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View Full Version : D&D 3.x Class The Engineer (E6 Project v3, PEACH)



Gnorman
2016-04-03, 05:29 AM
The Engineer (E6)

Designer's Notes:
Okay! Inventions done!

The Engineer. More than any other class I've designed, this one's my baby. It started out as an artificer, and eventually turned into the steampunk dynamo you see before you. The Engineer, by virtue of her inventions, is incredibly versatile. She can be a mad bomber one day, an ironclad mechknight the next (although with her low hit dice, she's not the best at wading into melee), and a stealthy trapsmith the day after that. I've been toying with a lot of interesting builds with this new iteration (warforged engineers are especially fun), and I hope you will find the possibilities intriguing as well!

One major change from v2 to v3 here: the Engineer now automatically gets grenades, a healing flask, and a pistol. As I looked over the previous iteration of this class, I noticed that a lot of abilities focused around guns, grenades, and miracle potions, so I thought, hey, why not streamline this and give it to the Engineer as a base class feature? I think the inventions are a little more elegantly designed this time around, with clear categories and effects.

Archetypes are unchanged from the last version. The Cannoneer is best at gunplay, the Sawbones is a competent healer and melee damage dealer, and the Tinker is a bit of a tank, sharing damage with her clockwork buddy.

One other thing I toyed with in this version is turning the Engineer into multiple classes, specifically: the Engineer (bombs, gadgets), the Agent (guns, gadgets), and the Mech Knight (giant armor, gadgets). A dedicated combat class could be fun, as could a steampunk super-spy. But until I take that on, the Engineer is a little bit of all of those archetypes. As such, it may be a little too good, so I'd love second opinions on it.

HD: d6
Class Skills: Appraise, Craft, Disable Device, Forgery, Heal, Knowledge (architecture and engineering), Knowledge (dungeoneering), Knowledge (local), Knowledge (nature), Listen, Open Lock, Profession, Search, Spot, Survival
Skill Points: 4 + Int per level (4x at 1st)



Level
BAB
Saves
Special
Inventions Per Day






Fort
Ref
Will

1
2
3


1st
+0
+2
+2
+0
Archetype Power (Lesser), Inventions, Signature Contraptions
2
-
-


2nd
+1
+3
+3
+0
The Knack
3
-
-


3rd
+2
+3
+3
+0
Archetype Power (Moderate)
3
1
-


4th
+3
+4
+4
+1
Jury Rigging
3
2
-


5th
+3
+4
+4
+1
Bombardier
3
2
1


6th
+4
+5
+5
+2
Archetype Power (Greater), Pinnacle of Resourcefulness
3
3
2



Proficiencies: The Engineer is proficient with light armor and bucklers. She is also proficient with simple weapons, plus the handaxe, hand crossbow, light hammer, light pick, repeating heavy crossbow, repeating light crossbow, firearms, and any armament she prepares.

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. She may prepare a number of inventions per day as listed in the table above, though she may only prepare each individual invention once each day. 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, she 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 typically requires a standard action. Unless otherwise noted, an Engineer's inventions only function when used or wielded by the Engineer herself.

Preparing inventions requires one hour of dedicated work, and may only be done once every twenty-four hours.

Signature Contraptions: While the tools of the Engineer vary wildly, even the most rudimentary Engineer has access to three signature contraptions. Some of her other inventions modify these signature contraptions, causing her grenades to do acid damage, for example, or turning her flintlock into a revolver.

Flintlock Pistol: A flintlock pistol is a light one-handed firearm that deals 1d8 piercing damage (1d6 for a Small creature), has a critical modifier of 20/x3, and a range increment of 20'. It weighs four pounds. It may fire one round before reloading, which requires a standard action. Reloading a flintlock pistol requires black powder and bullets.

Grenade Belt: As a standard action, the Engineer can remove a grenade from her belt and throw it as a splash weapon with a range of 20'. Targets hit directly by the grenade take 1d6 fire damage, plus additional damage equal to the Engineer's Intelligence modifier. The grenade's splash damage is equal to the minimum damage of a direct hit. A successful Reflex save (DC = 10 + 1/2 the Engineer's level + the Engineer's Intelligence modifier) halves the splash damage, but not the direct hit damage. At 3rd level, and again at 5th, the damage of the Engineer's grenades increases by 1d6 (i.e. her grenades deal 2d6 + Int modifier at 3rd level, and 3d6 + Int modifier at 5th).

The Engineer can throw a number of grenades per day equal to 3 + her class level.

Restorative Flask: An Engineer's Restorative Flask contains the results of her forays into medicine, chemistry, and biology. Drinking from the Flask, a standard action that provokes attacks of opportunity, grants the Engineer fast healing 1 for one minute. This increases to fast healing 2 at 4th level.

The Engineer can drink from her Restorative Flask a number of times per day equal to 1 + half her class level.

The Knack: The Engineer reduces the cost (both the price of raw materials and time required) of crafting mundane and alchemical items by 25%. She may also craft alchemical items even though she is not a spellcaster.

Jury Rigging: Once per day, the Engineer may immediately regain the use of one invention that she has already depleted for the day. Alternatively, she may choose to restore three uses of her grenade belt, or two uses of her restorative flask.

Expert Bombardier: Whenever the Engineer throws a grenade and hits a target directly, she may immediately make one additional attack against any creature adjacent to the original target. If the second attack succeeds, the second target takes damage as if it was hit directly.

In addition, the Engineer may choose to omit certain squares from the splash radius, as she sees fit.

Pinnacle of Resourcefulness: Once per day, the Engineer may activate any invention as a standard action, even if she does not have it prepared. The invention functions for its normal duration, or a maximum of six rounds, whichever is shorter.


Archetypes:

Cannoneer

Lesser Archetype Power: A cannoneer may reload a one-handed firearm as a move action, and a two-handed firearm as a standard action. In addition, a cannoneer may prepare one bonus invention from the Firearms or Explosives disciplines.

Moderate Archetype Power: A cannoneer can perform certain combat maneuvers with a ranged weapon. She may make disarm, sunder, and trip attempts within the first range increment of her weapon. She does not provoke attacks of opportunity for doing so. If the combat maneuver would require her to make a Strength check, she uses her Dexterity modifier instead.

Greater Archetype Power: A cannoneer can deliver her grenades with a ranged attack. If the attack is successful, the target takes damage from the ranged attack, as normal, and then also suffers the ill effects of a direct hit, but there is no splash radius. In addition, a cannoneer may now reload a one-handed firearm as a swift action, and a two-handed firearm as a move action.


Sawbones

Lesser Archetype Power: A sawbones' allies may benefit from her Restorative Flask. She must be adjacent to the ally in order to administer it. In addition, a sawbones may prepare one bonus invention from the Chemistry or Medicine disciplines.

Moderate Archetype Power: A sawbones becomes immune to disease, both mundane and supernatural. She also gains the sneak attack progression (http://www.d20srd.org/srd/classes/rogue.htm#sneakAttack)of a rogue of her class level -2.

Greater Archetype Power: As a full-round action that provokes attacks of opportunity, a sawbones can perform a Heal check on any adjacent creature that has died within the last three rounds. If the sawbones succeeds on the check (DC equal to 20 + the HD of the creature), the creature is brought back to life, stabilized at -1 hit points. This ability may only be used 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 a 1st-level astral construct (http://www.d20srd.org/srd/psionic/monsters/astralConstruct.htm), though made of mundane metal rather than ectoplasm. The special ability selected for the construct is permanent until a new companion is created. A tinker may create a new companion by spending 8 hours "building" one, and must spend that time initially to gain the services of her first companion. She may repair her companion with a Craft check (Armorsmithing, Blacksmithing, Sculpting, or another deemed appropriate) that takes one hour; this heals her companion of hit points equal to the check result -10. The tinker's construct companion may use any armament prepared by the Engineer, and is considered proficient in its use. In addition, a tinker may also prepare an extra invention per day from either the Mechanics or Smithy discipline.

Moderate Archetype Power: A tinker's construct companion is now treated as if it were a 2nd-level astral construct. The tinker may now choose to split any damage taken by her or her construct companion. The original recipient of the damage may redirect up to half of the damage received, rounded up, to the other member of the pair. For example, if the tinker was subject to an attack dealing 7 damage, she could choose to redirect anywhere between 1 and 4 points of that damage to her construct companion. The tinker and her construct companion must be adjacent to one another to use this ability.

Greater Archetype Power: A tinker's construct companion is now treated as if it were a 3rd-level astral construct. However, the tinker may add one special ability from Menu B to her construct companion, in addition to the special ability it normally receives from Menu A. By spending one hour tinkering with her companion, she can change any or all of these special menu abilities to any others that the construct qualifies for.

Changelog:
4/3/16: Class originally posted.
4/4/16: Inventions finished.

Gnorman
2016-04-03, 05:39 AM
Engineer Inventions

Inventions are divided by two parameters: their type, and their discipline. The former describes the general function of the invention in question; the latter is more a description of the field of fantastical science involved in the invention's creation.

Invention Types

Armament: Armaments are pieces of equipment that take up the listed slot on the body, are used as weapons, or modify the Engineer's flintlock pistol. Armaments are generally usable for as long as they are prepared, without being expended. Armaments that transform her flintlock pistol into another type of firearm are mutually exclusive with one another.

Gadgets: Gadgets are a catch-all term for inventions that do not fall in the other categories - their effects range widely. Generally, they are usable as long as they are prepared.

Grenades: Grenades modify the damage and/or the side effects of the Engineer's grenade belt. An Engineer can prepare multiple grenades at one time, but may only use a single one at any time, chosen as she throws one from her grenade belt.

Marvels: Marvels are limited-use inventions that usually produce spectacular effects.

Tonics: Tonics modify the effects of the Engineer's restorative flask. Only one tonic can be used at a single time, chosen as the Engineer drinks from her flask.

Disciplines & Inventions

Unless otherwise mentioned, activating an invention is a standard action that does not provoke attacks of opportunity. The DC of an Engineer's inventions are equal to 10 + 1/2 her class level + her Intelligence bonus. An Engineer's "inventor level" is equal to her class level.

Chemistry

1st Level

Knock-Out Gas
Type: Grenade
Effect: Creatures hit directly or caught in the splash radius of this grenade must make a Will save or fall asleep for one round per inventor level. This grenade deals no damage. Creatures that do not breath are immune to this invention.

Stink Bomb
Type: Grenade
Effect: Creatures hit directly or caught in the splash radius of this grenade must make a Fortitude save or be sickened for one round per inventor level. This grenade deals no damage. Creatures that do not breath are immune to this invention.

Synthetic Poison
Type: Gadget
Effect: The Engineer chooses a single kind of poison with a cost of no more than 50 gp, plus another 50gp per inventor level. She receives a number of doses of that poison equal to her Intelligence modifier.

2nd Level

Corrosive Grenade
Type: Grenade
Effect: The Engineer's grenades now deal acid damage. In addition, the acid clings to opponents for an additional round, dealing half as much damage as it did on the initial hit.

Hallucinogenic Gas
Type: Grenade
Effect: Creatures hit directly by this grenade must make a Will save or become frightened for one round per inventor level. Creatures caught in the splash radius must make a Will save or be shakened, for the same duration. This grenade deals no damage. Creatures that do not breath are immune to this invention.

Flash-Freeze Grenade:
Type: Grenade
Effect: The Engineer's grenades now deal cold damage. Opponents hit directly by this grenade must make a Fortitude save or be slowed, as per the spell, for one round per inventor level.

3rd Level

Choking Gas
Type: Grenade
Effect: Creatures hit directly or caught in the splash radius must make a Fortitude save or become nauseated for one round per inventor level. This grenade deals no damage. Creatures that do not breath are immune to this invention.

Paralytic Toxin
Type: Marvel
Effect: The Engineer makes a melee touch attack. If it is successful, the target must make a Fortitude save or be paralyzed for one minute per inventor level. Creatures immune to poison are immune to this invention.

Rebreather
Type: Armament (face slot)
Effect: While worn, the Engineer becomes immune to gas-based attacks, overpowering odors, and inhaled poisons. She may also breathe normally underwater.

Electromagnetics

1st Level

Filament Lantern
Type: Gadget
Effect: A filament lantern provides clear illumination in a 15 ft. radius and shadowy illumination in a 30 ft. radius. If the Engineer wishes, she can focus its light instead, producing a 60 ft. cone of clear illumination, with a 120 ft. cone of shadowy illumination. A filament lantern requires no fuel.

Multipurpose Compass
Type: Gadget
Effect: 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.

Spectrometer
Type: Gadget
Effect: A spectrometer detects invisible foes within a 30' cone in front of the user. If any invisible creatures enter the effect of that cone, the spectrometer beeps wildly, alerting the Engineer to the presence, but not the location, of hidden foes. The Engineer may choose to "detonate" a spectrometer as a standard action. All invisible creatures within a 30' radius of the Engineer become visible for one round per inventor level, after which the spectrometer is depleted.

2nd Level

Magnetic Pulsar
Type: Marvel
Effect: Once activated, the Engineer gains a circumstance bonus to her armor class equal to her inventor level. This bonus only applies against attacks made against her with metal weapons. A magnetic pulsar functions for a maximum of one minute per inventor level, but the Engineer may decide to split this up into one-minute increments as she sees fit.

Lightning Emitter
Type: Grenade
Effect: The Engineer's grenades no longer deal damage directly or in a splash radius, but lash out with bolts of electricity. Once per round, including the first, a random opponent within 20' of where the grenade lands suffers electricity damage equal to the Engineer's base grenade damage. The grenade continues to emits bolts of electricity for one round per inventor level.

Tesla Rod:
Type: Armament
Effect: A tesla rod functions as a normal quarterstaff, except that any creature struck by it takes electricity damage, as if it were affected by a shocking grasp spell with a caster level equal to the Engineer's inventor level. A tesla rod can only produce this effect a number of times per day equal to the Engineer's Intelligence modifier.

3rd Level

Flux Inhibitor
Type: Marvel
Effect: A flux inhibitor, when activated, attempts to resist the next hostile spell that affects the user, as if she possessed spell resistance of 11 + her class level + her Intelligence modifier. If this spell resistance successfully resists a spell, this effect ends immediately afterwards; if it fails, the spell resistance remains until it successfully resists a spell. A flux inhibitor may only be activated a number of times per day equal to the Engineer's Intelligence modifier.

Synaptic Accelerator
Type: Marvel
Effect: As an immediate action, the Engineer may activate a synaptic accelerator. She may immediately take take one standard action. The synaptic accelerator functions only once, and the Engineer is fatigued for the rest of the encounter.

Tesla Cannon
Type: Marvel
Effect: When activated, a tesla cannon produces a line of sparks 5' wide and 60' long, as per the lightning bolt spell with a caster level equal to the Engineer's inventor level. A Reflex save halves this damage. A tesla cannon may be used a number of times per day equal to the Engineer's Intelligence modifier.

Explosives

1st Level

Bullets & Black Powder
Type: Gadget
Effect: While the Engineer has this invention prepared, she has an unlimited source of black powder and bullets for her flintlock pistol.

Molotov Cocktail
Type: Grenade
Effect: Creatures directly hit by this grenade must make a Reflex save. If they fail, on the round immediately following the round in which they were hit, they catch on fire, dealing fire damage equal to the original grenade damage for one round per inventor level. Creatures may attempt to extinguish these flames as a full-round action; if they do, they receive another Reflex save to end this effect.

Smoke Grenade
Type: Grenade
Effect: Smoke spreads out in a 20' radius from wherever this grenade lands, obscuring sight as per the fog cloud spell, for one minute per inventor level. This grenade deals no damage.

2nd Level

Concussion Grenade
Type: Grenade
Effect: The Engineer's grenades now deal sonic damage. In addition, creatures hit directly must make a Fortitude save or be dazed for one round.

Dragon's Breath Cannon
Type: Marvel
Effect: When activated, a dragon's breath cannon produces a jet of flame 5' wide and 30' long. Creatures caught in this flame take 1d8 fire damage per inventor level. A Reflex save halves this damage. A dragon's breath cannon may be used a number of times per day equal to the Engineer's Intelligence modifier.

Flashbang Grenade
Type: Grenade
Effect: Creatures hit directly or caught in the splash radius must make a Fortitude save or become blinded for one round per inventor level. Even if they do save, they are deafened for the same duration. This grenade deals no damage.

3rd Level

Liquid Flame
Type: Grenade
Effect: Creatures hit directly by this grenade take normal damage, but must make a Reflex save. If they fail this save, for each subsequent round, they take fire damage as if they had been hit by another grenade, up to a maximum of one round per inventor level after the initial round in which they were hit. They are entitled to a Reflex save each round to end this effect, but smothering the flames or even immersing themselves in water does nothing to aid them in ending the damage. This grenade deals no splash damage.

Alternatively, the Engineer may pour the liquid flame out into a single square. Once lit on fire, the square burns with intense flames for one round per inventor level. Any creature passing through the square takes damage equal to the Engineer's normal grenade damage. Doing so uses up one grenade per square filled with liquid fire.

Shrapnel Mine
Type: Marvel
Effect: A shrapnel mine is a small explosive disc that can be planted on any surface within the Engineer's reach as a standard action. It has an adhesive backing and can be placed on floors, walls, ceilings, or other, irregular structures. Once activated, it lies dormant for up to one hour until a creature comes within 5', at which point it explodes, doing 1d6 piercing damage per inventor level to everything in a 5 ft. radius (half on a successful 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. A shrapnel mine may be used a number of times per day equal to the Engineer's Intelligence modifier.

Timed Bomb
Type: Marvel
Effect: A timed bomb is a large explosive that can be dropped in a square or placed somewhere within the Engineer's reach as a standard action. Upon activation, the Engineer sets the timer to a delay between one round and one hour. Once this timer runs out, the timed bomb explodes, causing 1d6 bludgeoning damage per inventor level and 1d6 fire damage per inventor level to everything in a 15' radius. Creatures affected may make a Reflex save to halve this damage. This damage is doubled against objects and structures. A timed bomb may be used a number of times per day equal to half the Engineer's Intelligence modifier.

Firearms

1st Level

Dual Flintlocks
Type: Armament
Effect: The Engineer gains a second flintlock pistol. She may reload both pistols as a standard action (or, if she is a Cannoneer, a swift action). This invention may be used in conjunction with any other invention that modifies her flintlock pistol into a one-handed firearm. For example, the Engineer could prepare both this and the Revolver invention, and wield two revolvers, but she could not use it in conjunction with the Blunderbuss invention.

Hollow Shot
Type: Armament
Effect: The Engineer's flintlock pistol now deals bludgeoning and piercing damage. In addition, her flintlock pistol deals additional damage equal to her inventor level

Revolver:
Type: Armament
Effect: The Engineer's flintlock pistol may now fire six shots before needing to be reloaded. Its critical modifier is now 19-20/x2.

2nd Level

Blunderbuss
Type: Armament
Effect: The Engineer's flintlock pistol is now a blunderbuss. A blunderbuss is a two-handed weapon that deals 2d8 damage (2d6 for a Small Engineer) in a 15' cone. The Engineer does not need to make an attack roll, but targets receive a Reflex save to halve the damage. A blunderbuss may fire one round before needing to be reloaded, which requires a full-round action. A blunderbuss weighs eight pounds.

Elemental Shot
Type: Armament
Effect: The Engineer chooses one of the following energy types when preparing this invention: cold, electricity, or fire. Her flintlock pistol now deals an additional 1d6 damage of that type.
Special: An Engineer with the Cannoneer archetype may switch which type of energy damage this invention deals as a swift action.

Repeater
Type: Armament
Effect: The Engineer's flintlock pistol is now a repeater. A repeater is a two-handed weapon that deals 1d10 piercing damage (1d8 for a Small Engineer), has a critical modifier of 20/x4, a range increment of 50', and may fire five shots before needing to be reloaded. Reloading a repeater is a full-round action. A repeater weighs twelve pounds.

3rd Level

Hand Cannon
Type: Armament
Effect: The Engineer's flintlock pistol is now a hand cannon. A hand cannon is a one-handed weapon that deals 2d6 piercing damage, (1d10 for a Small Engineer), has a critical modifier of 20/x3, a range increment of 40', and may fire one shot before needing to be reloaded, which requires a standard action.

Piercing Shot
Type: Armament
Effect: The Engineer may resolve her attacks with her flintlock pistol as ranged touch attacks, so long as the attack is made is within the first range increment of her weapon.

Telescopic Rifle
Type: Armament
Effect: The Engineer's flintlock pistol is now a telescopic rifle. A telescopic rifle is a two-handed weapon that deals 2d6 piercing damage (1d10 for a Small Engineer), has a critical modifier of 20/x4, a range increment of 80', and may fire one shot before needing to be reloaded, which requires a full-round action.

Mechanics

1st Level

Clockwork Decoy
Type: Marvel
Effect: Once activated, the Engineer gains the services of a small clockwork animal, used to distract opponents. Commanding a clockwork decoy is a free action, and it acts on the Engineer's initiative. It has a base land speed of 20'. Treat it as a Tiny construct that has only 1 hit point and an AC of 15. It automatically fails all Reflex saves. If desired, a clockwork decoy can emit a loud noise like an alarm or an animal call. It lasts for up to one round per inventor level before breaking down. A clockwork decoy may be used a number of times per day equal to the Engineer's Intelligence modifier.

Spike Trap
Type: Marvel
Effect: A spike trap is activated by laying it down in a square. The next creature that steps on that square triggers the trap, inflicting 1d6 piercing damage per two inventor levels and is hobbled for one round per inventor level (a hobbled creature's land speed is halved, and it cannot run or charge). A successful Reflex save halves the damage and negates the hobbling effect. The Search check to detect a spike trap, and the Disable Device check to disable it, are both equal to 15 + half the Engineer's class level + the Engineer's Intelligence modifier. A spike trap may be used a number of times per day equal to the Engineer's Intelligence modifier.

Wax Cylinder
Type: Gadget
Effect: Once activated, a wax cylinder records up to 15 minutes of audio, which may be rewound and played back at any time. 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. The Engineer may tape over previously-captured audio freely, recording new audio each time.

2nd Level

Foothold Trap
Type: Marvel
Effect: A foothold trap is activated by laying it down in a square. The next creature that steps on that square triggers the trap, inflicting 1d6 piercing damage per inventor level and is immobilized for one round per inventor level, completely unable to move. A successful Reflex save halves the damage and negates the immobilizing effect. The Search check to detect a foothold trap, and the Disable Device check to disable it, are both equal to 15 + half the Engineer's class level + the Engineer's Intelligence modifier. A foothold trap may be used a number of times per day equal to the Engineer's Intelligence modifier.

Telescopic Goggles
Type: Armament (eyes)
Effect: While prepared, telescopic goggles give the Engineer a competence bonus to Spot checks equal to her inventor level, and halve the attack penalties for each additional range increment beyond the first.

Trapspringer Gloves
Type: Armament (hands)
Effect: While prepared, trapspringer gloves give the Engineer a competence bonus on Open Lock and Disable Device rolls equal to her inventor level. She also gains the Trapfinding ability.

3rd Level

Automaton
Type: Marvel
Effect: An automaton, when activated, creates a temporary robotic companion. Treat the automaton as a 3rd-level astral construct (http://www.d20srd.org/srd/psionic/monsters/astralConstruct.htm), though made of mundane metal rather than ectoplasm. It fights on the Engineer's behalf for one round per inventor level (commanding it is a free action). An automaton may be used a number of times per day equal to half the Engineer's Intelligence modifier.

Clockwork Dragonfly
Type:
Effect: A clockwork dragonfly behaves exactly as a clockwork decoy, except that it has a fly speed of 60' (perfect). It is invisible, as per the spell, and moves completely silently. The images it sees are recorded, and can be later projected back for the Engineer to view. It functions for a maximum of one minute per inventor level, at which point it can no longer move, but the Engineer may still view the images recorded during its flight. A clockwork dragonfly may be used a number of times per day equal to half the Engineer's Intelligence modifier.

Gyrocopter
Type: Marvel
Effect: A gyrocopter, when activated, allows the Engineer to fly at a speed of 60 feet (clumsy) for a total of one minute per inventor level. The flight time does not need to be used consecutively and may be split up into one-minute increments.

Medicine


1st level

Awareness Booster:
Type: Tonic
Effect: When the Engineer drinks from her restorative flask, in addition to gaining fast healing, she gains an alchemical bonus to Listen, Search, and Spot checks equal to her inventor level. In addition, if she passes within 5' of a secret or concealed door, she is entitled to a Search check to notice it as if she were actively looking for it, for as long as the flask's effects last.

Healing Solution
Type: Tonic
Effect: When the Engineer drinks from her restorative flask, in addition to gaining fast healing, she is affected by a cure light wounds spell, with a caster level equal to her inventor level.

Painkillers
Type: Tonic
Effect: When the Engineer drinks from her restorative flask, in addition to gaining fast healing, she gains damage reduction equal to half her class level. This damage reduction cannot be overcome by any means.

2nd Level

Cure-All
Type: Tonic
Effect: When the Engineer drinks from her restorative flask, she is cured of the effects of a single poison or disease.

Pheromone Enhancer
Type: Tonic
Effect: When the Engineer drinks from her restorative flask, she gains an alchemical bonus to Charisma equal to her inventor level for as long as the flask's effects last. In addition, at any time while she is affected by this bonus, she may affect one adjacent creature with a charm person spell (a Will save negates this effect). The charm effect lasts only as long as the Charisma bonus does.

Revitalizer
Type: Tonic
Effect: When the Engineer drinks from her restorative flask, the fast healing conferred increases by 1. In addition, she is affected by a cure moderate wounds spell, with a caster level equal to her inventor level.

3rd Level

Miracle Cure
Type: Tonic
Effect: When the Engineer drinks from her restorative flask, in addition to gaining fast healing, she is affected by a cure serious wounds spell, with a caster level equal to her inventor level. She is also affected by a restoration spell.

Reanimation Salve
Type: Marvel
Effect: A reanimation salve is activated by spreading it across the corpse of any corporeal creature, with no more HD than the Engineer's inventor level +2. That creature becomes a zombie under the Engineer's control (commanding it is a free action) for one minute per inventor level. After this time, the creature falls dead again and may not be reanimated. Reanimation salve is usable a number of times per day equal to half the Engineer's Intelligence modifier.

Unstable Compound
Type: Tonic
Effect: When the Engineer drinks from her restorative flask, she gains an alchemical bonus to Strength equal to her inventor level, and her size increases by one step, for as long as the flask's effects last.

Smithy

1st Level

Battlefist
Type: Armament (weapon)
Effect: A battlefist is a spiked gauntlet that deals 1d8 bludgeoning and piercing damage (1d6 for a Small Engineer) 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.

Repair Kit
Type: Marvel
Effect: A repair kit, once activated, allows the Engineer to restore hit points to one construct within her reach. She restores 1d8 hit points per two inventor levels (minimum of 1d8), plus an additional amount equal to her inventor level. A repair kit may be used a number of times per day equal to half the Engineer's Intelligence modifier.

Spring-Loaded Shoes
Type: Armament (boots)
Effect: Spring-loaded shoes give the Engineer a +5 circumstance bonus on Jump checks and allow her to make Jump checks without a running start. They also allow her to treat falls as if they were up to 30 feet shorter.

2nd Level

Armored Plating
Type: Armament (torso)
Effect: Armored plating increases the existing value armor. The Engineer's armor bonus from armor is increased by half. This invention may instead be applied to natural armor, increasing its value by half. However, the creature's base land speed is reduced as if it was wearing heavy armor.

Climbing Spurs
Type: Armament (hands)
Effect: Climbing spurs give the Engineer a climb speed equal to her base land speed. They also may be used to make rudimentary attacks, functioning as two spiked gauntlets.

Sawtooth Blade
Type: Armament (weapon)
Effect: A sawtooth blade is a bastard sword that deals 1d10 slashing and piercing damage (1d8 for a small user), has a critical modifier of 19-20/x2, and a +1 enhancement bonus to attack and damage rolls. On a critical hit, a sawtooth blade causes the target to bleed profusely for the next three rounds, dealing additional damage equal to the Engineer's Intelligence modifier.

3rd Level

Fortifying Helm
Type: Armament (head)
Effect: A fortifying helm protects the user from particularly harmful blows. While wearing it, the Engineer is immune to the dazed and stunned conditions, and there is a 50% chance that critical hits or sneak attacks made against her are negated.

Mechanized Armor
Type: Armament (armor)
Effect: Mechanized armor is a special kind of full plate armor. When worn by the Engineer, it increase her base land speed by 10' and confers a +4 enhancement bonus to her Strength score. It has an armor bonus of +8. However, it has a maximum dexterity bonus of 0, and applies a -8 armor check penalty. Due to the immense customization required for each suit, mechanized armor will only function for the Engineer herself. Mechanized armor weighs 50 pounds.
Special: An Engineer whose armor is part of them and cannot be removed, such as a Warforged, may apply this invention to their inherent armor plating instead. Regardless of what kind of armored plating they had originally, they are now treated as if they were wearing heavy armor with a +8 armor bonus, a maximum Dexterity bonus of 0, and a -8 armor check penalty. They still gain a 10' bonus to their base land speed and a +4 enhancement bonus to Strength.

Piston Hammer
Type: Armament (weapon)
Effect: A piston hammer is a two-handed greathammer that does 1d12 bludgeoning damage (1d10 for a Small Engineer), has a critical modifier of 20/x3, and a +2 enhancement bonus to attack and damage rolls. It overcomes material-based damage reduction and ignores the hardness of objects. On a critical hit, the target is stunned, with no save, for one round. A piston hammer weighs twelve pounds.

Gnorman
2016-04-04, 07:18 PM
Thanks for your patience on this one, folks! Inventions are done, and the class is now complete and ready for your perusal.

Amechra
2016-04-04, 07:31 PM
Thanks for your patience on this one, folks! Inventions are done, and the class is now complete and ready for your perusal.

One quick question: are grenades supposed to deal 3d6 damage at 3rd level, and 5d6 damage at 5th level? Because if not, you've got an extra sentence in there.

Gnorman
2016-04-04, 09:25 PM
One quick question: are grenades supposed to deal 3d6 damage at 3rd level, and 5d6 damage at 5th level? Because if not, you've got an extra sentence in there.

No, no they are not. Fixed. Thanks!