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Sliprunner
2013-08-27, 10:56 PM
Note: This is my first major Homebrew, expect LOTS of problems especially with balance.

The Inspired Engineer
The Inspired Engineer is normally just the every day commoner that comes across sudden inspiration from the almost perfectly mundane. this inspiration seems to drive them in some form or another to create and question. While no two are inspired the same, a single trend can be found. The first is the production of a machine to carry them through the world as they investigate and learn of their surroundings, the second is an almost impeccable desire to try and recreate what ever inspired them. Be it from building an effigy of a gold dragon, to transforming a mountain into a shining palace.

Interaction with other classes
The Inspired Engineer has a bit of interest in Intellectual classes (Wizards, Archivists, Erudite's, Truenamers, Artificers) for their understanding of the world around them. Bards are also good friends of the Inspired Engineer. Others who are simply there to fight or show power though often get on an Inspire Engineer's nerves. Enough so that it is not uncommon for the Engineer to attempt to "Remove" a significant disturbance (Barbarian). Unfortunately for the Inspired Engineer, most people would rather ignore or stay out of their way. At least unless they have need of the fairly unusual machines the Inspired engineer builds.

Alignment:Normally any non-chaotic
Starting Age: Moderate (As Fighter)
Starting Gold: 5d4x10gp
Hit Dice: d6
Skills Per Level: 4+int (4x 4+int at 1st level)
Class Skills: Appraise (Int), Craft (int), Disable Device (int), Knowledge (Engineering & Architecture) (Int), Profession (Wis), Ride (Dex), Search (Int)

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Inspiration|Salvage|Special

1st|
+0|
+0|
+2|
+0|
1|
-| Inspired Development, Inspiration

2nd|
+1|
+0|
+3|
+0|
2|
16| Engineers Instinct (Constructs/Objects)

3rd|
+2|
+1|
+3|
+1|
3|
32| Crafters Instinct

4th|
+3|
+1|
+4|
+1|
4|
48| Voice of the Machine

5th|
+3|
+1|
+4|
+1|
5|
64| Engineers Instinct (Undead)

6th|
+4|
+2|
+5|
+2|
7|
80| Innovation, Arsenal of Tools

7th|
+5|
+2|
+5|
+2|
9|
96| Crafters Hand

8th|
+6/+1|
+2|
+6|
+2|
11|
112| Engineers Instinct (Plants)

9th|
+6/+1|
+3|
+6|
+3|
13|
128|

10th|
+7/+2|
+3|
+7|
+3|
15|
144| Inspired Work

11th|
+8/+3|
+3|
+7|
+3|
18|
160| Innovation II, Engineers Instinct (Elementals)

12th|
+9/+4|
+4|
+8|
+4|
21|
176| Renown Handicraft

13th|
+9/+4|
+4|
+8|
+4|
24|
192| Crafters Art

14th|
+10/+5|
+4|
+9|
+4|
27|
208| Engineers Instinct (Aberrations)

15th|
+11/+6/+1|
+5|
+9|
+5|
30|
224|

16th|
+12/+7/+2|
+5|
+10|
+5|
34|
240| Innovation III, Crafters Mastery

17th|
+12/+7/+2|
+5|
+10|
+5|
38|
256| Engineers Instinct (Monstrous Humanoids/Magical Beasts)

18th|
+13/+8/+3|
+6|
+11|
+6|
42|
272| Renown Handicraft II

19th|
+14/+9/+4|
+6|
+11|
+6|
46|
288| Dawning Inspiration

20th|
+15/+10/+5|
+6|
+12|
+6|
50|
304| Engineers Instinct (Humanoids/Animals), New Horizons[/table]

Weapon and Armor Proficiency: The Inspired engineer is proficient with all simple weapons and light armor. In addition they are considered proficient with one Siege engine of choice.

-----------

Inspiration
Inspiration points are spent on upgrades for the machine developed by "Inspired Development", a character gains inspiration as per the chart above. Once spent, they may not be reclaimed until the destruction of the machine created by the character. (Inspiration Upgrades will be done Friday)

Inspired Development
The Inspired Engineer chooses one of four thoughts they were inspired by. Upon selection The Inspired Engineer will Build a machine related to the path chosen. Should this machine be destroyed The Inspired Engineer may select a new path to start over, replacing the machine costs 200*(HD*2). If the previous machine was salvaged or is present it only costs 200*HD to replace, but must be the same path and frame.

General Machine Information

Unless otherwise stated all traits and abilities are treated as EX.

The machines are treated as objects, though operate as vehicles. All attacks against them are treated as if attacking an object, such that damage is reduced by hardness and all non-siege ranged attacks only cause half damage. Following standard rules, Any machine size huge and up is made of 10x10 sections, The machines total health is split between each section at players discretion. The actual material the machine is built out of is a combination of wood and iron, as such spells that effect either effect the machine.

During combat, the operator can as a Standard action, fire a weapon system. They can add additional weapon systems by taking a -2 penalty to attack per system. Exact appearance of the machine is left to the character. Outside of this follow vehicle operation rules in (A&E Pg 45). Additionally a DC 10+(Number of Upgrades) Knowledge (Engineering) check will tell what upgrades are installed on the machine.


I'm a Leaf on the wind

Note: Make sure your DM is aware this path involves the acquisition of flying machines
The inspiration of flight, this Machine of this path is more complex then other paths. No machine is built until 3rd level.

Upon selecting this path though, The Inspired Engineer develops a Winged glider pack. This pack weighs 25lb and is made from Wood and Canvas (20 HP, Hardness 2). This can take either the form of a Folding Hanglider or Folding Wingsuit. Regardless of form both hands are required to operate the pack while gliding. You glide 30ft for each 5ft fallen, Treated as having [Poor] maneuverability with 30ft speed. Finally you may only glide with a light load. Producing additional packs costs 250gp.

Upon reaching 3rd Level the Character finally achieves the inspiration needed to design their machine. The machine is one of three base Frames which The Inspired Engineer may modify.
{table=head]Frame|Hit points|Hardness|Size|Flight(Speed/Maneuver)|Crew/Passengers|"Open" weight
Ornithopter|
3d8+20|
5|
Large|
60ft/Average|
1/2|
500lb

Fixed Wing|
3d8+30|
5|
Large|
75ft/Poor|
1/1|
250lb

Blimp|
3d6+20|
3|
Huge|
45ft/Good|
1/3|
750lb[/table]

Additional HD can be added at the cost of 200gp Per HD and 4 hours work. The number of HD may never exceed the number of Inspired Engineer levels of the character. The Quirks of the control system is such that only the creator fully understands them. Anyone else attempting to operate the machine must succeed at a DC (10+Machines HD) Knowledge (Engineering) check to understand how to operate the machine. Failure indicates the character is unable to control the machine

Upon reaching level 3 you may choose one of the following traits.
Efficient Engineering: Choose one inspired upgrade, that upgrade costs 1 point less
Redundant Engineering: Once per day, if damage would reduce the machine to 0hp it is instead reduced to 1hp
Oversized Engineering: The machine becomes one size category larger
Moonshine Engineering: Once per encounter, the machine can release a smoke cloud with a 50ft radius. this acts as a mundane version of the spell "Fog Cloud"

upon reaching level 6 the following changes are applied to the machine.
{table=head]Frame|Hardness|Flight(Speed)|"Open" weight|Modification
Ornithopter|
+2|
+15ft|
+250lb|Improved Maneuverability
Fixed Wing|
+2|
+10ft|
+125lb|Weather Hardened
Blimp|
+2|
+5ft|
+250lb|Siege Mount[/table]
Improved Maneuverability: The Maneuverability of the Ornithopter improves by one step
Weather Hardened: All Wind conditions are treated as one stage weaker, In addition natural lightning will never strike the machine
Siege Mount: A special mount is installed on the machine, Allowing a Single Large Siege engine to be mounted regardless of size limits. (Size Huge if Improved Oversized Engineering trait was chosen, refer to page 100 in DMG for siege engines)

Upon reaching level 9 you may choose one of the following traits.
Improved Redundancy: The machine ignores 5 damage per hit, it can soak 25hp of damage this way each day.
Mega Engineering: The machine gains +2 hardness and +10 HP, Along with armor plating that adds +4 Natural Armor to AC
Improved Efficiency: Increase the HD of the machine by one step
Fireball Engineering: Once per encounter, the machine can add +10ft to its speed for every 1d6 damage it takes. this damage can not be reduced in any way.

Upon reaching level 12 the following changes are applied to the machine.
{table=head]Frame|Hit points|Hardness|Flight(Speed/Maneuver)|"Open" weight
Ornithopter|
+20|
+3|
+10ft/+1 Step|
500lb

Fixed Wing|
+30|
+3|
+10ft/+1 Step|
250lb

Blimp|
+20|
+2|
+10ft/+1 Step|
750lb[/table]

Upon reaching level 15 you may choose one of the following traits.
Redundant Redundancy: The machine is no longer destroyed at 0hp, it is instead destroyed at -10+(HD).
Overcompensating Engineering: The machine gains 1 Siege mount if none, otherwise mounted weapons are counted as one size larger for damage.
Supreme Efficiency: The machine gains +2 hardness and +10hp, Choose one inspired upgrade, that upgrade costs 1 point less
Reckless Onslaught: Once per encounter, the machine gains (HD/4) Extra attacks at Full BAB at the cost of 2d8 damage per Extra attack

upon reaching level 18 the following changes are applied to the machine.
{table=head]Frame|Hardness|Flight(Speed)|"Open" weight|Modification
Ornithopter|
+3|
+15ft|
+250lb|Improved Maneuverability
Fixed Wing|
+4|
+10ft|
+125lb|Weather Hardened
Blimp|
+3|
+15ft|
+250lb|Siege Mount[/table]

Upon reaching level 20 you may choose one of the following traits.
Perfect Engineering: The machine gains a +30ft bonus to move speed, its maneuverability improves by one step, Weather no longer effects the machine.
Warlord Engineering: The machine gains a +3 hardness, +50HP and Choose one mounted weapon, that weapon is considered one size larger for damage.
"I have no Sense of Size" Engineering: The machine becomes one size larger, in addition the machine gains +750lb open weight and +2 passenger capacity.
"Where are we?" (SU): Once per day, the machine may Teleport as per the spell by flying into a cloud bank, They reappear exiting a cloud bank near their destination. In addition any attempt to scry on the location of the Vehicle or owner automatically fails.



The Waves sing a song

Upon selecting this Path the character gains a "Dive Suit" (20hp Hardness 5), This suit allows a Character to dive to a depth of 500ft before suffering depth penalties. It is otherwise treated as a Suit of Splint mail, with the exception of having full body coverage. it also applies a -4 Penalty to spot checks while worn and Weighs 50lb. It costs 250gp to build one of these suits. an Airtank on the suit allows 4 hours breathing underwater before needing refilled on the surface.

Upon selecting this path, the character builds a machine that is one of three frames.
{table=head]Frame|Hit points|Hardness|Size|Move speed|Crew/Passengers|Siege Mounts
Sailing|
1d8+30|
5|
Large|
30ft|
1/4|
2

Paddle|
1d8+40|
5|
Huge|
30ft|
1/5|
1

Powered|
1d6+30|
5|
Large|
45ft|
1/3|
0[/table]
Siege Mount:Refers to a mount capable of housing a Large siege engine, Refer to page 100 in DMG for Siege engines

Additional HD can be added at the cost of 200gp Per HD and 4 hours work. The number of HD may never exceed the number of Inspired Engineer levels of the character. The Quirks of the control system is such that only the creator fully understands them. Anyone else attempting to operate the machine must succeed at a DC (15+Machines HD) Knowledge (Engineering) check to understand how to operate the machine. Failure indicates the character is unable to control the machine.

Upon reaching level 3 may chose from one of the following traits.
Efficient Engineering: Choose one inspired upgrade, that upgrade now costs 1 less inspiration.
Redundant Engineering: Once per day, if the machine would be brought to 0 hp, it is instead brought to 1hp.
Oversized Engineering: The machine becomes one size category larger, in addition it gains 1 Siege Mount
Elegant Engineering: +15ft move speed, can house 1 more passenger

Upon reaching level 6 the following changes are applied to the machine.
{table=head]Frame|Hit points|Hardness|Move speed|Modification
Sailing|
+20|
+3|
+10ft|Storm's a Brewing!
Paddle|
+30|
+4|
+10ft|Full Steam Ahead!
Powered|
+10|
+2|
+10ft|Bring us to bare![/table]

Storm's a Brewing (SU): Once per day, the machine causes wind effects within 1000ft to become one step stronger, along with changing direction to always be pushing the machine. This effect lasts for 3d6 hours.
Full Steam Ahead!: Once per encounter, the paddle can move double speed to preform a Ram. Upon collision the target of the ram takes (Speed/10)d6 of damage.
Bring us to bare!: Once per encounter, the Powered can preform a 90 degree turn to face a broadside to the enemy if a broadside is not already facing. As

part of this action all weapons on board can make one attack at full BAB of the operator assuming the weapon is ready to fire.

Upon reaching level 9 may chose from one of the following traits.
Improved Redundancy: The machine ignores 5 damage per hit, it can soak 25hp of damage this way each day.
Mega Engineering: The machine is counted as one size category larger for determining weapon size.
Improved Efficiency: Increase the HD of the machine by one step.
Artistically Engineering: +15ft move speed, can house 2 more passengers. (Stacks with Elegant engineering)

Upon reaching level 12 the following changes are applied to the machine.
{table=head]Frame|Hit points|Hardness|Size|Move speed|Passengers|Siege Mounts
Sailing|
+20|
+3|
Huge|
+10ft|
+2|
+1

Paddle|
+30|
+4|
Gargantuan|
+10ft|
+2|
+1

Powered|
+10|
+2|
Huge|
+10ft|
+1|
+1[/table]
Note:if the machine is already the size on chart, instead it becomes one step larger

Upon reaching level 15 may chose from one of the following traits.
Redundant Redundancy: The machine is no longer destroyed at 0hp, it is instead destroyed at -10+(HD).
Overcompensating Engineering: The machine gains 2 Siege mounts and becomes one size larger if not colossal (Stacks with Mega and Oversized engineering)
Supreme Efficiency: The machine gains +2 hardness and +10 HP
Breathtaking Engineering (SU): +15ft move speed, There is a 10% chance that any sentient that looks at the ship becomes one step more friendly to its owner

Upon reaching level 18 the following changes are applied to the machine.
{table=head]Frame|Hit points|Hardness|Move speed|Modification
Sailing|
+20|
+3|
+10ft|Into the Storm!
Paddle|
+30|
+4|
+10ft|Iron clad plating
Powered|
+10|
+2|
+10ft|Advanced weaponry[/table]

Into the Storm! (SU): Severe weather never effects the machine, further still there is always a Light wind constantly blowing into the sails.
Iron Clad Plating: The paddle gains a +8 Natural Armor to AC, All personnel on deck are considered to have full cover against attacks from outside the vessel. Arrow Slits/Firing ports are present.
Advanced Weaponry: all mounted Indirect fire siege engines gain 5x normal range increment, all other weapons gain 3x normal range increment. A spotting system reduces spot penalty to -1 per 100ft of distance.

Upon reaching level 20 may chose from one of the following traits.
Perfect Engineering (SU): +30ft Move speed, Light seems to shimmer around the ship, providing a 20% miss chance against all ranged attacks
"I have no sense of Scale" Engineering: The machine gains 2 additional Siege mounts, Improve its Hit Dice by one size
Experimental Engineering: The machine becomes Sealed, it is capable of submerging to 500ft without issue. It has a "Swim" speed = its move speed, onboard air lasts 18 Hours.
"Its just a Ghost" (SU): Once per week, the machine may as a 10 minute action, fade into a cloud of mist that appears around it. It may then teleport as per the spell, itself and all on board to any Port or Cove. this is treated as CL 20



The Earth calls to me

Upon selecting this path, the character creates a machine from one of three frames.
{table=head]Frame|Hit points|Hardness|Size|Move speed|Crew/Passangers
Wheeled|
1d8+20|
5|
Large|
60ft|
1/4

Tracked|
1d8+40|
5|
Large|
30ft|
1/2

Half Track|
1d8+30|
5|
Large|
45ft|
1/3[/table]

Additional HD can be added at the cost of 200gp Per HD and 4 hours work. The number of HD may never exceed the number of Inspired Engineer levels of the character
The Quirks of the control system is such that only the creator fully understands them. Anyone else attempting to operate the machine must succeed at a DC (10+Machines HD) Knowledge (Engineering) check to understand how to operate the machine. Failure indicates the character is unable to control the machine

Upon reaching level 3 you may choose one of the following traits.
Efficient Engineering: Choose one inspired upgrade, that upgrade costs 1 point less
Redundant Engineering: Once per day, if damage would reduce the machine to 0hp it is instead reduced to 1hp
Oversized Engineering: The machine becomes one size category larger
Moonshine Engineering: Once per encounter, the machine can release a smoke cloud with a 50ft radius. this acts as a mundane version of the spell "Fog Cloud"

upon reaching level 6 the following changes are applied to the machine.
{table=head]Frame|Hit points|Hardness|Move speed|Modification
Wheeled|
+5|
+1|
+15ft|All Terrain Tires

Tracked|
+15|
+3|
+5ft|Siege Mount

Half Track|
+10|
+2|
+10ft|Towing Capacity[/table]
All Terrain Tires: The machine dose not suffer penalties for rough or difficult terrain
Siege Mount:Refers to a mount capable of housing a Large siege engine, Refer to page 100 in DMG for Siege engines
Towing Capacity: The half track is capable of towing a Trailer/Wagon as if it were 8 horses

Upon reaching level 9 you may choose one of the following traits.
Improved Redundancy: The machine ignores 5 damage per hit, it can soak 25hp of damage this way each day.
Mega Engineering: The machine gains +2 hardness and +10 HP, Along with armor plating that adds +4 Natural Armor to AC
Improved Efficiency: Increase the HD of the machine by one step.
Fireball Engineering: Once per encounter, the machine can add +10ft to its speed for every 1d6 damage it takes. this damage can not be reduced in any way.

upon reaching level 12 the following changes are applied to the machine.
{table=head]Frame|Hit points|Hardness|Size|Move speed
Wheeled|
+10|
+1|
Huge|
+15ft

Tracked|
+30|
+3|
Huge|
+5ft

Half Track|
+20|
+2|
Huge|
+10ft[/table]
Note:You are not required increase size, this is optional

Upon reaching level 15 you may choose one of the following traits.
Redundant Redundancy: The machine is no longer destroyed at 0hp, it is instead destroyed at -10+(HD).
Overcompensating Engineering: The machine gains 1 Siege mount if none, otherwise mounted weapons are counted as one size larger
Supreme Efficiency: The machine gains +2 hardness and +10hp, Choose one inspired upgrade, that upgrade costs 1 point less
Reckless Engineering: Once per encounter, the machine gains (HD/4) Extra attacks at full BAB at the cost of 2d8 damage per Extra attack

upon reaching level 18 the following changes are applied to the machine.
{table=head]Frame|Hit points|Hardness|Move speed|Modification
Wheeled|
+5|
+1|
+15ft|Roll Cage

Tracked|
+15|
+3|
+5ft|Heavy Armor

Half Track|
+10|
+2|
+10ft|Mine Laying[/table]
Roll Cage: Everyone on board is treated as having Partial cover against external attacks.
Heavy Armor: Everyone on board is treated as having full cover against external attacks. Arrow slits/Firing ports are available.
Mine Laying (SU): 5 times per day the half track can produce 3 Blast Disks (MIC, pg152)

Upon reaching level 20 you may choose one of the following traits.
"Land Ship" Engineering: The machine becomes colossal in size, regardless of prior size, it Gains 2 Siege mounts
"Watch This!" Engineering: The machine gains +30ft to speed, it gains a ram, dealing (Speed/10)d8 damage against anything in the path of its movement. Deals (Speed/10)d6 damage to the machine in return for each object hit. (Treat as Trample)

Perfect Engineering: The machine gains +30hp +2 hardness, it gains "Self Repair 5" (Treat as fast healing). Select one type of upgrade, all upgrades of that type cost 1 less inspiration.
Walker Engineering: The machine becomes a Powered armor, losing all passengers. In return it gains "Self Repair" 5, in addition it is treated as a construct if it is advantageous for effects.


I Sing my own Tune (WIP, NOT BALANCED YET)

Upon selecting this path, the character creates a machine from one of Three frames.
{table=head]Frame|Hit points|Hardness|Size|Move speed
Exosuit|
1d8+10|
5|
Medium*|
40ft

(To be Added)|
---|
---|
---|
---

Cybernetic|
--|
3|
--|
--[/table]

Exosuit: This is an Exoskeleton structure built to allow expedition into underground environments, it is built specifically to handle smaller spaces and situations. It takes two Full round actions to "Don" the Exosuit, though only a Move action to exit. While "Worn" you are treated as if wearing Exotic armor, The creator is automatically considered proficient with its use. The wearer can't preform fine manipulation of objects while wearing the suit, This includes objects such as door knobs, tool sets, magic items (if they require physical touch) or other such items.
Note- Exosuit MUST BE destroyed before you can attack the wearer, Unless the wearer designates it as an "Open" exosuit. This allows attacks against the wearer directly at a -8 penalty with piercing weapons only. In addition this allows the wearer to do fine manipulation of objects without leaving the suit.

Cybernetic: Instead of building a machine, you take to modifying yourself. Your HD improves by one step, Further more you only require 4 hours rest and gain Low light vision. Any armor worn must be modified as if for an unusual creature. However you gain "Hardness" as if you were an object, as per the chart above. Its size is your own size and its speed is your own speed.

Additional HD can be added at the cost of 200gp Per HD and 4 hours work. The number of HD may never exceed the number of Inspired Engineer levels of the character- This doesn't apply to the Cybernetic "Frame"
Only the Exosuit may be operated by others, to which it requires the wearer to have exotic armor proficiency or succeed at a DC (10+Upgrades) to operate.

Upon reaching level 3 you may choose one of the following traits.
Efficient Engineering: Choose one inspired upgrade, that upgrade costs 1 point less
Redundant Engineering: Once per day, if damage would reduce the machine to 0hp it is instead reduced to 1hp
Oversized Engineering: The Machine is TREATED as if one size category larger for effects.
Moonshine Engineering: Once per encounter, the machine can release a smoke cloud with a 50ft radius. this acts as a mundane version of the spell "Fog Cloud"

upon reaching level 6 the following changes are applied to the machine.
{table=head]Frame|Hit points|Hardness|Move speed|Modification
Exosuit|
+5|
+2|
+5ft|Hydraulic Strength

Cybernetic|
+10|
+1|
+10ft|Reinforced Health[/table]
Hydraulic Strength: The Exosuit gains Hydraulic Augments, the Exosuit is treated as having Strength 24 whenever it is required.
Reinforced Health: The Cybernetic has modified themselves enough that they are healed 1/2 by any repair spells. In addition they gain Immunity to poison.

Upon reaching level 9 you may choose one of the following traits.
Improved Redundancy: The machine gains +20 HP and Self Repair 1 (Treat as Fast Healing for Cybernetic), This is Stopped for 1d4 rounds by Electricity damage.
Mega Engineering: The machine gains +2 hardness and +10 HP, Along with armor plating that adds +4 Natural Armor to AC
Improved Efficiency: Increase the HD of the machine (Or Cyborg) by one step.
Fireball Engineering: Once per encounter, the machine can add +10ft to its speed for every 1d6 damage it takes. this damage can not be reduced in any way.

upon reaching level 12 the following changes are applied to the machine.
{table=head]Frame|Hit points|Hardness|Move speed
Exosuit|
+10|
+2|
+5ft

Cybernetic|
+20|
+1|
+5ft[/table]
Note:You are not required increase size, this is optional

Upon reaching level 15 you may choose one of the following traits.
Redundant Redundancy: The machine gains +20hp and Self Repair 2, This stacks with Improved Redundancy
Overcompensating Engineering: The machine gains 1 Siege mount if none, otherwise mounted weapons are counted as one size larger
Supreme Efficiency: The machine gains +2 hardness and +10hp, Choose one inspired upgrade, that upgrade costs 1 point less
Reckless Engineering: Once per encounter, the machine may gain up to (HD/4) Extra attacks at full BAB at the cost of 2d8 damage per Extra attack.

upon reaching level 18 the following changes are applied to the machine.
{table=head]Frame|Hit points|Hardness|Move speed|Modification
Exosuit|
+5|
+2|
+5ft|Remote Frame

Cybernetic|
+10|
+1|
+10ft|Cerebral Upgrade[/table]
Remote Frame: The Exosuit may now be controlled remotely by the creator. This has a Range limit of (150ft per HD), In addition to spend an action controlling the exosuit requires the creator to spend the same action.
Cerebra; upgrade: The Cybernetic now receives full healing from repair spells. In addition he is considered to be Type:Construct whenever it is to his advantage.

Upon reaching level 20 you may choose one of the following traits.
(WIP UNFINISHED)


Engineers Instinct (EX)
Starting at level 2, The Inspired Engineer has an instinct feel for how things work. But beyond that he has feel how parts fit together. He gains a Salvage pool Equal to 16*(Class Levels+Int Mod). When the inspired engineer attacks a Construct or object, he can add an Additional 1d8 damage per 2 class levels. This expends points from his Salvage pool equal to the damage dealt. In addition, He can instead as a full round action, repair 1d8 damage per 2 class levels. Expending points equal to the amount repaired.

Both the bonus damage and repair points are capped at the maximum points in the pool. The engineer may as a Full round action, Salvage 1d4 points per HD from the body of a construct or 1d4 per 100gp value of an object. Replenishing his Salvage pool by an equal amount. However, if at the start of a new day he has no points in his pool, he gains 2*(Class levels+int mod) points in the pool. This represents scraps he recovers throughout the day.

At Level 5, This ability effects Undead. As the Engineer finds similarities in their form to Constructs.
At Level 8, This ability effects Plants. As the Engineer realizes how the parts of a plant work together.
At Level 11, This ability effects Elementals. As the Engineer see's the essence that holds them together.
At Level 14, This ability effects Aberations. The Engineer coming to see sanity in the madness of form.
At level 17, This ability effects Monsterous Humanoids/Magical Beasts. The Engineer finds life runs like clockwork.
At level 20, this ability effects Humanoids/Animals. The Engineer see's the world as machines, Living and Non

Crafters Instinct (EX)
A Inspired Engineer has gained an instinctive feel for how to work metals and shape wood. This grants a +2 bonus to craft checks, in addition any weapon or armor crafted automatically has the masterwork condition if the crafting DC was beaten by 15. This only applies to mundane crafting. In addition they can oversee large construction projects, reducing total construction cost by 10% due to instinctively knowing how to work with the environment.

At level 7, This becomes Crafters hand, Granting a +4 bonus to craft checks, in addition the Inspired Engineer may produce a clockwork pocket watch for 100gp that always has the correct time. These may be sold for 120gp

At level 13, This becomes Crafters Art, Granting a +6 bonus to craft checks, in addition any mundane object created by the Inspired Engineer is automatically masterwork.

At level 16, This becomes Crafters mastery, Granting a +8 bonus to craft checks, in addition the Inspired Engineer any time the engineer may take 20 on a craft check with no increase in time.

Voice of the Machine (SU)
The Inspired Engineer gains the ability to Speak with any object or construct, They may ask simple questions and receive simple answers. To anyone listening this sounds as if the character is talking complete gibberish to thin air, even comprehend languages is unable to understand. This ability is Treated as a special language only understood by those with this ability, all attempts to teach it to others fails.

Innovation (EX)
At 6th, 11th and 16th Level, The Inspired Engineer receives renewed inspiration. This increases inspiration gain by 1 point. In addition, the character may select one upgrade their machine is eligible to receive. The machine receives the upgrade for free.

Arsenal of Tools (EX)
The Inspired Engineer Has a nearly impossible knack for always having the right tool, when ever they require a tool for a job they are always considered to have that tool on hand unless it would be otherwise impossible for them to acquire the tool. This ability is suppressed by stripping the character of tools, This takes 1d6 Minutes and generates 4d6 of "Assorted" tools which are considered useless to anyone other then The Inspired Engineer. This ability remains suppressed until at least half of the assorted tools are reacquired by the class or they gain a chance to shop.

Inspired Work (SU)
The Inspired Engineer becomes inspired by life around him. Seeking a way to return some of the inspiration to life, they can create Effigy's of animals. At the cost of 1,250gp and 1 day's work per HD they can create a Effigy of any standard (Non-templated) animal. It is treated as if it had the Living construct type but otherwise maintains the same stats as the original creature. These creatures are considered to automatically be Friendly with the creator, otherwise they act the same as the original animal. Note: Created effigy's are not under the creator's control, it costs an additional 750gp per HD to make them controlled.

Renown Handicraft
The Inspired Engineer's work has become someone well known among various traders. Anything produced and sold by the engineer sells for 10% higher cost. In addition, he receives a 10% discount on materials for crafting when in a city that knows his handiwork.

At level 18, The Inspired Engineer has become Extremely well known among even distant lands. Anything produced and sold by the engineer sells for 25% more. In addition, He will receive word that guild seeks to recreate his works. Allowance of this grants the inspired engineer 7,500gp in Royalties each month. Along with being able to call upon 72 hours of free labor once a week when constructing large projects.

Dawning Inspiration (SU)
The Inspired Engineer is on the verge of realizing his calling. A nagging yearning feeling as if they were just to discover something. Three times per day as a standard action, they can ask a single question to anything and receive a response. This ability is considered mind effecting against living creatures, an unwilling creature receives a DC 15 Will save if they succeed they may choose not to answer or provide a false answer. This ability works irrespective of language. The question may only be related to a puzzle or a riddle

New Horizons (SU)
Finally coming to realization of their true inspiration, with the desire to bring this inspiration to others. The Inspired Engineer expands their inspired work ability to include Dragons, Humanoids, Monstrous Humanoids, Fey and Magical Beasts. In addition to this the character gains access to a small demi-plane with a radius of 500ft, this demi-plane is a recreation of a small bit of the characters favorite place. By spending 25,000GP and one week's work the character builds a medium sized gateway to this demi-plane. The demi-plane can only be access by this demi-plane, upon entering this demi-plane the character no longer ages but can no longer return to the material plane.The Gateway is brought with him to the demi-plane and is now capable of going to any other Astral Plane. Note: upon traveling, the character's vehicle if intact is teleported to him.

Sliprunner
2013-08-27, 10:57 PM
INSPIRATION UPGRADES
Inspiration upgrades are the primary power of the frames, they are divided into 4 Categories.
Initial Cost: The cost to buy each upgrade of that type, Some upgrades can have multiple units
Upgrade Cost: The cost to upgrade the effect of that type. See Example

Example: You buy a medium weapon upgrade, it deals 1d8 damage, Paying an additional 2 points (4) it deals 2d8
MUNCHKIN SPOILER: Any Upgrade that would be reduced to 0 cost by "Efficient Engineering" is not a Valid choice for the "Efficient Engineering". If you still wish to do this anyway, Talk to your DM.

OFFENSIVE

{table=head]Upgrade|Initial Cost|Upgrade Cost|Damage|Range increment|Rate of Fire
Light Weapon|
1|
+1|
1d6/P|
100ft|
-

Medium Weapon|
2|
+2|
1d8/P|
80ft|
1

Heavy Weapon|
3|
+3|
1d10/P|
60ft|
2

Elemental Weapon|
2|
+3|
See Text|
80ft|
1

Melee Weapon|
1||
+2|
See Text|
-|
-

Long Range Modification|
+2 Per Weapon|
+1 Per level|
-|
+20ft|
-

Rapid Fire Modification|
+5 Per Weapon|
-|
-|
-|
-1

Poison Modification|
+2 Per Weapon|
+-|
-|
-|
-[/table]
Rate of fire: - means the weapon can be fired as many attack actions as you possess, 1 means the weapon can be fired once per round, 2 means the weapon can be fired every other round.

The ranged weapons are considered the correct size for all branches, any ability that upgrades the size of the weapon merely advances the damage to the next Die (1d4->1d6->1d8->1d10->1d12)

Melee Weapon: This upgrade provides the machine with a single simple melee weapon, upon upgrade it provides a single martial, the third upgrade provides an exotic. This upgrade may only be applied to the Special branch, Further still this upgrade may only be done once per arm.

Elemental Weapon: This weapon dose 1d6 of one four elemental types, Fire, Cold, Electricity, Acid. The Type is chosen at the time the upgrade was taken. The type can be changed with 8 hours work. By paying the upgrade cost only you can choose to have have this elemental damage added to an existing weapon rather then a separate weapon.

Long Range Modification: This upgrade adds 20ft range to the weapon modified by it, This is increased by another 20ft per level of upgrade put on. NOTE-You may not have Both Long Range and Rapid Fire modifications on the same weapon.

Rapid Fire Modification: This improves the weapons fire rate by one step, For a Medium weapon this allows it to fire as many times per attack actions you have. For heavy weapons it allows one shot a round, instead of one shot every other round.

Poison Modification: This Allows the weapon to have an injury poison attached, the poison must be one known by the character and readily available. Consult with your DM to determine what is considered a readily available poison.


DEFENSIVE

{table=head]Upgrade|Initial Cost|Upgrade Cost|Effect
Armor Plating|
1|
+2|+1 "Armor" Bonus
Protective Plates|
1|
+1|See Text
Spell Plates|
4|
+4|SR=(Spell Plates*4)
Reinforced Plates|
1|
+1|+10 HP to Frame
Shield Plates|
5 for Partial|
+5 for Full|Provides Cover to riders
Environmental Control|
2|
+1|See Text[/table]

Armor Plating: This provides a +1 bonus to Armor, each successive upgrade increasing this by 1.

Protective plates: Provides a 1 resistance to a specific element (Except force) per level. If resistance is desired for two elements, one must purchase two separate plate's.

Spell Plates: This provides Spell resistance equal to (4*# Spell Plates), This SR caps at 20.

Reinforced Plates: This provides +10hp to the frame, At 10 upgrades this allows you to expand the machine by one size category.

Shield Plates: The first upgrade provides partial cover to all crew and passengers on board the machine, the second upgrade provides full cover. This upgrade dose NOT provide firing ports/Arrow slots. At full cover everyone inside takes a -4 spot penalty to observe surroundings, As a move action one can expose them self from the machine. This provides only partial cover but removes spot penalty and allows passengers to attack with their own weapons.

Environmental Control: This upgrade provides limited protection against the environment. the first upgrade allows a 10 degree's greater difference in heat and cold before it is considered extreme, in addition each further upgrade expands this range by 10 degree's.


UTILITY

{table=head]Upgrade|Initial Cost|Upgrade Cost|Effect
Lights|
1|
+1 per unit|Provides 60ft cone of light
Black Lights|
2|
+1 per side|See Text
Passenger Slots|
-|
+1|Adds one passenger slot
Crew Slot|
-|
+2|See Text
Cargo Capacity|
-|
+2|Expanded Cargo*
Engine Upgrade|
1|
+2|+10ft to Movement[/table]

Lights: This provides a 60ft cone of light in the direction it is mounted on, if another light is mounted on the same direction the cone extends by 20ft. These lights may be turned on and off as a free action, they run for 12 hours before requiring 4 hours time in bright light (Sunlight perfected) to recharge.

Black Lights: Is an Alchemical light source that spreads out in a 30ft cone from the vehicle, the light generated only provides dim lighting. While not bright, it is unusual in that the light is only seen from near the source. These lights may be turned on and off as a free action. They run for 12 hours before requiring 4 hours of bright light to charge.

Passenger slot: This provides a passenger slot for the vehicle. The extent to which the passenger can act depends on the design of your vehicle. This can represent a seat for them to sit in, or it may represent enough open room for them to be on board. Note: Feel free to install an Ejection button

Crew Slot: This provides one additional crew member. You can assign weapons to this crew member who can operate them independently of the driver. Once these weapons are assigned to that crew slot they are only useable by that crew slot. Due to complexity of controls, the inspired engineer must spend 2 hours per system assigned instructing someone how to use them. Otherwise they must succeed at a DC 10+(Weapon Systems*2) Knowledge engineering check to use the equipment.

Cargo Capacity: For air units this provides +250lb open weight, for Sea vessels this provides +750lb Cargo Room, for land machines this provides +500lb tow capacity. Special branch is unable to acquire this upgrade.

Engine upgrade: This upgrade provides a +10ft increase to a base movement speed of the vehicle, Exception: This can not be applied to the Digger Upgrade


SPECIAL

{table=head]Upgrade|Initial Cost|Upgrade Cost|Effect
Stow able|
3|
-|See Text
Digger|
5|
+5|+10ft burrow speed*
Plow|
3|
+2|See Text
Air Tight*|
-|
+3|See Text
Self Repair|
3|
+3|See Text[/table]

Stow able: As a one minute action the machine may be packed into a 5x5x5 Cube weighing (HD*20)LB, This is considered a SU trait. As such when suppressed the machine may not be packed or unpacked.

Digger: This is only available to the Special branch, This adds a 10ft burrow speed that leaves behind a tunnel usable for 1d4 hours. by traveling at 1/2 speed this tunnel can be anchored to last for 2d12 hours. This tunnel is as large as the machine used to dig it. This is only usable to dig through Soft dirt, Once burrow speed reaches 30ft it is capable of drilling through soft stone, at 50ft it is capable of breaking hard stone.

Plow: This allows for large volumes of dirt to be moved, in addition it counts as cover in the front. At first upgrade it provides no cover, At second upgrade it provides partial cover to the front, at third upgrade it provides full cover. The plow is considered separate from the vehicle, it has (Hardness of vehicle) and (10*1/2hd of vehicle) HP. This plow can only be mounted on Land based machines.

Air Tight: This upgrade can only be applied to a vehicle with full cover. This provides an airtight seal on the machine with air that will last 20 hours while sealed. It takes a full round action from all crew to seal the machine, although only a free action is required to re-open. While sealed no airborne hazards threaten the crew.

Self Repair: This provides 1 point of Self repair, which functions as fast healing for the machine. This upgrade is capped at self repair 5, though stacks with any other traits or effects that provide self repair.


Change Log
8/27: Posted Class
8/28: Updated errors in tables, Knack spelling fixed, brought to d8's
8/30: Added Inspired Upgrades, Working on refocusing Class abilities
9/13: MAJOR update

Amridell
2013-08-28, 01:43 AM
Biggest issue I see is simple: repairman's Nack is too weak. 1d4 once a day means a lot of time spent in town, the party doing nothing while the engineer gets his crap together. You might want to increase this to either 1d10 and keep the per day system, or get rid of the per day system and keep it at 1d4. Otherwise, very nice class! I like steampunk D&D things, so this is fun to see. Have you thought about adding guns to it? Not sure if you want to or not.

Edit: May want to rewrite the directions for the machine, I'm a bit confused on what they are, and what they do. Add something you can use in a dungeon environment (an exoskeleton, for instance, would perform very well), too, many adventurers will find a wing suit fairly useless underground, and a car is never going to fit through the tunnels.

BWR
2013-08-28, 02:30 AM
Nitpick: it's spelled 'knack'

Sliprunner
2013-08-28, 10:48 AM
Thanks for responding already


Biggest issue I see is simple: repairman's Nack is too weak. 1d4 once a day means a lot of time spent in town, the party doing nothing while the engineer gets his crap together.

Main reason I left it so low is because I saw the potential to use it with the machine to quickly restore health, though I guess starting off its fairly useless. I've bumped it up to 1d8.


Have you thought about adding guns to it? Not sure if you want to or not.

I've been debating on it, I've still got to put in the inspired upgrades. Then I'll figure out if I want to bring guns in.


May want to rewrite the directions for the machine, I'm a bit confused on what they are, and what they do. Add something you can use in a dungeon environment (an exoskeleton, for instance, would perform very well), too, many adventurers will find a wing suit fairly useless underground, and a car is never going to fit through the tunnels.

I added a general statement on the vehicles, though I'm not entirely sure how to write it up. As for dungeon crawling, I'll see what I can come up with. The primary use of this class was to be overland/sea campaign, so I might just create a special category with frames that can fit in a dungeon environment. Considering I have a few frame idea's that don't fit in any of the other three.

Amridell
2013-08-28, 02:29 PM
I added a general statement on the vehicles, though I'm not entirely sure how to write it up. As for dungeon crawling, I'll see what I can come up with. The primary use of this class was to be overland/sea campaign, so I might just create a special category with frames that can fit in a dungeon environment. Considering I have a few frame idea's that don't fit in any of the other three.

Ah, if it's designed more specifically, that's your choice, then. I really think this class has a ton of potential and want to see it go forward, it's such a cool premise. The biggest issue I see is that he'd be really nice and useful with his vehicle, but away from it, he'd fall apart. Perhaps he could keep his original vehicles or something.

DMwithoutPC's
2013-08-28, 02:39 PM
No real questions, I just wanted to say this really reminds me of Girl Genius...
I like it, would love to see it play sometime! (I'm ussualy GM, so I probably won't play it)

Jakob

Zjordan85
2013-08-29, 12:38 PM
See Combat Engineer link in my Sig, I welcome you to steal and convert anything you may like or find useful.

Sliprunner
2013-08-30, 03:55 PM
Added inspired upgrades, in the process of reworking class abilities and developing a 4th branch. Currently looking to combine salvage and repairman's knack into a single (and significantly more useful) ability.

WyvernLord
2013-08-30, 10:36 PM
Is there any chance for an upgrade to make you go faster?

Just a thought.

b300mussolini
2013-09-05, 12:10 AM
hey man it is your engineering buddy here. Just thought i would post a bit of the changes we talked about the other day. if you use what we talked about it is up to you just thought you might want a copy you had away of getting your hands on

1)arsenal of tools to be moved up to somewhere in the first 5 levels
2) combining knack and salvage into one thing that had a pool base.
Total point max = old total point max + new inspired engineer lvl + int mod

we where using it at level 3 and the guy had a int mod of +2 as are example, so here is the list for that:
lvl 3= 5
lvl 4= 11
lvl 5= 18
lvl 6= 26
lvl 7= 35
lvl 8= 45
lvl 9= 56
lvl 10= 68
lvl 11= 81
lvl 12= 95
lvl 13= 110
lvl 14= 126
lvl 15= 143
lvl 16= 161
lvl 17= 180
lvl 18= 200
lvl 19= 221
lvl 20= 243

lvl 3- constructs and objects
lvl 6- elemental and undead
lvl 9- plants and ozoes
lvl 12- outsiders and aberations
lvl 15- the living (- chaos beasts)
lvl 18- ?

1d4 per point for break or repair

point recovery from surroundings & monsters = ?, time need = ?

at the beginning of each day if there are no points in the point he auto recovers 10 points

3)possible feat to increase the break/repair dice, gain more inspiration points, change higher level rewards, tools = weapons, etc

Sliprunner
2013-09-13, 01:36 PM
Just gave a large update to the class as I had failed to do so last friday.
It now has some functionality without its machine!

Morph Bark
2013-09-16, 03:35 AM
I'd shuffle some abilities around a little to fill up the dead levels.

Also, the reasoning behind Engineer's Instinct working on creatures other than constructs seems... wonky at best. Especially since none of their other abilities or skills indicate any biological knowledge of any sort.