenade is a splash weapon, with a range increment of 10 ft. On impact, it inflicts 2d6 piercing and 2d6 fire damage in a 10 ft. radius, half on a Reflex save. It may be used 3 times before being depleted.
Homing Rocket
A homing rocket, when activated, fires and does 4d6 bludgeoning damage to one random hostile target within 100 ft. Only targets that the user has line of sight to are selected.
3rd Level
Liquid Flame
Liquid flame can be used in one of two ways: it can be poured out (with a maximum area of four squares) and lit on fire, creating a barrier of flame that lasts for a minute and deals 3d6 fire damage to anything passing through it, half on a Reflex save. Liquid flame can also be thrown as a splash weapon with a range increment of 10 ft. On impact, it inflicts 3d6 fire damage and clings to its target, continuing to do 3d6 fire damage per round for 2 more rounds. A Reflex save halves the damage from both the initial and continuing damage.
Pocket Bombard
A pocket bombard, when activated, allows its user to make a ranged touch attack against a single target. If successful, it deals 6d8 bludgeoning damage and causes the target to be pushed back 15 feet and knocked prone. If the target cannot move back, it takes 1d6 damage for each 5 feet it is unable to move.
Shrapnel Mine
A shrapnel mine is a small explosive disc that is is activated and planted against any surface - it is adhesive and can be placed on floors, walls, ceilings, or other, irregular structures. Once activated, it lies dormant until an animate object comes near it, at which point it explodes, doing 6d6 piercing damage to anything in a 5 ft. radius, half on a Reflex save. For every 6 damage a shrapnel mine does, it imbeds a jagged fragment into its target, which does 1 damage per round for the next 6 rounds.
Time Bomb
When a time bomb pack is activated, it counts down and explodes, causing 4d6 piercing damage and 4d6 fire damage to everything in a 20 ft. radius, half on a Reflex save. This damage is doubled against objects and structures. A time bomb can have its activation delayed from 3 rounds up to 10 minutes.
Smithy
1st Level
Compact Repair Kit
A compact repair kit can be activated as a standard action to restore 15 hit points to one inanimate object or construct.
Pneumatic Gauntlet
A pneumatic gauntlet is a spiked gauntlet that deals 1d10 bludgeoning damage (1d8 for a small user) with a critical modifier of 20/x3. It cannot be disarmed or sundered. On a critical hit, the opponent must make a Fortitude save or be staggered for one round. A pneumatic gauntlet may be used indefinitely while prepared.
Revolver
A revolver is a light one-handed firearm that deals 1d6 piercing damage, has a critical modifier of 19-20/x2, a range increment of 30 ft., and may fire 6 rounds before reloading, which takes a swift action. A revolver may be used indefinitely while prepared.
Serum Injector
A serum injector is able to apply any invention that normally must be applied as a melee touch attack or any contact/injury poison as a ranged touch attack. It has a range increment of 30 ft., and may be loaded as a swift action. A serum injector may be used indefinitely as long as it is prepared.
2nd Level
Blunderbuss
A blunderbuss is a two-handed firearm that deals 2d8 piercing damage, has a critical modifier of 20/x2, and may fire 2 rounds before reloading, which takes a standard action. A blunderbuss does not have a range increment like other firearms, but instead fires in a 15 ft. cone, hitting all creatures within. A blunderbuss may be used indefinitely while prepared.
Climbing Spurs
Climbing spurs, when worn in the gauntlet slot, give the user a climb speed equal to his base land speed. They also may be used to make rudimentary attacks, doing 1d6 piercing damage with a critical modifier of 20/x2. They may be used indefinitely while prepared.
Repeater
A repeater is a two-handed firearm that deals 1d10 piercing damage, has a critical modifier of 19-20/x2, a range increment of 60 ft., and may fire 15 rounds of ammunition before reloading, which takes a move action. A repeater may be used indefinitely while prepared.
Sawtooth Blade
A sawtooth blade is a special kind of bastard sword that deals 1d12 damage (1d10 for a small user), has a critical modifier of 19-20/x2, an effective +1 enhancement bonus, and conveys no penalties for being non-proficient in its use. It overcomes any material-based damage reduction, except adamantine. On a critical hit, a sawtooth blade deals an extra 2d6 slashing damage. A sawtooth blade may be used indefinitely as long as it is prepared.
3rd Level
Hand Cannon
A hand cannon is a one-handed firearm that deals 2d6 piercing damage, has a critical modifier of 20/x3, a range increment of 30 ft., and may fire 3 rounds of ammunition before reloading, which takes a standard action. A hand cannon may be used indefinitely while prepared.
Mechanized Armor
Mechanized armor is a special kind of full plate armor. When worn, it gives a bonus of 10 ft. to the wearer's base land speed and adds a +4 enhancement bonus to Strength. However, it has a maximum dexterity bonus of 0, and its armor check penalties are increased to -8. Due to the immense customization required for each suit, mechanized armor will only function for the user. Mechanized armor may be used indefinitely as long as it is prepared.
Piston Hammer
A piston hammer is a two-handed greathammer that does 2d6 damage (1d10 for a small user), has a critical modifier of 20/x3, an effective +2 enhancement bonus, and conveys no penalties for being non-proficient in its use. It may ignore any material-based damage reduction and the hardness of objects. On a critical hit, the target is knocked back a number of squares equal to the damage dealt divided by 5 - if it cannot move any further, it is dealt 1d6 damage for each square it was not able to move.
Telescopic Rifle
A telescopic rifle is a two-handed firearm that deals 2d10 piercing damage, has a critical modifier of 20/x4, a range increment of 120 ft., and may fire one round of ammunition before reloading, which takes a full-round action. A telescopic rifle may be used indefinitely while prepared.
Electromagnetism
1st Level
Detection Matrix
When a detection matrix is activated, it alerts its user to the presence of any invisible or hidden creatures within 60 feet. It does not pinpoint the location or give the user any information about the creatures. Once activated, a detection matrix functions for up to one hour before being depleted.
Filament Lantern
A filament lantern provides clear illumination in a 15 ft. radius and shadowy illumination in a 30 ft. radius. At the user's option, it can switch to a 60 ft. cone of clear illumination, with a 120 ft. cone of shadowy illumination. A filament lantern requires no fuel and may be used indefinitely as long as it is prepared.
Multipurpose Compass
A multipurpose compass always shows the direction north, shows the correct time, and can detect magic in a radius of 30 ft. It is only capable of denoting the presence, general direction, strength, and spell school of magical effects, and cannot pinpoint from what specific objects it emanates. A multipurpose compass also emits an alarm when within 30 ft. of noxious fumes, gaseous poisons or toxins, or harmful radiation.
Static Trigger
A static trigger allows the user to make a melee touch attack that deals 1d6+1 electrical damage. It may be used indefinitely while prepared, but may not be used with a serum injector.
2nd Level
Biocircuitry Harness
A biocircuitry harness, when activated, grants its user fast healing 1 for 3 minutes before depletion. If desired, the user may receive fast healing 2 for 1 minute, or fast healing 3 for 5 rounds.
Lightning Rod
When a lightning rod is activated, it automatically strikes the nearest hostile creature within 30 ft. with a bolt of electricity, doing 2d6 damage, half on a successful Reflex save. It fires again once per round for the next 2 rounds. A lightning rod can be thrown as a splash weapon with a range increment of 10 ft. and activated on impact, or it can be set down and timed to activate after a delay of up to 6 rounds.
Live Wire
A live wire must be anchored against two solid and diametrically opposed surfaces - once anchored, it deals 1d6 electrical damage to any creature that comes into contact with it, and they must make a Reflex save or be knocked prone. Each creature can only be affected once. A live wire may stretch up to 30 ft. across, and remains active for 1 minute before being depleted.
Magnetic Pulsar
When activated, a magnetic pulsar grants the user a +6 bonus to armor class against any attacks made with metal weapons. A magnetic pulsar lasts for 10 minutes before it is depleted.
3rd Level
Flux Inhibitor
A flux inhibitor, when activated, attempts to resist the next 3 hostile spells targeted at the user, as if he possessed spell resistance of 22. Even if the spell is not resisted, it counts towards the limit.
Force Field
A force field may be activated as an immediate action in response to the user being attacked - it immediately negates one melee or ranged attack, as if the attack had missed.
Shock Capacitor
A shock capacitor can be added to any melee weapon, causing it to do an extra 1d6+1 electrical damage. A shock capacitor can be used indefinitely as long as it is prepared.
Synaptic Accelerator
Synaptic accelerator, when activated, immediately allow the user to take one standard action. It may be activated as an immediate action. After using synaptic accelerator, the user is fatigued for the rest of the encounter.
Medicine
1st Level
Revitalization Tonic
When activated, revitalization tonic restores 10 hit points to the user.
Sensory Expander
When activated, sensory expander gives the user a +4 alchemical bonus to Spot and Listen checks for 1 hour.
Smelling Salts
When activated, smellings salts instantly negate sleep effects and unconsciousness in a 20 ft. radius around the user. If the unconsciousness was caused by non-lethal damage, the target has 3 rounds to reduce its total non-lethal damage to less than its hit points - if it does not, it falls unconscious again. If the unconsciousness was caused by being below 0 hit points, smelling salts have no effect.
Topical Anaesthetic
When activated, topical anesthetic gives the user damage reduction 2/- for 10 minutes.
2nd Level
Muscle Builder
When activated, muscle builder gives a +4 alchemical bonus to the physical scores of the user, while applying a -4 alchemical penalty to their mental scores. The effects last for 10 minutes.
Neurological Stimulator
When activated, neurological stimulator gives a +4 alchemical bonus to the mental scores of the user, while applying a -4 alchemical penalty to their physical scores. The effects last for 10 minutes.
Patented Cure-All
When activated, patented cure-all removes disease or poison from its user and cures fatigue or exhaustion.
Reflex Replacer
Reflex replacer allows the user to reroll their Initiative as an immediate action.
3rd Level
Adrenaline Boost
Adrenaline boost, when activated, allows the user to function normally even if at 0 hit points or lower. The user does not die when he reaches -10 hit points, but may operate normally until his hit points total drops to negative two times his constitution score. Adrenaline boost lasts for one minute - if the user is still at -10 hit points or below when its effects are over, he dies. If he is between -1 and -9, he is considered to be dying. If he is at 0, he becomes disabled.
Miracle Cure
When activated, miracle cure restores 30 hit points and restores up to 3 points of ability damage to the user.
Pheromone Enhancer
When activated, pheromone enhancer gives the user a +4 alchemical bonus on Charisma-based checks for 10 minutes.
Reanimation Salve
When activated, reanimation salve creates a zombie or skeleton out of any dead corporeal creature with a skeletal system and no more than 8 HD. The zombie or skeleton obeys any simple commands and lasts for an hour, after which it falls dead and may not be reanimated again.
HD: d8
Class Skills: Appraise, Concentration, Craft, Disable Device, Forgery, Heal, Knowledge (arcana), Knowledge (architecture and engineering), Knowledge (dungeoneering), Knowledge (geography), Knowledge (history), Listen, Open Lock, Profession, Search, Sleight of Hand, Spot, Use Magic Device
Skill Points: 6 + Int per level (4x at 1st)
{table=head]Level|BAB|Fort|Ref|Will|Special|Inventions per Day|Maximum Invention Level
1st|+0|+0|+0|+2|Archetype, Inventions, Trapfinding, The Knack|3|1
2nd|+1|+0|+0|+3|Lesser Archetype Power|4|1
3rd|+2|+1|+1|+3|Jury Rigging|4|2
4th|+3|+1|+1|+4|Moderate Archetype Power|5|2
5th|+3|+1|+1|+4|Bombardier|5|3
6th|+4|+2|+2|+5|Greater Archetype Power, Improvisation|6|3[/table]
Proficiencies: The engineer is proficient with light armor, medium armor and bucklers. He is proficient with simple weapons, the hand crossbow and all firearms. He may also wear mechanized armor without penalty, even though it is considered heavy armor.
Archetype: At 1st level, the engineer chooses an archetype from the list below. He gains the advantages and abilities of the archetype at the appropriate levels, as indicated in the list. Once made, this choice is final.
Inventions: At 1st level, the engineer gains the ability to use Inventions. Inventions are limited-use mechanical or alchemical items that mimic supernatural or magical effects, but are completely mundane and scientific in nature. He may prepare a number of inventions per day as listed in the table above, and from any of six disciplines, though he may only prepare each individual invention once each day (one-handed firearms and melee weapons, however, may be prepared twice). Once depleted, the invention may not be used until it has been prepared again - however, some inventions may contain multiple doses or may be used multiple times. The save DC of an invention, unless otherwise noted, is equal to 10 + the level of the invention + the engineer's Intelligence modifier. At 1st level, he may only prepare 1st level inventions, but may prepare 2nd level inventions at level 3 and 3rd level inventions at level 5. Activating an invention, unless otherwise noted in its description, requires a standard action. Unless otherwise noted in the invention description, it may only be used or equipped by the engineer who prepared it. Preparing inventions requires one hour of dedicated work, and may only be done once every twenty-four hours.
Trapfinding: The engineer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. The engineer can use the Disable Device skill to disarm magic traps. A magic trap typically has a DC of 25 + the level of the spell used to create it. An engineer who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his allies) without disarming it.
The Knack: The engineer gains a bonus on all Craft checks equal to half his level. He also receives a 25% reduction in the crafting cost of all mundane and alchemical items, and his crafting progress checks are measured in days instead of weeks. He may craft alchemical items as if he were a spellcaster, but an engineer may never take levels in a spellcasting class, and spellcasting characters may not take levels as an engineer.
Lesser Archetype Power: At 2nd level, the engineer gains the appropriate power for his archetype.
Jury Rigging: At 3rd level, once per day, the engineer may immediately regain the use of one invention that he has just depleted.
Moderate Archetype Power: At 4th level, the engineer gains the appropriate power for his archetype.
Bombardier: At 5th level, the engineer gains an untyped +4 bonus to attack rolls with all grenade-like or splash weapons, or inventions that mimic them. Any such weapons or inventions have their range increment and splash radius increased by five feet.
Greater Archetype Power: At 6th level, the engineer gains the appropriate power for his archetype.
Improvisation: Three times per day, the engineer may activate any invention as a standard action, even if he does not normally have it prepared. If the invention normally has a duration (even if that duration is "indefinite while prepared"), it functions for a maximum of six rounds.
Archetypes:
Cannoneer
Lesser Archetype Power: A cannoneer may load any available firearm or crossbow as a swift action. He may make an aimed shot as a full round action - by taking a voluntary -2 penalty to his attack roll, he may target the legs (or leg equivalent) of his opponent. If this shot hits and does damage, his opponent may not move for one round. A cannoneer may also prepare an extra invention per day from either the Explosives or Smithy discipline.
Moderate Archetype Power: A cannoneer, when firing a firearm or a crossbow, may choose to have it do fire damage, electrical damage, or cold damage instead of physical damage. He is now always considered to have a supply of bullets and powder or bolts. He may now aim at one of his opponent's arms (or arm equivalent) by taking a voluntary -4 penalty to his attack roll. If the shot hits and does damage, his opponent must drop whatever it is holding and may not use that limb for one round.
Greater Archetype Power: A cannoneer's attacks with firearms or crossbows are now ranged touch attacks. He may now aim at his opponent's head by taking a voluntary -6 penalty to his attack roll. If the shot hits and does damage, his opponent is blinded and dazed for one round.
Innovator
Lesser Archetype Power: An innovator may prepare one extra invention per day from any discipline, and the DC of any invention he uses gains a +1 bonus.
Moderate Archetype Power: An innovator may combine inventions as a full-round action, creating a new contraption. He may pick and choose which invention's range, and area to use, and adds the effects of the other invention to it. He must expend the use of both inventions when combining them, the duration of each is resolved separately, and each target is entitled to save separately for all effects. He may not use "indefinite while prepared" inventions with this ability and nonsensical combinations simply do not work.
Greater Archetype Power: Anytime an innovator rolls a natural twenty, he may recover an expended invention. If he does not have any expended inventions to recover, he may instead use any invention he currently has prepared without expending it. He must use the free invention within one round of rolling the twenty.
Machinist
Lesser Archetype Power: A machinist may select one warforged body feat, even if he is not a warforged, and gains its benefits. If he is a warforged, he may select one bonus warforged feat. A machinist may also prepare an extra invention per day from either the Mechanical or the Smithy disciplines.
Moderate Archetype Power: As part of a normal melee attack, a machinist may use an invention, either one applied as a melee touch attack (in which case it is no longer a touch attack) or as a splash weapon (in which case the invention only applies to the target of the attack). If he connects with the attack, the invention is applied to the target with no save offered. In addition, he may now be healed by spells, powers, abilities, and inventions that normally only target constructs.
Greater Archetype Power: A machinist gains light fortification, giving him a 25% chance to ignore critical hits or sneak attacks. If he already possesses light fortification, the chance increases to 50%. The armor check penalty offered by his warforged plating decreases by 2, and the maximum dexterity bonus it offers increases by 2.
Sawbones
Lesser Archetype Power: A sawbones gains a bonus on melee damage rolls equal to half his Heal modifier. This is considered precision damage and is halved against non-living creatures, creatures with indiscernible anatomies, and creatures immune to critical hits. A sawbones may also prepare an extra invention per day from either the Chemistry or Medicine discipline.
Moderate Archetype Power: A sawbones becomes immune to disease and may remove any non-magical disease from an adjacent ally as a full-round action. He may also use inventions from the Medicine discipline on allies, as long as he is adjacent to them.
Greater Archetype Power: As a full-round action, a sawbones can perform a Heal check on any adjacent creature that has died within the last five rounds. If the sawbones beats the DC, which is equal to 20 + the HD of the creature, the creature is brought back to life, stabilized at -9 hit points. This ability only functions on a particular subject once every 24 hours.
Tinker
Lesser Archetype Power: A tinker gains the services of a construct companion. Treat this companion as if it were an astral construct (http://www.d20srd.org/srd/psionic/monsters/astralConstruct.htm) as if manifested by a power level equal to one-half the tinker's level (minimum of one), though it is made of mundane metal rather than ectoplasm. The special ability selected for the construct is permanent until a new companion is created. He may create a new companion by spending at least twenty-four hours "building" one, and must spend that time initially to gain the services of his first companion. He may repair his companion with a Craft check (Armorsmithing, Blacksmithing, Sculpting, or any other deemed appropriate). Such a check takes one hour and heals his companion of hit points equal to the result minus ten. A tinker may also prepare an extra invention per day from either the Mechanics or Electromagnetism discipline.
Moderate Archetype Power: A tinker may choose to split any damage done to either him or his construct companion - rather than have one suffer the full amount, each one takes half damage.
Greater Archetype Power: A tinker's construct companion gains one choice from Menu B on the astral construct menu. By spending one hour tinkering with his companion, the tinker may select new special abilities.
Inventions
Chemistry
1st Level
Hypnotic Fog
Hypnotic fog is a splash weapon with a range increment of 10 ft. If it connects, it causes all creatures in a 20-ft. radius to be fascinated for 10 rounds unless a Will save is made.
Knock-Out Gas
Knock-gas is a splash weapon with a range increment of 10 ft. If it connects, it causes all creatures in a 10-ft. radius to fall asleep for three rounds unless a Will save is made.
Softening Agent
Softening agent is a concoction that reduces the hardness and break DC of whatever it is applied to by 5. It can be spread over a 10 ft. by 10 ft. surface, and lasts for 10 minutes once applied.
Unstable Elixir
An unstable elixir is a serum that must be applied as a melee touch attack - if it connects, it causes 1d4 damage per round for 1d4 rounds, and the target is sickened for the duration. A Fortitude save negates the sickening effect, but not the damage.
2nd Level
Corrosive Acid
Corrosive acid is a splash weapon with a range increment of 10 ft. If it connects, it does 2d6 acid damage to all in a 10-ft. radius, and any creature hit suffers 3 acid damage per round for the next 3 rounds. A Reflex save halves the damage and prevents the recurring damage.
Flash-Freezer
Flash-freezer is a splash weapon with a range increment of 10 ft. If it connects, it does 3d6 cold damage to all in a 5-ft. radius, and any creature that suffers 6 or more cold damage is frozen for one round, held immobile and unable to act. A successful Fortitude save reduces the damage by half.
Mystical Suppressant
Mystical suppressant is a serum that must be applied as a melee touch attack - if it connects, the target is incapable of casting spells or using spell-like abilities for 3 rounds unless they make a Will save for each attempt.
Phasic Injection
Phasic injection is a serum that must be applied as a melee touch attack (if used with hostile intent) or can be applied to the user - once used, the user or target becomes incorporeal for 3 rounds.
3rd Level
Hallucinogenic Aerosol
Hallucinogenic aerosol is a splash weapon with a range increment of 10 ft. If it connects, all enemies in a 5-ft. radius must make a Will save or be panicked for 3 rounds.
Paralytic Toxin
Paralytic toxin is a serum that must be applied as a melee touch attack - if it connects, the target must make a Fortitude save or be paralyzed for 3 rounds. Creatures immune to poison are immune to the paralysis.
Virulent Microbe
A virulent microbe is a serum that must be applied as a melee touch attack - if it connects, the target is infected with the user's choice of either blinding sickness, cackle fever, filth fever, mindfire, red ache, shakes, or slimy doom unless a Fortitude save is made. The incubation period is measured in rounds rather than days.
Volatile Transmogrifier
Volatile transmogrifier, when activated, increases the user's size by one category and gives a +6 alchemical bonus to Strength. It lasts for 1 minute - upon running out, the user decreases to his original size and suffers a -4 alchemical penalty to Strength for 3 rounds.
Mechanics
1st Level
Clockwork Decoy
A clockwork decay, when activated, may move at a speed of up to 20 ft. per round at its inventor's command. It has only 1 hit point. If desired, a clockwork decoy can emit a loud noise like an alarm or an animal call.
Spring-loaded Shoes
When worn on the feet slot, spring-loaded shoes give a +8 untyped bonus on Jump checks and allow the user to make Jump checks without a running start. They also allow the user to treat falls as if they were up to 30 feet shorter. Spring-loaded shoes may be used indefinitely while prepared.
Trapspringer
A trapspringer, when activated, automatically disables any mundane trap with a DC of up to 35 at a distance of up to 15 feet. If the user desires, the trap may be suppressed and bypassed but not disarmed. It may be activated 3 times before being depleted.
Wax Cylinder
A wax cylinder is capable of recording up to 5 minutes of audio and playing it back afterwards. It captures sound clearly within 30 feet, and faintly within 60 feet. It is about the size and shape of a standard spyglass, and makes no noise while recording. It may be used indefinitely while prepared, and may be reused, taping over any existing audio.
2nd Level
Automated Laboratory
An automated laboratory can make craft checks for the user - it uses the user's skill modifier, but the user is free to perform other actions during the interim. An automated laboratory is difficult to move and requires 10 minutes each to set up and take apart. It may be used indefinitely while prepared.
Foothold Trap
A foothold trap is activated by laying it down in a square. The next creature that steps on that square triggers the trap, which then inflicts 5d6 piercing damage to it and prevents it from moving for 3 rounds. A Reflex save halves the damage and negates the immobilization.
Portable Locksmith
A portable locksmith, when activated, automatically unlocks any mundane lock with a DC of up to 35. It may be activated 3 times before being depleted.
Telescopic Goggles
Telescopic goggles, when worn in the eyes slot, give a +5 bonus to Spot checks to see at long distance, and halves the penalties for each additional range increment. Telescopic goggles may be used indefinitely while prepared.
3rd Level
Automaton
An automaton, when activated, creates a 4th-level Astral Construct (http://www.d20srd.org/srd/psionic/monsters/astralConstruct.htm). This construct is treated as being made of mundane metal rather than ectoplasm, and so is susceptible to spells and effects that affect metal. It fights on the user's behalf for a minute before being depleted.
Clockwork Dragonfly
A clockwork dragonfly, when activated, may fly at a speed of up to 60 feet per round at its inventor's command. It has 1 hit point. However, a clockwork dragonfly is invisible when at rest and moves completely silently - the only way to detect it is with a DC 30 Spot check while it is in motion. The user may see through its eyes. A clockwork dragonfly may operate for 10 minutes before being depleted.
Rebreather
A rebreather, when worn on the face slot, supplies the user with air and obviates his need to breathe. The user is also immune to inhaled poisons, gas-based attacks, and overpowering odors. A rebreather may be used indefinitely while prepared.
Steam-Powered Gyroscope
A steam-powered gyroscope, when activated, allows the user to fly at a speed of 60 feet (clumsy) for 10 minutes. The flight time does not need to be used consecutively and may be split up over one-minute increments.
Explosives
1st Level
Crackerjack Caltrops
Crackerjack caltrops are spread in a 10 foot square. When any creature treads on them, they do 1d6 piercing damage and halve the creature's movement rate for the next 3 rounds. They can affect a maximum of 5 creatures before being depleted.
Molotov Cocktail
A molotov cocktail is a splash weapon with a range increment of 10 ft. On impact, it explodes in a 10 ft. radius, dealing 2d6 fire damage, half on a Reflex save. It may be used 3 times before being depleted.
Smoke Grenade
A smoke grenade is a splash weapon with a range increment of 10 ft. On impact, it emits a cloud of smoke in a 20 ft. radius that obscures all sight beyond 5 ft. The cloud lasts for 3 rounds.
Stinkbomb
A stinkbomb is a splash weapon with a range increment of 10 ft. On impact, it emits a cloud of gas in a 10 ft. radius that sickens all within it unless they make a Fortitude save each round. The cloud lasts for 3 rounds.
2nd Level
Dragonsbreath Cannon
A dragonsbreath cannon shoots out a jet of flame in a 20 ft. line when activated. Any creature caught in the jet suffers 3d6 fire damage. A successful Reflex save halves the damage. It may be activated 3 times before being depleted.
Flashbang
A flashbang is a splash weapon with a range increment of 10 ft. On impact, it deafens all creatures in a 10 ft. radius for 3 rounds, blinds them for 2 rounds, and dazes them for a round. A Fortitude save reduces the deafness to 2 rounds, blindness to 1, and negates the dazing effect.
Hand Grenade
A hand grenade is a splash weapon, with a range increment of 10 ft. On impact, it inflicts 2d6 piercing and 2d6 fire damage in a 10 ft. radius, half on a Reflex save. It may be used 3 times before being depleted.
Homing Rocket
A homing rocket, when activated, fires and does 4d6 bludgeoning damage to one random hostile target within 100 ft. Only targets that the user has line of sight to are selected.
3rd Level
Liquid Flame
Liquid flame can be used in one of two ways: it can be poured out (with a maximum area of four squares) and lit on fire, creating a barrier of flame that lasts for a minute and deals 3d6 fire damage to anything passing through it, half on a Reflex save. Liquid flame can also be thrown as a splash weapon with a range increment of 10 ft. On impact, it inflicts 3d6 fire damage and clings to its target, continuing to do 3d6 fire damage per round for 2 more rounds. A Reflex save halves the damage from both the initial and continuing damage.
Pocket Bombard
A pocket bombard, when activated, allows its user to make a ranged touch attack against a single target. If successful, it deals 6d8 bludgeoning damage and causes the target to be pushed back 15 feet and knocked prone. If the target cannot move back, it takes 1d6 damage for each 5 feet it is unable to move.
Shrapnel Mine
A shrapnel mine is a small explosive disc that is is activated and planted against any surface - it is adhesive and can be placed on floors, walls, ceilings, or other, irregular structures. Once activated, it lies dormant until an animate object comes near it, at which point it explodes, doing 6d6 piercing damage to anything in a 5 ft. radius, half on a Reflex save. For every 6 damage a shrapnel mine does, it imbeds a jagged fragment into its target, which does 1 damage per round for the next 6 rounds.
Time Bomb
When a time bomb pack is activated, it counts down and explodes, causing 4d6 piercing damage and 4d6 fire damage to everything in a 20 ft. radius, half on a Reflex save. This damage is doubled against objects and structures. A time bomb can have its activation delayed from 3 rounds up to 10 minutes.
Smithy
1st Level
Compact Repair Kit
A compact repair kit can be activated as a standard action to restore 15 hit points to one inanimate object or construct.
Pneumatic Gauntlet
A pneumatic gauntlet is a spiked gauntlet that deals 1d10 bludgeoning damage (1d8 for a small user) with a critical modifier of 20/x3. It cannot be disarmed or sundered. On a critical hit, the opponent must make a Fortitude save or be staggered for one round. A pneumatic gauntlet may be used indefinitely while prepared.
Revolver
A revolver is a light one-handed firearm that deals 1d6 piercing damage, has a critical modifier of 19-20/x2, a range increment of 30 ft., and may fire 6 rounds before reloading, which takes a swift action. A revolver may be used indefinitely while prepared.
Serum Injector
A serum injector is able to apply any invention that normally must be applied as a melee touch attack or any contact/injury poison as a ranged touch attack. It has a range increment of 30 ft., and may be loaded as a swift action. A serum injector may be used indefinitely as long as it is prepared.
2nd Level
Blunderbuss
A blunderbuss is a two-handed firearm that deals 2d8 piercing damage, has a critical modifier of 20/x2, and may fire 2 rounds before reloading, which takes a standard action. A blunderbuss does not have a range increment like other firearms, but instead fires in a 15 ft. cone, hitting all creatures within. A blunderbuss may be used indefinitely while prepared.
Climbing Spurs
Climbing spurs, when worn in the gauntlet slot, give the user a climb speed equal to his base land speed. They also may be used to make rudimentary attacks, doing 1d6 piercing damage with a critical modifier of 20/x2. They may be used indefinitely while prepared.
Repeater
A repeater is a two-handed firearm that deals 1d10 piercing damage, has a critical modifier of 19-20/x2, a range increment of 60 ft., and may fire 15 rounds of ammunition before reloading, which takes a move action. A repeater may be used indefinitely while prepared.
Sawtooth Blade
A sawtooth blade is a special kind of bastard sword that deals 1d12 damage (1d10 for a small user), has a critical modifier of 19-20/x2, an effective +1 enhancement bonus, and conveys no penalties for being non-proficient in its use. It overcomes any material-based damage reduction, except adamantine. On a critical hit, a sawtooth blade deals an extra 2d6 slashing damage. A sawtooth blade may be used indefinitely as long as it is prepared.
3rd Level
Hand Cannon
A hand cannon is a one-handed firearm that deals 2d6 piercing damage, has a critical modifier of 20/x3, a range increment of 30 ft., and may fire 3 rounds of ammunition before reloading, which takes a standard action. A hand cannon may be used indefinitely while prepared.
Mechanized Armor
Mechanized armor is a special kind of full plate armor. When worn, it gives a bonus of 10 ft. to the wearer's base land speed and adds a +4 enhancement bonus to Strength. However, it has a maximum dexterity bonus of 0, and its armor check penalties are increased to -8. Due to the immense customization required for each suit, mechanized armor will only function for the user. Mechanized armor may be used indefinitely as long as it is prepared.
Piston Hammer
A piston hammer is a two-handed greathammer that does 2d6 damage (1d10 for a small user), has a critical modifier of 20/x3, an effective +2 enhancement bonus, and conveys no penalties for being non-proficient in its use. It may ignore any material-based damage reduction and the hardness of objects. On a critical hit, the target is knocked back a number of squares equal to the damage dealt divided by 5 - if it cannot move any further, it is dealt 1d6 damage for each square it was not able to move.
Telescopic Rifle
A telescopic rifle is a two-handed firearm that deals 2d10 piercing damage, has a critical modifier of 20/x4, a range increment of 120 ft., and may fire one round of ammunition before reloading, which takes a full-round action. A telescopic rifle may be used indefinitely while prepared.
Electromagnetism
1st Level
Detection Matrix
When a detection matrix is activated, it alerts its user to the presence of any invisible or hidden creatures within 60 feet. It does not pinpoint the location or give the user any information about the creatures. Once activated, a detection matrix functions for up to one hour before being depleted.
Filament Lantern
A filament lantern provides clear illumination in a 15 ft. radius and shadowy illumination in a 30 ft. radius. At the user's option, it can switch to a 60 ft. cone of clear illumination, with a 120 ft. cone of shadowy illumination. A filament lantern requires no fuel and may be used indefinitely as long as it is prepared.
Multipurpose Compass
A multipurpose compass always shows the direction north, shows the correct time, and can detect magic in a radius of 30 ft. It is only capable of denoting the presence, general direction, strength, and spell school of magical effects, and cannot pinpoint from what specific objects it emanates. A multipurpose compass also emits an alarm when within 30 ft. of noxious fumes, gaseous poisons or toxins, or harmful radiation.
Static Trigger
A static trigger allows the user to make a melee touch attack that deals 1d6+1 electrical damage. It may be used indefinitely while prepared, but may not be used with a serum injector.
2nd Level
Biocircuitry Harness
A biocircuitry harness, when activated, grants its user fast healing 1 for 3 minutes before depletion. If desired, the user may receive fast healing 2 for 1 minute, or fast healing 3 for 5 rounds.
Lightning Rod
When a lightning rod is activated, it automatically strikes the nearest hostile creature within 30 ft. with a bolt of electricity, doing 2d6 damage, half on a successful Reflex save. It fires again once per round for the next 2 rounds. A lightning rod can be thrown as a splash weapon with a range increment of 10 ft. and activated on impact, or it can be set down and timed to activate after a delay of up to 6 rounds.
Live Wire
A live wire must be anchored against two solid and diametrically opposed surfaces - once anchored, it deals 1d6 electrical damage to any creature that comes into contact with it, and they must make a Reflex save or be knocked prone. Each creature can only be affected once. A live wire may stretch up to 30 ft. across, and remains active for 1 minute before being depleted.
Magnetic Pulsar
When activated, a magnetic pulsar grants the user a +6 bonus to armor class against any attacks made with metal weapons. A magnetic pulsar lasts for 10 minutes before it is depleted.
3rd Level
Flux Inhibitor
A flux inhibitor, when activated, attempts to resist the next 3 hostile spells targeted at the user, as if he possessed spell resistance of 22. Even if the spell is not resisted, it counts towards the limit.
Force Field
A force field may be activated as an immediate action in response to the user being attacked - it immediately negates one melee or ranged attack, as if the attack had missed.
Shock Capacitor
A shock capacitor can be added to any melee weapon, causing it to do an extra 1d6+1 electrical damage. A shock capacitor can be used indefinitely as long as it is prepared.
Synaptic Accelerator
Synaptic accelerator, when activated, immediately allow the user to take one standard action. It may be activated as an immediate action. After using synaptic accelerator, the user is fatigued for the rest of the encounter.
Medicine
1st Level
Revitalization Tonic
When activated, revitalization tonic restores 10 hit points to the user.
Sensory Expander
When activated, sensory expander gives the user a +4 alchemical bonus to Spot and Listen checks for 1 hour.
Smelling Salts
When activated, smellings salts instantly negate sleep effects and unconsciousness in a 20 ft. radius around the user. If the unconsciousness was caused by non-lethal damage, the target has 3 rounds to reduce its total non-lethal damage to less than its hit points - if it does not, it falls unconscious again. If the unconsciousness was caused by being below 0 hit points, smelling salts have no effect.
Topical Anaesthetic
When activated, topical anesthetic gives the user damage reduction 2/- for 10 minutes.
2nd Level
Muscle Builder
When activated, muscle builder gives a +4 alchemical bonus to the physical scores of the user, while applying a -4 alchemical penalty to their mental scores. The effects last for 10 minutes.
Neurological Stimulator
When activated, neurological stimulator gives a +4 alchemical bonus to the mental scores of the user, while applying a -4 alchemical penalty to their physical scores. The effects last for 10 minutes.
Patented Cure-All
When activated, patented cure-all removes disease or poison from its user and cures fatigue or exhaustion.
Reflex Replacer
Reflex replacer allows the user to reroll their Initiative as an immediate action.
3rd Level
Adrenaline Boost
Adrenaline boost, when activated, allows the user to function normally even if at 0 hit points or lower. The user does not die when he reaches -10 hit points, but may operate normally until his hit points total drops to negative two times his constitution score. Adrenaline boost lasts for one minute - if the user is still at -10 hit points or below when its effects are over, he dies. If he is between -1 and -9, he is considered to be dying. If he is at 0, he becomes disabled.
Miracle Cure
When activated, miracle cure restores 30 hit points and restores up to 3 points of ability damage to the user.
Pheromone Enhancer
When activated, pheromone enhancer gives the user a +4 alchemical bonus on Charisma-based checks for 10 minutes.
Reanimation Salve
When activated, reanimation salve creates a zombie or skeleton out of any dead corporeal creature with a skeletal system and no more than 8 HD. The zombie or skeleton obeys any simple commands and lasts for an hour, after which it falls dead and may not be reanimated again.