Sissyphus
2009-05-09, 10:41 AM
Can I get some help with balancing this, it's not been play tested but I think it may be a little off
Engineer
Alignment:
Any
Skills:
Knowledge: Arcana, Knowledge: engineering, Craft, Appraise, Climb, Spellcraft
Skill points:
At Start: (4+int modifier) x4
per level: 4+ int mod
Class Features
All of the following are class features of the Engineer
Weapon and Armor Proficiency
An Engineer is proficient with all simple weapons, light armor, siege engines, and crossbows.
Mend:
An engineer may attempt to repair any object, a repair takes one hour, and requires a dc 18 check, add your relevant craft skill to the check (craft: metal for metal, craft wood for wood objects, etc..)Mend attempts if successful have no price, if an object has been burned disintegrated or otherwise entirely destroyed, if 50% of the object can be located then it can be repaired with two mend checks
Improved mend:
A mend check for damage which could be fixed with the spell mend (sorc/wiz 0) can be waved
Make whole: any object which could be fixed with make whole (cleric 2) can be waved for it's dc
Engineering:
An engineer may attempt to build traps, buildings or other devices at 4/5 their price and 1 day quicker per week
Engineering focus:
Engineer learns to better build one type of object, chosen from Table: Engineering focus
Engineering focus
Focus|Reward
Blades|mend dc -2 for swords, gains masterwork dc fabricating, swords
Buildings|+2 to attempts to construct building, +2 to an attempt create building plans|+10 to building hardness
Bridges|+4 to build bridge attempt, -1d4+2 days to construct, +2000 pounds weight Limit
Bows|mend dc -2 for bows, gains masterwork dc fabricating, bows
Siege engines|+4 to craft siege engine check, range increment +1/2, costs reduced to 3/4
Airships|+5 to craft airship checks
Boats|+5 to craft Ship checks
Carts|+5 to craft cart checks
Stonework|+3 to craft stone work checks, master building allows for +5 points hardness
Traps|Traps you build are harder to disarm or disable, +3 to spot, disarm/disable checks
Architecture|+3 to knowledge architecture checks, when using any other Engineering focus you get a +1/2 bonus to it's effects
Chemistry| +3 to alchemy checks, can utilize chemicals more effectively in combat, +2 to damage dealt with chemicals
Build quickly:
you may attempt to build something quickly, but doing only a mediocre job, the object suffers a minus -2 penalty to any variable if you don't make a dc 18 quick build check
Rapid Build:
You gain a +1 modifier to your quick build checks for each rapid build level you have
Utilize Alchemy:
Devices you create involving chemicals gain a +2 bonus
Repair Magic:
You may attempt to repair magic items without destroying it's magic with a mend check with a -8 penalty per level modifier, add spellcraft to the mend check, magic items repaired this way regain their magic properties
Convert Resources:
You may convert up to 2 pounds of one material into another once a day, so long as the new materials total cost is under the number of gp specified on table: Engineer, all the material must be converted at once, if you attempt to create something magical, you must succeed in a dc27 check +spellcraft modifier or you create nothing more than a look-alike.
Crew:
You can higher workers equivalent to your crew modifier to aid you in building something, it takes 2 fewer days per month for each crewman you have
Fabricate:
You may use fabricate with a caster level of 1/2 your engineering level
Minor Creation:
You may expend three fabricate charges to use the minor creation spell with a cl at 1/2 your engineer levels, the spell has no duration (permanent)
Concealed Trap:
You gain the ability to with a architecture check dc 18 conceal your trap in a natural part of the building giving it a +3 to its detect trap check, this effect stacks with all other trap affecting affects
Chemical power:
You can utilize chemicals to produce certain effects namely either a doubling of range and +3 damage to ranged weapons, or granting the dancing ability, both effects consume one ounce of alchemists fire per use, retrofitting an item (or building one) costs 400gp per charge the item can hold, and if the item takes enough damage to be destroyed, it sprays alchemists fire like a vial of it were thrown (deals damage for each ounce)
Contacts:
You can tap contacts in local guilds to gain a 1/10 decrease in price for bulk purchases of construction resources
Masterful Work:
For 2/5 of the price of creating a masterwork item, an object you are repairing or building can be given a +1 masterwork bonus
Repair Construct:
You may attempt to repair a construct 20 points of damage at no price, using a mend check at a -2 penalty per point of damage you wish to repair, add your spellcraft ability to such repairs, magic items repaired this way regain their magic properties
Well Thought Out Trap:
The trap fits perfectly, allowing for a +3 to the detect and disable checks of a trap, this effect stacks with all other trap affecting affects
Artifact Repair:
You may make a mend check at a -4 penalty per ability possessed by an artifact, adding your spellcraft to the Dc, magic items repaired this way regain their magic properties
Add Magic:
When you help a mage in enchanting a object it takes 1/2 the exp and 1/2 gold to enchant, on a craft check dc 27 or higher (relevant crafting check) and a spellcraft check dc 27 or higher you may reduce the the prices to 1/8, a single successful check reduces the prices to 1/4
Master Builder:
You are a master of your craft, all things you build gain a +2 to their variables, and take two fewer days a month to build, When trying to chain traps you gain a +2 circumstance check
Master Fabrication:
you may convert two fabrication slots into either mass fabricate, which allows you to convert a pile of resources into a pile of parts, or two part fabricate, which allows the creation of a object which involves two different materials.
Engineer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+1|
+1|
+1| Mend once/day, Engineering, build quickly
2nd|
+1|
+1|
+1|
+1| Rapid Build +1, Utilize Alchemy
3rd|
+1|
+1|
+2|
+1| Repair Magic, convert resource once/month 7 gp limit, crew +1
4th|
+2|
+1|
+3|
+2| Mend twice/day, Fabricate once/day
5th|
+2|
+1|
+4|
+2| Engineering focus, Improved Mend
6th|
+3|
+2|
+5|
+3| Concealed Trap, rapid build +2
7th|
+3|
+2|
+6|
+3| Contacts, Masterful Work
8th|
+4|
+2|
+7|
+4| Mend thrice/day, fabricate twice/day
9th|
+4|
+3|
+8|
+4| Rapid Build +3, Chemical Power
10th|
+5|
+3|
+9|
+5| Engineering focus, Crew +2
11th|
+5|
+3|
+10|
+5| convert resource twice/month 9 gp limit
12th|
+6|
+4|
+11|
+6| Repair Construct, Make Whole
13th|
+6|
+4|
+12|
+6| Well thought out trap, rapid build +4
14th|
+7|
+4|
+13|
+7| Mend four/day, fabricate thrice/day
15th|
+7|
+5|
+14|
+7| Artifact repair, Minor creation
16th|
+8|
+5|
+15|
+8| Engineering focus, Add magic
17th|
+8|
+5|
+16|
+8| Rapid build +5
18th|
+9|
+6|
+17|
+9| mend five/day, fabricate four/day
19th|
+9|
+6|
+18|
+9| Crew +3
20th|
+10|
+6|
+19|
+10| Master Builder, Master Fabrication [/table]
Mend
{table=head]Modifier|Dc
Complex|[center]+2
Simple|-1
Tiny|+3
Small|+2
Medium|0
Large|-1 [/table]
Masterwork Fabrication
{table=head]Modifier|Dc
+1|+21
+2|+24
+3|+27
+4|+30
+5|+33
+6|+35
+7|+38
+8|+41
+9|+44
+10|+47[/table]
Engineer
Alignment:
Any
Skills:
Knowledge: Arcana, Knowledge: engineering, Craft, Appraise, Climb, Spellcraft
Skill points:
At Start: (4+int modifier) x4
per level: 4+ int mod
Class Features
All of the following are class features of the Engineer
Weapon and Armor Proficiency
An Engineer is proficient with all simple weapons, light armor, siege engines, and crossbows.
Mend:
An engineer may attempt to repair any object, a repair takes one hour, and requires a dc 18 check, add your relevant craft skill to the check (craft: metal for metal, craft wood for wood objects, etc..)Mend attempts if successful have no price, if an object has been burned disintegrated or otherwise entirely destroyed, if 50% of the object can be located then it can be repaired with two mend checks
Improved mend:
A mend check for damage which could be fixed with the spell mend (sorc/wiz 0) can be waved
Make whole: any object which could be fixed with make whole (cleric 2) can be waved for it's dc
Engineering:
An engineer may attempt to build traps, buildings or other devices at 4/5 their price and 1 day quicker per week
Engineering focus:
Engineer learns to better build one type of object, chosen from Table: Engineering focus
Engineering focus
Focus|Reward
Blades|mend dc -2 for swords, gains masterwork dc fabricating, swords
Buildings|+2 to attempts to construct building, +2 to an attempt create building plans|+10 to building hardness
Bridges|+4 to build bridge attempt, -1d4+2 days to construct, +2000 pounds weight Limit
Bows|mend dc -2 for bows, gains masterwork dc fabricating, bows
Siege engines|+4 to craft siege engine check, range increment +1/2, costs reduced to 3/4
Airships|+5 to craft airship checks
Boats|+5 to craft Ship checks
Carts|+5 to craft cart checks
Stonework|+3 to craft stone work checks, master building allows for +5 points hardness
Traps|Traps you build are harder to disarm or disable, +3 to spot, disarm/disable checks
Architecture|+3 to knowledge architecture checks, when using any other Engineering focus you get a +1/2 bonus to it's effects
Chemistry| +3 to alchemy checks, can utilize chemicals more effectively in combat, +2 to damage dealt with chemicals
Build quickly:
you may attempt to build something quickly, but doing only a mediocre job, the object suffers a minus -2 penalty to any variable if you don't make a dc 18 quick build check
Rapid Build:
You gain a +1 modifier to your quick build checks for each rapid build level you have
Utilize Alchemy:
Devices you create involving chemicals gain a +2 bonus
Repair Magic:
You may attempt to repair magic items without destroying it's magic with a mend check with a -8 penalty per level modifier, add spellcraft to the mend check, magic items repaired this way regain their magic properties
Convert Resources:
You may convert up to 2 pounds of one material into another once a day, so long as the new materials total cost is under the number of gp specified on table: Engineer, all the material must be converted at once, if you attempt to create something magical, you must succeed in a dc27 check +spellcraft modifier or you create nothing more than a look-alike.
Crew:
You can higher workers equivalent to your crew modifier to aid you in building something, it takes 2 fewer days per month for each crewman you have
Fabricate:
You may use fabricate with a caster level of 1/2 your engineering level
Minor Creation:
You may expend three fabricate charges to use the minor creation spell with a cl at 1/2 your engineer levels, the spell has no duration (permanent)
Concealed Trap:
You gain the ability to with a architecture check dc 18 conceal your trap in a natural part of the building giving it a +3 to its detect trap check, this effect stacks with all other trap affecting affects
Chemical power:
You can utilize chemicals to produce certain effects namely either a doubling of range and +3 damage to ranged weapons, or granting the dancing ability, both effects consume one ounce of alchemists fire per use, retrofitting an item (or building one) costs 400gp per charge the item can hold, and if the item takes enough damage to be destroyed, it sprays alchemists fire like a vial of it were thrown (deals damage for each ounce)
Contacts:
You can tap contacts in local guilds to gain a 1/10 decrease in price for bulk purchases of construction resources
Masterful Work:
For 2/5 of the price of creating a masterwork item, an object you are repairing or building can be given a +1 masterwork bonus
Repair Construct:
You may attempt to repair a construct 20 points of damage at no price, using a mend check at a -2 penalty per point of damage you wish to repair, add your spellcraft ability to such repairs, magic items repaired this way regain their magic properties
Well Thought Out Trap:
The trap fits perfectly, allowing for a +3 to the detect and disable checks of a trap, this effect stacks with all other trap affecting affects
Artifact Repair:
You may make a mend check at a -4 penalty per ability possessed by an artifact, adding your spellcraft to the Dc, magic items repaired this way regain their magic properties
Add Magic:
When you help a mage in enchanting a object it takes 1/2 the exp and 1/2 gold to enchant, on a craft check dc 27 or higher (relevant crafting check) and a spellcraft check dc 27 or higher you may reduce the the prices to 1/8, a single successful check reduces the prices to 1/4
Master Builder:
You are a master of your craft, all things you build gain a +2 to their variables, and take two fewer days a month to build, When trying to chain traps you gain a +2 circumstance check
Master Fabrication:
you may convert two fabrication slots into either mass fabricate, which allows you to convert a pile of resources into a pile of parts, or two part fabricate, which allows the creation of a object which involves two different materials.
Engineer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+1|
+1|
+1| Mend once/day, Engineering, build quickly
2nd|
+1|
+1|
+1|
+1| Rapid Build +1, Utilize Alchemy
3rd|
+1|
+1|
+2|
+1| Repair Magic, convert resource once/month 7 gp limit, crew +1
4th|
+2|
+1|
+3|
+2| Mend twice/day, Fabricate once/day
5th|
+2|
+1|
+4|
+2| Engineering focus, Improved Mend
6th|
+3|
+2|
+5|
+3| Concealed Trap, rapid build +2
7th|
+3|
+2|
+6|
+3| Contacts, Masterful Work
8th|
+4|
+2|
+7|
+4| Mend thrice/day, fabricate twice/day
9th|
+4|
+3|
+8|
+4| Rapid Build +3, Chemical Power
10th|
+5|
+3|
+9|
+5| Engineering focus, Crew +2
11th|
+5|
+3|
+10|
+5| convert resource twice/month 9 gp limit
12th|
+6|
+4|
+11|
+6| Repair Construct, Make Whole
13th|
+6|
+4|
+12|
+6| Well thought out trap, rapid build +4
14th|
+7|
+4|
+13|
+7| Mend four/day, fabricate thrice/day
15th|
+7|
+5|
+14|
+7| Artifact repair, Minor creation
16th|
+8|
+5|
+15|
+8| Engineering focus, Add magic
17th|
+8|
+5|
+16|
+8| Rapid build +5
18th|
+9|
+6|
+17|
+9| mend five/day, fabricate four/day
19th|
+9|
+6|
+18|
+9| Crew +3
20th|
+10|
+6|
+19|
+10| Master Builder, Master Fabrication [/table]
Mend
{table=head]Modifier|Dc
Complex|[center]+2
Simple|-1
Tiny|+3
Small|+2
Medium|0
Large|-1 [/table]
Masterwork Fabrication
{table=head]Modifier|Dc
+1|+21
+2|+24
+3|+27
+4|+30
+5|+33
+6|+35
+7|+38
+8|+41
+9|+44
+10|+47[/table]