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AugustNights
2011-05-18, 07:32 AM
More Engineer Vocations

“The engineers of today think deeply instead of clearly. One must be sane to think clearly, but one can think deeply and be quite insane. ~ Nikolas Thunder, Engineer

Designer’s Notes
What this is
I fell in love with Lappy9000 (http://www.giantitp.com/forums/member.php?u=31029)’s Engineer (http://www.giantitp.com/forums/showthread.php?t=114229) a while back when I first read it. Lately I’ve been revising the Homebrew options I offer to players, and found myself wishing the engineer had more Vocation-al love. As such I’ve brewed up a few new vocations to offer to those of you who enjoy the more inventive aspects of the engineer class.

Note
Vocational prerequisites with a * by them can be found in the original engineer base class.


Advanced Explosives
Prerequisite: Explosives
Description: The engineer’s understanding of the explosives has advanced to the point where they have a deeper insight in how to craft more tactical bombs.


Delayed bomb: By spending 2 innovation points when crafting a bomb, the engineer can place the bombs so that it explodes a number of rounds after the engineer ceases contact with the bomb. This delay can be any number of rounds as chosen by the engineer, up to a number of rounds equal to their level. If at any point the engineer reclaims possession of the delayed bomb, they can end the timer and prevent the bomb's detonation. A delayed bomb detonates immediately if any other creature attempts to touch or move it, or if the bomb's contents are tampered with (or if the bomb is attacked or damaged). The bomb deals damage as if it scored a direct hit to any creature in the square with the bomb when it detonates, and splash damage to all adjacent creatures as normal. The engineer cannot have more than one delayed bomb at one time. If they create another delayed bomb, the previous bomb becomes inert. A successful Disable Device check (DC equals 10 + the engineer’s level + the engineer’s Intelligence modifier).

Precise bombs: By spending 1 innovation point when throwing a bomb , the engineer can select a single five foot square that is not effected by its splash radius, the engineer may spend a number of innovation points in this manner for an individual bomb equal to their intelligence modifier. If the bomb misses, the engineer may not select which squares are not affected.

Sticky bomb: By spending 2 innovation points when crafting a bomb, the effects of the bomb are persistent and continue to damage creatures for 1 round after the initial damage. Creatures that take a direct hit from a sticky bomb take the splash damage 1 round later. Bombs that have effects that would normally occur 1 round later instead have those effects occur 2 rounds later.

Advanced Quantum Gate
Prerequisite: Deflect Trajectory*, Dynamo Cannon*, Physics*, Quantum Gate*, Metaphysical Localization
Description: By spending 6 Innovation points, the engineer can shoot out a single portal, as an attack action, from their Dynamo Cannon within 500 of themselves. This portal require a continuous surface a with a 10 foot diameter. This portal opens up into a plane designated by the engineer, and may be traveled through as though through the Planeshift (http://www.d20srd.org/srd/spells/planeShift.htm) spell, except that plane shifting is only possible through the advanced quantum gates, and that the advanced quantum gate last 10 minutes per engineer level before disappearing into thin air. The advanced quantum gate creates a line of effect between the two planes and as such attacks and spell may be used through them. Further creatures and objects can move through the gate as part of their move action, it requires no special time to move from one gate to the other. The gate opens from the plane the engineer is currently on, though the gate on the opposite plane appears within 5 to 500 miles from the intended destination. The engineer cannot have more than 1 advanced quantum gate open at a time.

Aerodynamics
Prerequisite: Physics*, Deflect Trajectory
Description: The engineer’s study of the way air and energy work together have unlocked the secrets of flight and wind control. By spending 3 innovation points the engineer may cast Fly (http://www.d20srd.org/srd/spells/fly.htm), Gust of wind (http://www.d20srd.org/srd/spells/gustOfWind.htm), Whispering wind (http://www.d20srd.org/srd/spells/whisperingWind.htm), or Wind wall (http://www.d20srd.org/srd/spells/windWall.htm) as a spell-like ability with a caster level equal to half their engineer level.

Amphibiotic
Prerequisite: Physics*
Description: The engineer’s understanding of the physical properties of water allows them to move through it with ease. The engineer gains gain a swim speed equal to the engineer's speed bonus. Further, by spending 2 innovation points they may cast the Water breathing (http://www.d20srd.org/srd/spells/waterBreathing.htm) as a spell-like ability with a caster level equal to half their engineer level.

Arcanic Disruption
Prerequisite: Explosives, Neuroarcanics*
Description: After discovering the physical properties of magic, the engineer has made the short leap to understanding how to disrupt these forces with a well placed combustive device. By spending 4 innovation points the engineer may craft a bomb that dispels magic effects instead of dealing damage. Creatures that take a direct hit from a dispelling bomb are subject to a targeted Dispel magic (http://www.d20srd.org/srd/spells/dispelMagic.htm) spell, using the engineer’s level as the caster level. This cannot be used to target a specific spell effect.

Biochemical Explosives
Prerequisite: Explosives, Materia Venia
Description: The engineer’s understanding of destructive reactions and biohazardous materials have come together to allow a mass spreading of poisonous and foul destruction. By spending Innovation points the engineer may craft more complex bombs.


Irritation Bomb: By spending 2 innovation points the engineer may quickly craft a non-lethal, yet horribly irritating smoke-bomb that does not deal damage, but on impact emits a cloud of thick oily painful smoke, in a 20-foot radius. This smoke obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+mph) disperses the smoke in 4 rounds; a strong wind (21+mph) disperses the fog in 1 round. Otherwise the smoke dissipates normally. In addition, for a number of rounds equal to the engineer’s level any living creatures within this cloud must make a Fortitude Save (DC 10+1/2 the engineer’s level + the engineer’s Intelligence modifier) or suffer from the nauseated condition for as long as the creature remains in the cloud and 1d4+1 rounds after it leaves. (Roll separately for each nauseated creature.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on the engineer’s turn.

Poison Bomb: By spending 2 innovation points the engineer may produce a Smoke-bomb filled with noxious gasses. On impact emits a cloud of poison filled smoke, in a 20-foot radius. This smoke obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+mph) disperses the smoke in 4 rounds; a strong wind (21+mph) disperses the fog in 1 round. Otherwise the smoke dissipates normally. In addition, for a number of rounds equal to the engineer’s level the smoke is filled with an inhaled vector poison. All creatures within this cloud are subjected to a weak poison with a Fortitude save DC 10+1/2 the engineer ‘s level + The engineer’s Intelligence modifier, and initial and secondary damage equal to 1d4 points of ability damage. The engineer decides which specific ability (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma) when crafting the poison bomb. Creatures cannot be effected twice by the poison from one poison bomb.

Festering Bomb: By spending 2 innovation points the engineer may quickly craft crude dirty bomb that will spread a festering disease. On a direct hit, the engineer’s festering bomb subjects the targeted creature to a concocted contact disease with a Fortitude save DC 10+1/2 the engineer’s level + the engineer’s Intelligence modifier. Creatures in the splash radius of this bomb gain a +5 circumstance bonus to their Fortitude saves against this disease. The disease has an incubation period of (10- the engineer’s Intelligence modifier, minimum 1) rounds. The damage of this disease is 1d4 points of ability damage. The engineer decides which specific ability (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma) when crafting the poison bomb.

Chemoarcanics
Prerequisite: Chemistry*
Description: The engineer’s understanding of how to mix semi-magical substances to recreate magical effects. The engineer can craft potions as if they possessed the Brew Potion feat, even if they cannot cast the spell using one of their vocations. The engineer must make a Craft (Alchemy) of DC 15 + the spell level in order to replicate any spell they wish to brew. An engineer is considered to have a caster level equal to half their engineer level. The potion resulting is an alchemical creation and not a magical one, but is identifiable by Spellcraft, and its effects are subject to a targeted Dispel Magic just as a normal potion. The engineer still must pay the material and experience costs to craft the potion.

In addition, an engineer's caster level is considered to be two levels higher for the purposes of spell-like abilities granted through vocations.

Clockwork Intelligence
Prerequisite: Clockwork Calculator, Neuroarcanics,* Steambeast Companion
Description: Through intricate and seemingly impossible neruoarcanic applications the engineer has created a mundane artificial intelligence. An engineer may craft their steambeast companion with an intelligence score of up to 5+ the engineer’s intelligence modifier. This clockwork companion may speak 1 language the engineer knows. Further the Clockwork Companion may use its master’s skill ranks and ability modifier for all Craft or Profession skills.

Special: If the engineer has the Improved Mounted Artillery vocation, the engineer’s mounted firearms gain an intelligence score up to 5+ the engineer’s intelligence modifier, and may now accept complicated commands, such as “Shoot only at Goblins,” or “Wait until dark before attacking anyone who approaches camp.” These devices can distinguish allies from enemies (as well as a creature with the intelligence it has can.)
Clockwork Calculator is down below in the drawing board. I think intelligent beasties by level 8 is not too much to offer the engineer. And may simply consider skipping the Clockwork Caluculator pre-requisites to allow for its accessibility sooner.

Dynamic Explosives
Prerequisite: Explosives, Chemistry*
Description: The engineer’s study of the chemical properties of nature and combustive energy has come together and has unlocked new secrets in the creation of volatile weapons. By spending Innovation points the engineer may craft more complex bombs.


Concussive Bomb: By spending 2 innovation points the engineer may quickly craft a concussive bomb. On a direct hit, the engineer's concussive bomb inflicts 1d6 points of sonic damage + additional damage equal to the engineer's Intelligence modifier. By spending 2 innovation points the damage of this bomb increases by 1d6 points, however this may not be raised above ½ the engineer’s class level (round up). This bonus damage is not multiplied on a critical hit. Creatures that take a direct hit from a concussive destruction bomb are deafened for 1 round unless they make a successful Fortitude save (DC 10+1/2 the engineer’s level + The Engineer’s Intelligence Modifier).

Dynakinetic Bomb: By spending 3 innovation points the engineer may quickly craft a dynakinetic bomb. On a direct hit, the engineer's dynakinetic bomb inflicts 1d6 points of fore damage + additional damage equal to the engineer's Intelligence modifier. By spending 3 innovation points the damage of this bomb increases by 1d6 points, however this may not be raised above ½ the engineer’s Class level (round up). This bonus damage is not multiplied on a critical hit. Creatures that take a direct hit from a dynakinetic destruction bomb are knocked prone unless they make a successful Reflex save (DC 10+1/2 the engineer’s level + the engineer’s Intelligence modifier).

Electromagnetic Bomb: By spending 2 innovation points the engineer may quickly craft an electromagnetic bomb. On a direct hit, the engineer's electromagnetic bomb inflicts 1d6 points of electricity damage + additional damage equal to the engineer's Intelligence modifier. By spending 2 innovation points the damage of this bomb increases by 1d6 points, however this may not be raised above ½ the engineer’s class level (round up). This bonus damage is not multiplied on a critical hit. Creatures that take a direct hit from an electromagnetic bomb are blinded unless they make a successful Reflex save (DC 10+1/2 the engineer’s level + the engineer’s Intelligence modifier).

Incendiary Bomb: By spending 2 innovation points the engineer may quickly craft an incendiary bomb. On a direct hit, the engineer's Incendiary bomb inflicts 1d6 points of fire damage + additional damage equal to the engineer's Intelligence modifier. By spending 2 innovation points the damage of this bomb increases by 1d6 points, however this may not be raised above ½ the engineer’s Class level (round up). This bonus damage is not multiplied on a critical hit. This bomb has a splash radius of 10 feet, instead of the normal splash radius of 5 feet. Creatures that take a direct hit from an incendiary bomb catch fire, and suffer 1d6 fire damage each round until the fire is extinguished, extinguishing these flames is a full-round action that requires a Reflex save (DC 10+1/2 the engineer’s level + the engineer’s Intelligence modifier). Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water allows for the target a free Reflex save with a +10 circumstance bonus.

Kelvinaic Bomb: By spending 2 innovation points the Engineer may quickly craft a kelvinaic bomb. On a direct hit, the engineer's kelvinaic bomb inflicts 1d6 points of cold damage + additional damage equal to the engineer's Intelligence modifier. By spending 2 innovation points the damage of this bomb increases by 1d6 points, however this may not be raised above ½ the engineer’s Class level (round up). This bonus damage is not multiplied on a critical hit. Creatures that take a direct hit from a kelvinaic bomb are staggered for 1 round unless they make a successful Fortitude save (DC 10+1/2 the engineer’s level + the engineer’s Intelligence modifier).

Vitriolic Bomb: By spending 2 innovation points the Engineer may quickly craft a vitriolic bomb. On a direct hit, the engineer's vitriolic bomb inflicts 1d6 points of acid damage + additional damage equal to the engineer's Intelligence modifier. By spending 2 innovation points the damage of this bomb increases by 1d6 points, however this may not be raised above ½ the engineer’s class level (round up). This bonus damage is not multiplied on a critical hit. Creatures that take a direct hit from a vitriolic bomb take an additional 1d6 points of acid damage 1 round later.

Explosives
Prerequisite: --
Description: While direct knowledge of the properties of chemicals is not necessarily within the engineer’s profile, they know plenty of ways to make common items cause devastating volatile effects. By spending innovation points the engineer may quickly craft an unstable bomb that they may hurl at their enemies. Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet, and are considered a Grenade Device Weapon. Splash damage from the engineer’s bombs is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the engineer's level + the engineer's Intelligence modifier. An engineer's bomb becomes inert if used or carried by anyone else.


Fire Bomb: By spending 1 innovation point the engineer may quickly craft a crude bomb. On a direct hit, the engineer's fire bomb inflicts 1d6 points of fire damage + additional damage equal to the engineer's Intelligence modifier. By spending 1 or more innovation points the damage of this bomb increases by 1d6 points for every point spent, however this may not be raised above ½ the engineer’s class level (round up). This bonus damage is not multiplied on a critical hit.

Shrapnel Modification: When the engineer creates a bomb, they can choose to have it inflict half of its damage as Slashing or Piercing damage (the engineer chooses one upon crafting the bomb) rather than its normal damage. This modification can be made to the following bombs; concussive bombs, dynakinetic bombs, electromagnetic bombs, fire bombs, incendiary bombs, kelvinaic bombs, and vitriolic bombs.

Smoke Bomb: By spending 1 innovation point the engineer may quickly craft a non-lethal bomb that does not deal damage, but on impact emits a cloud of thick smoke, in a 20-foot radius. This smoke obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+mph) disperses the smoke in 4 rounds; a strong wind (21+mph) disperses the fog in 1 round. Otherwise the smoke dissipates normally.

Efficient Mecharmor
Prerequisite: Mecharmor*
Description: The engineer’s mecharmor creations move more smoothly and do not hamper the engineer’s movement as much as they had previously. While wearing their own mecharmor the engineer’s max dexterity in the Mecharmor is increased by their Intelligence modifier and their armor check penalty is reduced by the engineer’s Intelligence modifier.

Explosive Mastery
Prerequisite: Chemistry*, Dynamic Explosives, Explosives
Description: The engineer’s explosive research and creations are capable of damaging the very fabric of science and nature. By spending innovation points the engineer may enhance their bombs in the following ways.


Chimeric Bomb: By spending 2 innovation points the engineer may change the damage type on any bomb so that half of the damage is from the following list: Acid, Bludgeoning, Cold, Electricity, Fire, Force, Piercing, Slashing, or Sonic. Alternatively
The engineer may add a smoke effect to any bomb they create, that upon impact emits a cloud of thick smoke, in a 20-foot radius. This smoke obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+mph) disperses the smoke in 4 rounds; a strong wind (21+mph) disperses the fog in 1 round. Otherwise the smoke dissipates normally.

Fast bombs: By spending 2 innovation points the engineer can quickly create enough bombs to throw more than one in a single round. The engineer can prepare and throw additional bombs as a full-round action if their base attack bonus is high enough to grant them additional attacks. This functions just like a full-attack with a ranged weapon.

Stable bomb: By spending 3 innovation points the engineer can craft a bomb that remains stable even when they are not maintaining contact with it. A stable bomb that leaves the engineer’s possession remains functional for a number of rounds equal to the engineer’s intelligence modifier, and may be used by other characters. However the engineer’s bombs are considered exotic weapons to characters without the Explosives vocation.
A little more Alchemists stuff, and ChimericBomb which seems relatively utility.

Explosives Trajectory Device
Prerequisite: Explosives, Dynamo Cannon*
Description: The engineer’s expansion on explosive devices and the engineer’s dynamo cannon have synergized nicely. By spending an additional 3 innovation points when attacking with a bomb, the engineer may use their Dynamo Cannon to fire it as though it were ammunition. The bomb still only requires a ranged touch attack, and still behaves as a splash weapon, however the bomb uses the Dynamo Cannon’s bonus to attack (including feats or special effects that increase the engineer’s attacks with the Dynamo Cannon) and the Dynamo Cannon’s range increment, as well as benefiting from the 10 range increments a launched weapon has. This attack requires a full-round action to make. Further the engineer may attempt to arc bombs into areas within the first 5 range increments of the Dynamo Cannon that they cannot see. The engineer attacks an individual square, if a creature is in it, there is a 50% miss chance on the direct hit, but it will still be subjected to splash damage.

Freeze Ray
Prerequisite: Deflect Trajectory*, Dynamo Cannon*, Physics*, Quantum Gate*, Advanced Quantum Gate, Metaphysical Localization, Neuroarcanics*, Surveyor*
Description: With the engineer’s freeze ray they will stop… whatever they like really, despite it not being a death ray or an ice beam. By spending 10 Innovation points, the engineer may cast Time Stop (http://www.d20srd.org/srd/spells/timeStop.htm), as a spell-like ability with a caster level equal to half their engineer level.

Giant Mecharmor
Prerequisite: Mecharmor
Description: The engineer’s high performance armor not only increases the engineer’s relative strength, but also gives them a leverage advantage in many situations. While wearing mecharmor the engineer is treated as if they had powerful build. Whenever a engineer wearing mecharmor is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), they are treated as one size larger if doing so is advantageous to the engineer. The engineer is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect them. While wearing the mecharmor the engineer can use weapons designed for a creature one size larger without penalty. However, their space and reach remain those of a creature of the engineer’s actual size. The benefits of this vocation stack with the effects of spells, abilities, and other effects that change the subject’s size category.

Gravity Cannon
Prerequisite: Deflect Trajectory, Dynamo Cannon*, Physics*
Description: By spending 5 Innovation points, the engineer may use Lesser Globe of Invulnerability (http://www.d20srd.org/srd/spells/globeOfInvulnerabilityLesser.htm), Resilient sphere (http://www.d20srd.org/srd/spells/resilientSphere.htm), Telekinesis (http://www.d20srd.org/srd/spells/telekinesis.htm), or Wall of Force (http://www.d20srd.org/srd/spells/wallOfForce.htm) as a spell-like ability with a caster level equal to half their engineer level.

Improved Mounted Artillery*
Prerequisite: Dynamo Cannon*, Mounted Artillery*
Description: Through clever engineering and complex crafting the engineer’s mounted firearms seem to carry a sort of intelligence of their own. Mounted firearms the engineer crafts are treated as having 10 dexterity, (no penalty to attack), and may change targets as directed by the engineer. The engineer may spend an immediate action to specify a single target, or simple condition for the improved mounted artillery tripod to attack. (For example the engineer may specify to attack the closest targets within 30 feet, or to attack a specific creature or object.) Mounted Artillery has no intelligence score and cannot determine allies from enemies. Mounted Artillery can reload itself as if it had the rapid reload feat.

As a free action the engineer may grant one of its mounted artillery tripods within their line of sight an extra attack at its highest base attack bonus by spending 5 Innovation points. The engineer may not grant this benefit more than once per round to the same artillery tripod.

Special: If the engineer has the Steambeast Companion Vocation, their steambeast companions can reload their natural firearm weapons as if they had the rapid reload feat.

Improved Steambeast Companion
Prerequisite: Neuroarcanics*, Steambeast Companion
Description: The engineer’s creativity and steam-based realization of new ideas has improved the engineer’s ability to utilize the engineer’s steambeast companions. When activating a steambeast companion the engineer may spend additional innovation points to select a single ability from the menus below. Note, if a firearm is mounted on a steambeast companion none of the menu abilities that effect specific natural weapons may select the steambeast’s special firearm natural attack.

Improved Steambeast Companion Menu A: 1 additional Innovation points

Buff (Ex):The steambeast companion gains an extra hit points equal to the engineer’s intelligence modifier for every hit dice it has.

Celerity (Ex): One of the steambeast companion’s base speeds is increased by 10 feet.

Cleave (Ex): The steambeast companion
gains the Power Attack and Cleave feats.

Deflection (Ex): The steambeast companion gains a +1 deflection bonus to Armor Class equal to the engineer’s intelligence modifier.

Fly (Ex): The steambeast companion has physical wings and a fly speed equal to the engineer's speed bonus. The steambeast companion’s maneuverability is average.

Improved Bull Rush (Ex): The steambeast companion gains the Improved Bull Rush feat and may attempt a bulrush as a free action at the end of a charge attack.

Improved Natural Attack (Ex): The steambeast companion gains the Improved Natural Attack feat for one of its natural attacks.

Mobility (Ex): The steambeast companion does not provoke attacks of opportunity for moving through spaces that enemies threaten. The steambeast companion may ignore a number of attacks of opportunity so provoked per movement equal to the engineer’s intelligence modifier.

Resistance (Ex): Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The steambeast companion gains resistance 5 against that energy type, this resistance improves by 5 for every 5 levels the engineer has.

Swim (Ex): The steambeast companion is streamlined and sharklike, and gains a swim equal to the engineer's speed bonus.

Trip (Ex):If The steambeast companion hits with a natural attack (designated at creation), it can attempt to trip the opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the steambeast companion.

Improved Steambeast Companion Menu B: 3 additional Innovation points

Duotech (Ex): Select any two abilities from Menu A.

Energy Touch (Ex): The steambeast companion’s physical attacks are wreathed in a single energy type dealing 1d6 points of energy type chosen from the following list upon activating the steambeast companion: Fire, Cold, Acid, Sonic, or Electricity.

Extra Attack(Ex):The steambeast companion gains an additional natural attack of a single natural attack type it already had access to.

Fast Healing (Ex): The steambeast companion heals 2 hit points each round. It is still immediately destroyed when it reaches 0 hit points.

Heavy Deflection (Ex): The steambeast companion gains a deflection bonus to Armor Class equal to twice the engineer’s Intelligence modifier.

Improved Critical (Ex): The steambeast companion gains the Improved Critical feat with all of its natural attacks, further the threat range of its natural attacks is increased by 1.

Improved Damage Reduction (Ex): The steambeast companion’s surface has an extremely hard chassis, providing an additional 5 points of damage reduction.

Improved Grab (Ex): To use this ability, the steambeast must hit with a designated natural attack, selected upon activation. A steambeast can use this ability only on a target that is at least one size smaller than itself. The Steambeast companion gains the benefits of Improved Grab, allowing them to attempt to initiate a grapple with a successful hit from the designated natural weapon as a free action without provoking an attack of opportunity.

Muscle (Ex): The steambeast companion gains a bonus to its Strength score equal to the engineer’s intelligence modifier.

Poison Touch (Ex): If the steambeast companion hits with a designated natural attack, chosen upon activation, the target is subjected to oil based poison, with a Fortitude save DC (10 + ½ steambeast companion’s HD + the engineer’s intelligence modifier) and initial damage of 1point of Constitution damage, and secondary damage of 1d2 points of Constitution damage.

Pounce (Ex): If The steambeast companion charges a foe, it can make a full attack.

Smite (Su): Once per day The steambeast companion can make one attack that deals extra damage equal to it’s the engineer’s class level + the engineer’s intelligence modifier.

Trample (Ex): As a standard action during its turn each round, a steambeast companion can literally run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d8 + its Strength modifier (damage sized for medium creatures, and increases and decreases accordingly). The target can attempt a Reflex save (DC 10 + ½ engineer’s class Level + engineer’s Intelligence modifier) to negate the damage, or it can instead choose to make an attack of opportunity at a -4 penalty.

Improved Steambeast Companion Menu C: 5 additional Innovation points

Quatech (Ex): Select any two abilities from Menu B. One or both of these abilities may be Duotech.

Blindsight (Ex): The steambeast companion has blindsight out to 60 feet.

Breathweapon (Su): The steambeast companion gains a breath weapon that deals 1d6 points of elemental damage for every 2 levels the engineer has in a 30 foot cone originating from the steambeast companion. The steambeast companion may use this breath weapon 1 every 1d4+1 rounds. Targets within this cone attack may attempt a DC (10+1/2 the Steambeast companion’s HD+ the engineer’s Intelligence modifier) Reflex save for half damage. This damage type is selected from the following list upon activating the steambeast companion; Fire, Cold, Acid, Sonic, or Electricity.

Constrict (Ex): The steambeast companion gains the improved grab ability with a single designated natural attack. In addition, on a successful grapple check, the steambeast companion deals damage equal to said natural attack’s damage.

Teledimensional Shift(Sp): The steambeast companion can cast dimension door as a spell like ability with a caster level equal to the half the engineer’s class level, at will.

Extreme Damage Reduction (Ex): The steambeast companion’s surface has an extraordinarily hard chassis, providing an additional 10 points of damage reduction.

Chameleon Chassis (Su): The steambeast companion is constantly invisible, even when attacking. This ability is inherent and not subject to the invisibility purge spell.

Neuroarcanic Resistance (Ex): The steambeast companion gains spell resistance equal to 10 + the engineer’s class level.

Rend (Ex): A steambeast companion that hits the same opponent with two natural attacks of the same sort in the same round rends its foe, which deals extra damage equal to 2d6 + twice its Strength modifier.

Spring Attack (Ex): The steambeast companion gains the Spring Attack feat.

Whirlwind Attack (Ex):The steambeast companion gains the Whirlwind Attack feat.

Magnum Opus
Prerequisite: Chemistry*, Neuroarcanics*, Spagyric Chemistry, Materia Medica
Description: After years of toiling and pouring over half mad formulas and proofs, the engineer has unlocked some of the greatest secrets of life. By spending 10 innovation points and spending an hour’s worth of time the engineer can brew a special concoction referred to as an elixir of life. This special concoction costs 5,000 gold in base materials to create. This elixir remains potent for 1 hour per engineer level, afterwards it is rendered useless. An elixir of life, restores life to a dead creature as per the spell Raise dead. Alternatively, the engineer may drink the elixir of life them self, after which point they are immediately targeted with a Resurrection spell the next time they are killed. Used in this manner, the effects of an elixir of life persist only for a number of days equal to the engineer’s Intelligence modifier; if they do not die before that time expires, the effects of the elixir of life end. An elixir of life can alternatively be used to remove any one disease from a target, even supernatural diseases such as mummy-rot, completely restore anyone ability that has been drained, damaged, or penalized (even through age effects), remove any one curse of caster level 20 or lower, or restore a single lost limb.

Materia Medica
Prerequisite:Chemistry*
Description: The engineer has studied the anatomical aspects of medicine and have a deep rooted understanding for the biological healing process. The engineer gains a bonus on heal checks equal to their engineer level, and by spending 2 Innovation points, the engineer can cast Cure Light Wounds (http://www.d20srd.org/srd/spells/cureLightWounds.htm), Delay Poison (http://www.d20srd.org/srd/spells/delayPoison.htm), or Lesser Restoration (http://www.d20srd.org/srd/spells/restorationLesser.htm) as a spell-like ability with a caster level equal to half the engineer’s class level.

Materia Venia
Prerequisite: Chemistry*
Description: The engineer has gained an intricate understanding of poisons and the negative effects of various concoctions on the living body. The engineer gains Poison Use, allowing them to use poisons without risking and never risk accidentally poisoning themselves apply poison to a weapon. Further the engineer may use innovation points to enhance a poison temporarily, this need no occur while crafting the poison.


Concentrate poison: By spending 2 innovation points as a swift action the engineer can concentrate a dose of poison, increasing its save DC by +2. This enhancement for a number of rounds equal to the engineer’s Intelligence modifier.

Sticky poison: By spending 3 innovation points while applying a poison to a weapon the poison becomes particularly sticky. When the engineer applies such a poison to a weapon, the weapon remains poisoned for a number of strikes equal to the engineer's Intelligence modifier.

Destructive Poison: By spending 1 innovation point when using a poison the engineer may alter the poison so that it deals acid damage rather than inflicting the target with poison. The vector remains unchanged, but the target is no longer allowed a Fortitude save. This deals acid damage equal to its initial damage, plus the engineer’s intelligence modifier. Creatures immune to poison are not immune to this damage (unless they are immune to acid damage.)

Metabolic Regression
Prerequisite: Metabolic Jump*, Chemistry*
Description: By spending 2 innovation points the engineer may temporarily gain two claw attacks and a bite attack for a number of rounds equal to the engineer’s Intelligence modifier. These are primary attacks and are made using the engineer’s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the engineer is Small) and the bite attack deals 1d8 points of damage (1d6 if the engineer is Small). While using their metabolic regression the engineer gains a natural armor bonus and a competence bonus on Intimidate skill checks equal to their intelligence modifier.

Metaphysical Localization
Prerequisite: Physics*, Deflect Trajectory*
Description: Through a deeper understanding of the mind boggling properties of the unfathomably microscopic parts of the universe, the engineer has learned to manipulate the metaphysical qualities of nature. By spending 3 Innovation points, the engineer may cast Blink ( http://www.d20srd.org/srd/spells/blink.htm), Displacement (http://www.d20srd.org/srd/spells/displacement.htm), Gaseous form ( http://www.d20srd.org/srd/spells/gaseousForm.htm), or Invisibility sphere ( http://www.d20srd.org/srd/spells/invisibilitySphere.htm) as a spell-like ability with a caster level equal to half their engineer level.

Multifire Artillery
Prerequisite: Dynamo Cannon*, Mounted Artillery*
Description: The engineer has learned to craft more complex Mounted Artillery devises. The engineer’s tripods can hold a number of additional firearms equal to half the engineer’s level.

Constructing a mutlifire tripod requires the base cost of each firearm used, plus 125 gp and 1 day of work devoted solely to the multifire tripod (Craft checks not required). The multifire tripod is collapsible, and weighs about 10 lbs. Collapsing and un-collapsing the multifire tripod requires a standard action (or is part of the full-round action to set it up. A multifire tripod gains all the benefits of a regular Mounted Artillery tripod.

Nueropathy
Prerequisite: Physics*
Description: Knowledge of the electromagnetic properties of the brain has allowed the engineer to enhance their mind beyond its limitations. By spending 2 Innovation points, an engineer can cast Comprehend Languages (http://www.d20srd.org/srd/spells/comprehendLanguages.htm), Eagle’s Splendor (http://www.d20srd.org/srd/spells/eaglesSplendor.htm), Fox’s Cunning (http://www.d20srd.org/srd/spells/foxsCunning.htm), orOwl’s Wisdom (http://www.d20srd.org/srd/spells/owlsWisdom.htm) as a spell-like ability with a caster level equal to half the engineer’s class level.

Paranatural Anatomy: Undead
Prerequisite: Chemistry* Metabolic Jump*
Description: The engineer’s understanding of living anatomies has advanced to the understanding the anatomy of unliving creatures. By spending 1 Innovation points, the engineer can cast Detect Undead (http://www.d20srd.org/srd/spells/detectUndead.htm), Disrupt Undead (http://www.d20srd.org/srd/spells/disruptUndead.htm), Inflict Light Wounds (http://www.d20srd.org/srd/spells/inflictLightWounds.htm), or Grave Strike(SpC) as a spell-like ability with a caster level equal to half the engineer’s class level. In addition when using holy water as a weapon the engineer deals additional damage with the holy water equal to their intelligence modifier.

Paranatural Entrapment
Prerequisite: Paranatural Antatomy: Undead
Description: Through direct studies of the physical properties of specific energies and their effects on undead the engineer has learned how to combat the vile creatures with mundane resources. By spending 2 innovation points the engineer may turn undead as a cleric of their engineer level -3. The engineer needs no divine focus to turn the undead. Further by spending 10 innovation points the engineer may attempt to use the spell completion version of Trap the Soul (http://www.d20srd.org/srd/spells/trapTheSoul.htm) as a spell-like ability with a caster level equal to their engineer level on any undead creature it has successfully turned. This spell like ability requires an ecto-containment trap focus, rather than a gem.

The ecto-containment trap focus requires 24 hours to craft and 5,000 gp per HD of the creature to be trapped within it. This device need not be destroyed to free the trapped undead, nor is it destroyed if an undead creature of too many HD is attempted to be trapped within it. An empty ecto-containment trap can be reused.

AugustNights
2011-05-18, 07:33 AM
Penetrating Blast
Prerequisite: Dynamo Cannon*, Neuroarcanics*
Description: The engineer has augmented their Dynamo Cannon in order to create a line effect with the their shots. By spending 3 Innovation points, the engineer can fire their Dynamo Cannon on the their next attack as a 50-foot line instead of a normal ranged attack. All creatures within the 50 ft. line must make a Reflex save DC (10 + half the engineer’s class level + the engineer’s Intelligence modifier) in order to take half damage from the attack. Treat this vocation as another way that the engineer can enhance their Dynamo Cannon through Innovation.

Phobeatrics
Prerequisite: Neuroarcanics*, Chemistry*, Nuerochemistry, Materia Venia
Description: The engineer’s incredibly understanding of the deeper darker parts of the mind reveals some of the more terrible means of manipulating others. By spending 4 Innovation points, the engineer may cast Fear, Hold Person, Phantasmal Killer, or Suggestion as a spell-like ability with a caster level equal to half their engineer level.

Rapid Concoction
Prerequisite: Chemistry*, Neuroarcanics*, Spagyric Chemistry
Description: The engineer has such a mastery over the creation and mixture of substances that their alchemical creations can be improvised with a moment’s notice. By spending 3 innovation points the engineer can create alchemical items with almost supernatural speed. The engineer can create any alchemical item as a full-round action if they succeed on the Craft (alchemy) check and have the appropriate resources at hand to fund the creation. Further by spending 2 innovation points the engineer can apply poison to a weapon as an immediate action.

Reconnaissance Studies
Prerequisite: Physics*
Description: The engineer has focused their studies to the arts of subterfuge. By spending 2 Innovation points, the engineer may cast Invisibility (http://www.d20srd.org/srd/spells/invisibility.htm), Silence (http://www.d20srd.org/srd/spells/silence.htm), Status (http://www.d20srd.org/srd/spells/status.htm), or Zone of Truth (http://www.d20srd.org/srd/spells/zoneOfTruth.htm) as a spell-like ability with a caster level equal to half their engineer level.

Spagyric Chemistry
Prerequisite: Chemistry*, Neuroarcanics*
Description: The engineer’s understanding of the Scientific properties of magic as an energy has expanded to the point of understanding the arcanic energies stored within chemical compounds. By spending innovation points the engineer may enhance a potion or alchemical item with one of the following effects.


Combine extracts: By spending 2 innovation points as a standard action the engineer may combine two potions or alchemical consumables into one extract. When the extract is consumed, both formulae take effect. This combined concoction lasts for one hour per engineer level, if it is not used before this time passes the concoction neutralizes and is rendered useless.

Dilution: By spending 2 innovation points as a standard action the engineer can dilute any one potion, alchemical consumable, or poison, creating two doses of the same item from one. An item that has been diluted cannot be diluted again. A diluted concoction lasts for one hour per engineer level, if it is not used before this time passes the concoction neutralizes and is rendered useless.

Enhance potion: By spending 2 innovation points the engineer may cause any potion that they drink or administer to function at a caster level equal to their engineer level.

Extend potion: By spending 3 innovation points the engineer may cause any potion they drink that does not have an instantaneous duration to function at twice its normal duration.

Steam Engine
Prerequisite: Neuroarcanics* ,Steambeast Companion
Description: Through the application of steam powered Physics the engineer has uncovered the veil behind automotive power. The engineer may build an engine for any vehicle, allowing it to be driven mechanically rather than magically or by beast of burden. Such a vehicle gains a base speed equal to the engineer’s speed bonus.

Creating a steam engine for a vehicle is a long complicated process that requires 3 days worth of work and 5,000 gp in raw materials.

Teleforce Cannon
Prerequisite: Dynamo Cannon*
Description: The engineer’s swift enhancements to the engineer’s Dynamo Cannon become even more potent. When enhancing their Dynamo Cannon, the Engineer may select a single effect listed below. Enhancing a Dynamo Cannon in this way is a swift action that does not provoke an attack of opportunity. The effect that is used must be declared prior to the engineer's next attack, and the Innovation points are still lost if the attack fails. Any effect that change the damage type of the original ammunition (bludgeoning, piercing, slashing, etc.), replace the original damage type.


Ice Beam: The Dynamo Cannon converts a single crossbow bolt into a ray of chilling energy. The Dynamo cannot makes a ranged touch attack rather than a normal ranged attack that changes the Dynamo Cannon’s base damage to 2d6 cold damage. This effect costs 2 Innovation point to use. By spending an additional 2 innovation points the damage of this beam increases by 1d6 points, however this may not be raised above ½ the engineer’s class level (round up). This bonus damage is not multiplied on a critical hit.

Microwave: The Dynamo Cannon converts a single crossbow bolt into a ray of heating energy. The Dynamo cannot makes a ranged touch attack rather than a normal ranged attack that changes the Dynamo Cannon’s base damage to 2d6 fire damage. This effect costs 2 Innovation point to use. By spending an additional 2 innovation points the damage of this beam increases by 1d6 points, however this may not be raised above ½ the engineer’s class level (round up). This bonus damage is not multiplied on a critical hit.

Devastation Ray: The Dynamo Cannon converts a single crossbow bolt into a ray of melting vitriolic power. The Dynamo cannot makes a ranged touch attack rather than a normal ranged attack that changes the Dynamo Cannon’s base damage to 2d6 acid damage. This effect costs 2 Innovation point to use. By spending an additional 2 innovation points the damage of this beam increases by 1d6 points, however this may not be raised above ½ the engineer’s class level (round up). This bonus damage is not multiplied on a critical hit.

Teslaic Cannon: The Dynamo Cannon converts a single crossbow bolt into a ray of arcing electricity. The Dynamo cannot makes a ranged touch attack rather than a normal ranged attack that changes the Dynamo Cannon’s base damage to 2d6 electricity damage. This effect costs 2 Innovation point to use. By spending an additional 2 innovation points the damage of this beam increases by 1d6 points, however this may not be raised above ½ the engineer’s class level (round up). This bonus damage is not multiplied on a critical hit.

Peace Gun: The Dynamo Cannon* converts a single crossbow bolt into a bolt of seemingly pure energy and force. The Dynamo cannot makes a ranged touch attack rather than normal ranged attack that changes the Dynamo Cannon’s base damage to 2d6 force damage. This effect costs 3 Innovation point to use. By spending an additional 3 innovation points the damage of this beam increases by 1d6 points, however this may not be raised above ½ the engineer’s class level (round up). This bonus damage is not multiplied on a critical hit.

Thought Camera
Prerequisite: Neuroarcanics*, Surveyor*
Description: Between the engineer’s knowledge of vision and the arcane structures of the mind, the engineer is able of seeing and disrupting electroarcanic wave of the mind. By spending 2 innovations points the engineer may cast Detect chaos (http://www.d20srd.org/srd/spells/detectChaos.htm), Detect evil (http://www.d20srd.org/srd/spells/detectevil.htm), Detect good (http://www.d20srd.org/srd/spells/detectgood.htm), Detect law (http://www.d20srd.org/srd/spells/detectLaw.htm), Detect Thoughts (http://www.d20srd.org/srd/spells/detectThoughts.htm), Misdirection (http://www.d20srd.org/srd/spells/misdirection.htm), or Touch of Idiocy (http://www.d20srd.org/srd/spells/touchOfIdiocy.htm), as a spell-like ability with a caster level equal to half their engineer level.

Wrench Jockey
Prerequisite: Breaking point
Description: ‘That’s not really a vocation’ someone might say, that’s the easiest problem to fix for a wrench jockey engineer. While wielding improvised weapons the Engineer deals damage with such weapons as if they were 2 sizes larger than they actually were. In addition, by spending 2 innovation points while making an attack with such a weapon the Engineer may attempt a Bull-rush as part of their attack action without provoking an attack of opportunity.

AugustNights
2011-05-18, 07:36 AM
[font=Book Antiqua] The Drawing Board
“Well… that happened” ~ Nikolas Thunder after witnessing his latest creation fall apart.

Autopainter (Camera!?)
Prerequisite:--
Description: The engineer has devised a contraption that allows them to capture the imagery of the world around them. As a standard action the Engineer may spend 1 innovation point to capture an image on a small 6 inch by 6 inch piece of special paper. This image is black and white, and may only be used in optimal light. However by spending innovation points the Engineer may capture more elaborate images, see below. If the Engineer is trying to capture the image of a character that does not wish to be auto-painted, the Engineer must make a ranged touch attack against their target.

Color by spending 2 additional innovation points the Engineer's autopainting is completed with color, capturing roughly the appropriate colors of the the image auto-painted.

Dark-visionby spending 2 additional innovation points the Engineer's autopainting can be captured in dark or low-light conditions, however the image is often blurry, and difficult to make out. This cannot be used in conjunction with a Color Autopainting.
A camera! How Utility! But… what good is it? Still could use a bit more...

Autosiege Engine
Prerequisite: Steam Engine, Neuroarcanics*,Steambeast Companion*, Dynamo Cannon*, Mounted Artillery*
Description: The engineer’s understanding of semi-intelligent steam driven technology can be applied to siege engines, granting large scale weapons a sort of intelligence of their own…
The Engineer may build a single-man siege engine that functions exactly as if it had a full crew, and may be driven by a steam engine like effect. … It takes 1 full-round action to ready and load the Siege Engine, despite the number of rounds it would normal require. Movement equal to engineer speed bonus… counts as vehicle if need be… wee!


Clockwork Calculator
Prerequisite: --
Description:???
So. engineer should be able to build crude steampunk number computers. Yes. But… what would that do? [i]Easy Mathematics from Song & Silence? Uhm. Lame. But what more?

Decorative Utility
Prerequisite: --
Description: ???
Not sure where to take this. I’d like to make the classic spy weapons and folding tools out of this vocation, but don’t really know where to go with it. Things like a key that unfolds into a lock-pick, or a locket that is so much more than a locket. Hidden weapons, and complex items composed of several mundane appearing simpler items… but the question is how, why, and is it better than that one weapon modification from dragon magazine? They don’t need a vocation to build such items…hmmm… Maybe increase DC to find it or figure out what it is could be increased engineer’s Int mod, or perhaps larger things could be built? Or simply allow a number of tools to already have this property… hmmmm…

Directed Energy Peace Ray
Prerequisite: Autosiege Engine, Deflect Trajectory*, Dynamo Cannon*, Mounted Artillery*, Metaoculation Calibration, Neuroarcanics*, Physics*, Steam Engine, Teleforce Cannon
rerequisite:--
Description: The Engineer has learned the secrets of massive destructive energy. The Engineer may craft a Directed Energy Peace Gun which may be mounted on their Mobile Fortress if they have one. Otherwise this device is a Gargantuan sized siege weapon. Constructing a Directed Energy Peace Gun requires 100 full days of uninterrupted labor, however any character with 5+ ranks in Knowledge (Architecture and Engineering) may contribute to these work hours at the same time as the Engineer with this vocation. The Engineer may have assistance from up to 4 other workers to build this device. Despite its complexity and size the device is relatively economically friendly to build, costing only 15,000 gold in raw materials in the total of its construction.

Readying a Directed Energy Peace Gun requires 10 full-round actions, however up to 4 characters with 5+ ranks in Knowledge (Architecture and Engineering) may contribute to these full round actions at the same time as the Engineer. Aiming the weapon is part of its preparation process, the weapon may be aimed within 10 miles of its firing point, and deals damage in a sphere area with a radius of 10 feet per Engineer level of the Engineer with this vocation. Once the weapon is readied the Engineer with this vocation (and only the Engineer with this vocation) may fire the weapon as a full-round action. Any character Readying the weapon (including the Engineer) may contribute innovation points to the weapon's damage while readying the weapon as a non-action. (Only characters with innovation points may contribute them).

This weapon deals 3d6 damage damage for every innovation point spent while reading it to all creatures and objects within its area, ignoring up to 20 points of Hardness or Damage reduction, and overcoming all forms of regeneration. Similar to a force effect, this damage effects ethereal creatures, but only deals them half damage.

A DC (10+1/2 The Engineer's Level + The Engineer's Intelligence Bonus) Reflex save is permitted to save for half damage. Creatures damaged by this ray must make a DC (10+1/2 The Engineer's Level + The Engineer's Intelligence Bonus) Will Save or be Dazed for 1 round per innovation point spent on the blast.

An engineer may never have more than 1 Directed Energy Peace Ray in existence at once. Nor may an engineer build and Autosiege Weapon Directed Energy Peace Ray.

Draft Blueprints
Prerequisite: --
Description: The engineer’s expression and understanding of engineer’s short hand can be used to craft semi -magical blue prints to recreate magical effects. The engineer can craft scrolls as if they possessed the Scribe Scroll feat, even if they cannot cast the spell using one of their vocations. The engineer must make a Knowledge (Architecture and Engineering) check of DC 15 + the spell level in order to replicate any spell they wish to scribe. An engineer is considered to have a caster level equal to half their engineer level. The scroll resulting is a supernatural creation and not a magical one, but is identifiable by Spellcraft, and its effects are subject to a targeted Dispel Magic just as a normal scroll. The engineer still must pay the material and experience costs to craft the scroll.

In addition, an engineer's caster level is considered to be two levels higher for the purposes of spell-like abilities granted through vocations.

Further, an engineer may draft a special blueprint, one that contains a vocation rather than a spell. Similar to a scroll, this blueprint may be used freely by any engineer that has all of the prerequisites of the vocation written on the scroll. If they fail to meet these requirements they must make an engineer Level check, DC equal to the engineer who crafted the blue prints. The engineer may use the benefits of the blue-prints once, just as if it were a scroll. Alternatively with 24 hours work an engineer may switch out on of their vocations with one written on a blueprint, with a DC (10+ the engineer who drafted the blueprint’s Engineer level) Knowledge (Architecture and Engineering) check. This process consumes the blueprint.
Needs wording work, and specifics, but it's more or less finished.

Metaoculation Calibration
Prerequisite: Physics*, Dynamo Cannon*
Description: Through fiddling with the engineer’s Dynamo Cannon, they have learned to calibrate the device for extreme accuracy, and ease of fire. By spending 2 Innovation points, an Engineer can cast Arrow mindSpC, or http://www.d20srd.org/srd/spells/trueStrike.htm]True ( as a spell-like ability with a caster level equal to half the engineer’s class level. These spell-like abilities only apply to the engineer’s Dynamo Cannon.
True strike is a pretty potent SLA for a gish-ish class like the Engineer to have access to, and arrow mind makes the ranged focus of the Dynamo cannon engineer all that much more viable. What I’m looking for here are two more “Calibrating the Dynamo cannon” spells that are decent spell like abilities, but serve more as to fill out the vocation as that it already has its meat and potatoes.

Mirrors and light
Prerequisite:???
Description:???
Okay so I really have no idea where to even begin with this idea but, you see, mirrors and light should be able to do awesome things. How can I use this? I don’t know. Perhaps Redirect Gaze attacks? Other things? Drawing boarded.

Periodic Defense
Prerequisite: Deflect Trajectory, Dynamo Cannon*, Physics*
Description:???
So what I want is Protection form Energy… but I can’t even think of a decent name. http://www.d20srd.org/srd/spells/protectionFromEnergy.htm]Protection ( [url) from Energy but the general engineer Formula is 4 slas of relatively similar spell levels related thematically… thoughts? I would also like a follow up vocation that offers a versatile immunity but run into the same issue. Maybe it’d be better to write up its own rules.

Petranatural Anatomy: Constructs
Prerequisite: Neuroarcanics*, Renovation
Description: The engineer has expanded upon the engineer’s knowledge of the composition of objects and constructs to get a handle of their arcanic anatomies. By spending 1 Innovation points, the engineer can cast Golem StrikeSpC, http://www.d20srd.org/srd/spells/shatter.htm ( Shatter, ???or ??? as a spell-like ability with a caster level equal to half their engineer level.
Obviously attempting to parallel the Undead version of this new vocation, but can’t seem to find any construct specific spells. Note that Repair Damage spells are made extraneous by the engineer’s ability to restore object/construct hp with Renovation. Needs about 2 more 1-3 level spells that aren’t popping into my mind … hmmm… Where are my “Hold Construct” and the like type spells? Fluff is also rough, but not certain what the fluff should be until I have the crunch.

RGM Physics
Prerequisite: Physics*
Description: The engineer has learned to build an excessive kinetic energy machine, this device can be built with surprising accuracy and speed. By arranging many keep components and complex exchanges of energy the Engineer can spend 2 innovation points and a full round action to create a machine that with a simple trigger (a free action from the engineer) will complete any physical task that can be described in twenty five words or less. It can perform any one task , though it may be designed to repetitively complete the same task (such as chopping several logs, or firing several rocks in the same general area). This machine will continue to function for 1 round per Engineer level. It has a base attack bonus equal to 1/2 the Engineer's level, and uses the Engineer's Intelligence modifier in the place of its own dexterity or strength modifier. The machine is proficient with all weapons and can 'move' at a 20 foot land speed, and may "swim" at a 10 foot speed. The Machine has an Armor class of 5, and 2 hp per Engineer level. Any weapons that it may use to attack must be supplied at the time of its construction.


Rube Goldberg (http://en.wikipedia.org/wiki/Rube_Goldberg_machine) Device (http://www.youtube.com/watch?v=qybUFnY7Y8w) abilities. Fantastic Machine Boiled down. Yay or Nay?

Quick Traps
Prerequisite:Clockwork Calculations, etc
Description: ???
Coming Soon. Needs a better name

Venia Forte
Prerequisite: Chemistry*, Materia Venia
Description: The engineer is capable of concocting poisons so potent they seem to defy even the strongest of resistances. As a swift action the Engineer may enhance any poison it has access to by spending 3 innovation points. For a number of rounds equal to the engineer’s level the poison may affect any single creature type, however if they choose humanoid or outsider they must select a subtype as well. The poison penetrates any immunity to poison a creature from the selected creature might have, from any sources including but not limited to; racial abilities, type based immunities, magical items, class features, feats, and the like.
The wording on this is a little tricky, basically looking to bypass poison immunities, but I think that it should be limited. Perhaps the penetrating poison ought to suffer a penalty to its DC rather than need to be made for specific creatures? Could use a better name.

AugustNights
2011-05-18, 07:37 AM
That's all for now. There is, of course, more ideas coming.
Thanks for reading!

Lappy9000
2011-05-23, 10:58 AM
Is it trippy to be reviewing additions to my own class? Yes. Is it awesome? Also very yes :smallcool:

By the way, good job at picking up on how the innovation costs work, 1 plus the number or prerequisites. According to some playtesting, it scales very well with enough points to not be left dry, but just enough to encourage conservative tactics. I'll take a look at just a few for now, seeing how I just woke up :smalltongue:


Advanced Quantum Gate
Nice! A great way to expand on the original.


Advanced Explosives
Bombs are an excellent addition to the engineer. Although if the vocations are alphabetical, this one should be first.


Aerodynamics
Nice way to add more to the Physics line of vocations.


Amphibiotic Once again, great, but the link to Water Breathing kind of clipped into the space prior to the link.


Arcanic DisruptionSuper cool. Isn't the prerequisite supposed to be Explosives instead of Bomb?

AugustNights
2011-05-23, 11:59 AM
Is it trippy to be reviewing additions to my own class? Yes. Is it awesome? Also very yes

Glad it's awesome and not irritating.



By the way, good job at picking up on how the innovation costs work, 1 plus the number or prerequisites. According to some playtesting, it scales very well with enough points to not be left dry, but just enough to encourage conservative tactics.
Ohhhhhh.... I was basing it off effective spell level, which I had based on character level of availability... but that seems to be a much easier and elegant manner of working it.


Bombs are an excellent addition to the engineer. Although if the vocations are alphabetical, this one should be first.
Yes... fixing that!


Once again, great, but the link to Water Breathing kind of clipped into the space prior to the link.
... and that


Super cool. Isn't the prerequisite supposed to be Explosives instead of Bomb?
I'm glad you like it, and yes.

Gideon Falcon
2011-05-23, 04:39 PM
Excellent work with the vocations. You know, after rereading the Engineer class, I think it might possibly be due for a bit of power increase. You didn't really get to a lot of the stuff you had planned for it, and it might just be ready to go up a Tier.

radmelon
2011-05-23, 10:22 PM
This brings back good memories for me because the Engineer was one of the classes that convinced me to join GitP in the first place. Keep up the good work. :smallamused:

Gideon Falcon
2011-06-09, 12:30 AM
Indeed, the Engineer is a fundamentally awesome class.

For the RGB device, one possibility is Fantastic Machine from the Spell Compendium. The pre-programming makes it a perfect idea.

DracoDei
2011-06-09, 09:08 AM
Haven't really looked at hardly anything here, but I did happen to notice two problems.

Dilution seems like it should halve the duration. For things with Instantaneous durations it should halve the numerical effects (variable or constant). For things with neither, it can work the way it does now. Paying half price for potions (and without an XP cost like brewing your own), and stacking with having another member of the party doing the brewing just seems SLIGHTLY too good. I know you only get two innovations per level (so approximately 6 times as many feats you get), but this is only one of 3 or so functions of that one innovation and, as I said, it stacks. For buffs with long durations it doesn't much matter in most games.

Under Paranatural Anatomy: Undead you have "Grave StrikeSpCas". This sequence of characters should be "Grave Strike (SpC) as" or something very close to it.

AugustNights
2011-06-09, 03:40 PM
Excellent work with the vocations.
Thank you.


This brings back good memories for me because the Engineer was one of the classes that convinced me to join GitP in the first place.
It is a rather fun class.


For the RGB device, one possibility is Fantastic Machine from the Spell Compendium. The pre-programming makes it a perfect idea.
I was thinking about that, but had decided against it. I'm unsure why, I'll dig through my notes...


Dilution seems like it should halve the duration. For things with Instantaneous durations it should halve the numerical effects (variable or constant). For things with neither, it can work the way it does now. Paying half price for potions (and without an XP cost like brewing your own), and stacking with having another member of the party doing the brewing just seems SLIGHTLY too good.
I'm not certain I agree.
The major benefit of potions, as I see it, is the ability to hold on to them for a long time. Dilution does split the potion, but it may only be used within the next couple of hours.
There is an opportunity cost in the duration, I think.
You can have 1 potion of X for as long as you like, or 2 potions of X for the next few hours.
I suppose I ought to shorten the duration that a diluted potion remains potent for from hours to minutes, or increase the time required to dilute a potion to 10 minutes.
In this way one may not hold on to a potion and then in a time of instant need dilute it and make two, removing the use of the duration that the two diluted potions create.

I suppose that 1/4 cost for potions is rather potent, and even the pathfinder alchemist must pay 1/4 the price of a potion in order to dilute their potions... Still I'm not terribly keen on leaving it at "two half potions for the price of one," It seems there should be more gain than that, especially for choosing the vocation, and using Innovation points.
Perhaps the Innovation cost could be increased.


I know you only get two innovations per level (so approximately 6 times as many feats you get), but this is only one of 3 or so functions of that one innovation and, as I said, it stacks.
I think you are confusing Innovation points, which function like Power Points to Powers, and Vocations.
The Engineer gains 1 Vocation every other level.
The Engineer gains 2 Innovation points every level.
The Engineer's Innovation points fuel Vocations.



Under Paranatural Anatomy: Undead you have "Grave StrikeSpCas". This sequence of characters should be "Grave Strike (SpC) as" or something very close to it.
Ah, yes. Indeed. I figured my raised letters would carry over, they did not.
Thank you!

DracoDei
2011-06-09, 09:34 PM
There is no opportunity cost if you were just going to drink it to buff up before "entering the dungeon". Then again, I don't know how much potions tend to be used that way.

You are correct on the other basic points however.

Lappy9000
2011-06-09, 10:43 PM
This brings back good memories for me because the Engineer was one of the classes that convinced me to join GitP in the first place. Keep up the good work. :smallamused:Woo! :smallcool:


Indeed, the Engineer is a fundamentally awesome class.:smallbiggrin:

I forgot about this, curses! Read through Efficient Mecharmor, and I'm really liking the bombs. I wanted to implement them before, but didn't quite know how to go about it. You, sir, have done a great job! Everything looks good so far, don't hesitate to bug me to keep checking in on this!

Ziegander
2011-06-09, 11:11 PM
@Lappy: The Engineer class is amazing. I consider myself misfortuned that I wasn't around to view it in all it's glory when you first designed it.

It's a bit too late for PEACHing, but my only suggestion for a tweak would be to move Improvised Mage to 5th level and bump Minor and Major Forging down four levels each accordingly. 13th level is FAR too late for the magic item creation to kick in, but it's never too late to get Minor/Major Creation. Those are awesome no matter when you can use them.

@ChumpLump: My god, what an awe-inspiring amount of interesting and awesome work. At a cursory glance, everything looks quite well balanced.

Also, that music video you linked in RGB Device is liquid gold. Time to make myself acquainted with an awesome new (old) band. :smallbiggrin:

Gideon Falcon
2011-06-10, 09:50 AM
I just noticed a bit of a problem with the high cost on the bombs...

As is, you would have to pay almost your entire innovation pool on a single bomb that only deals 1d6 per two class levels. Considering that a Warlock could outdo that, it's a bit weak.

DracoDei
2011-06-10, 01:15 PM
Was there ever anything completed that went in the "Wave Motion Gun" direction I suggested in the original Engineer thread? IE something that you wouldn't fire more than once an adventure on average, and which would be heavier than most PCs could even lift, let alone aim, and preferably would require a lot of SKILLED crew. I am torn as to whether the "Auto-seige" thing should be allowed to apply to it...

Anyway, here is the draft I threw up in the original thread (where I meant it as an enhancement to a mobile fortress).
Epic Feat
Construct Main Cannon:
For the cost of X00,000 you may add a main cannon to your fortress. Due to its complexity and danger of operation firing this cannon requires your personal supervision and involvement. It requires 5 minutes of uninterrupted work from you, two scientists each of whom must be at least 5th level engineers with at least a +15 modifier to Knowledge(architecture and engineering) checks , and at least 20 technicians, who have no class requirements, but must have at least a +10 modifier to Knowledge(architecture and engineering) checks, to fire it, and drains you and the lieutenants of all inspiration. You may perform no other tasks during this period, and it requires at least 20 points of inspiration from you and 10 from each of your two scientists to do so. The path of the beam generated is 200 feet in diameter and 3 miles long. Aiming it is a non-trivial task, treat it as a grenade-like weapon with a range increment of half a mile, except that a miss places it 200 feet off target for each range increment past the first (50 feet off target if in the first range increment), rather than a flat 5 feet. It deals 3 points of EACH of the following types of damage for each point of inspiration you (personally) supply to it: Fire, Electricity, Sonic, Force. This energy shares your alignment types for the purposes of by-passing regeneration or other defenses. IE if you are Good aligned the damage counts as Good/Holy damage, if you are also Chaotic then it would also count as Chaotic/Anarchic damage.


Turning it into an Epic Vocation might be better... or maybe just a vocation with a very long list of pre-requisites (which it should have in any case probably) such that you couldn't get it until at least level 15 or so...

AugustNights
2011-06-10, 03:28 PM
There is no opportunity cost if you were just going to drink it to buff up before "entering the dungeon". Then again, I don't know how much potions tend to be used that way.
I think the problem is that most potion-buffs have durations shorter than dungeons... though I suppose there are some short dungeons somewhere... I wish I could write them, mine always seem to be longer than I imagine.



You, sir, have done a great job! Everything looks good so far, don't hesitate to bug me to keep checking in on this!

Thank you, sir, I shall.


My god, what an awe-inspiring amount of interesting and awesome work. At a cursory glance, everything looks quite well balanced.

Also, that music video you linked in RGB Device is liquid gold. Time to make myself acquainted with an awesome new (old) band. :smallbiggrin:

Thank you. It is a fun music video.


I just noticed a bit of a problem with the high cost on the bombs...

As is, you would have to pay almost your entire innovation pool on a single bomb that only deals 1d6 per two class levels. Considering that a Warlock could outdo that, it's a bit weak.

Hmmm true, however bombs are not spell-like and thus not subject to spell resistance, anti-magic fields, nor spell immunity.
Though you have a point. I think cutting the costs in half for bombs would not be unreasonable.


Was there ever anything completed that went in the "Wave Motion Gun" direction I suggested in the original Engineer thread? IE something that you wouldn't fire more than once an adventure on average, and which would be heavier than most PCs could even lift, let alone aim, and preferably would require a lot of SKILLED crew. I am torn as to whether the "Auto-seige" thing should be allowed to apply to it...

Anyway, here is the draft I threw up in the original thread (where I meant it as an enhancement to a mobile fortress).

Turning it into an Epic Vocation might be better... or maybe just a vocation with a very long list of pre-requisites (which it should have in any case probably) such that you couldn't get it until at least level 15 or so...

With all of its limitations it seems more like an artifact than a character choice for a class feature... Something the DM can choose to include into their campaign if it fits, but not something you'd want players to freely take, more so that they won't waste the supplies and energy in getting it to work.

Perhaps the artifact could be a Blueprints for such a device...

As a "Only use once in campaign" item, artifact feel more fitting.
For a "Blow Stuff Up Good, 'Cuz Stuff These Days Needs Blowing Up Good" feature, I could make a vocation, but something feels wrong about making a class feature or feat that is only used once.

DracoDei
2011-06-10, 06:38 PM
As a "Only use once in campaign" item, artifact feel more fitting.
For a "Blow Stuff Up Good, 'Cuz Stuff These Days Needs Blowing Up Good" feature, I could make a vocation, but something feels wrong about making a class feature or feat that is only used once.
Err... to be clear it might only be BUILT once per campaign, but it would certainly be FIRED more than once per campaign (well, depending on what level the campaign goes to versus when you can get it). Adventure < Campaign. Adventure ~=level (VERY approximately).

It was mostly that I saw the cannons, I saw the mobile fortress, and at that moment I became convinced that this class could not possibly be complete without the option for a (smallish, since it only re-writes topography on a very local scale, rather than cracking a planet) Wave Motion Gun.

The "Artifact Blueprints" thing sounds like an acceptable solution to me if one is worried about not cheating the player. Still leaves room for it ALSO being an Epic Vocation/Feat of some sort, and in any case it isn't like "Death Star Blueprints" aren't a maggufin that really SHOULD to exist.

Sidenote: I in the years between when I wrote the rules text originally and now I have acquired the Tome of Battle. That MIGHT explain why I look at it and thing that Level 20 -> 48 Innovation (40 base and 26 Intelligence sounds about right) -> 144 damage of each of 4 types -> 576 damage total -> maybe not enough. Perhaps increasing it to 4 or even 5 points of damage for each of the 4 types would be enough. If we add a clause that it ignores the hardness of all objects... actually, let us say that hardness applies, but only against the TOTAL damage. Well that barely gets it through the 8 hardness and 540 hitpoints of 3 feet of solid stone. Not BAD per se, but given the fact it drains all innovation from you and two junior Engineers, and requires 20 more personnel... I would expect more.

AugustNights
2011-06-10, 07:47 PM
...the fact it drains all innovation from you and two junior Engineers, and requires 20 more personnel... I would expect more.

This is why it doesn't feel like a class feature, and more of an aspect of the specific campaign. I'm certain a Heavy Dynamo Siege Weapon isn't out of the question, nor is and Epic Gun that ought to be attached to the Engineer's Mobile Fortress, but requiring 20+ Mooks, +2 L.5 Specific Character Class Characters, and all the innovation points one has... well... that's not something that easily secured by a player character.
Its current writing is very situational, and with little room, even Metaconcert allows for partnering with a small range of character classes. Otherwise I can't think of an ability or class feature that requires the presence of specific character classed assistants.

I could however see an uncapped mega cannon weapon with, say 4d4+4 damage that was 1/4 Electricity, 1/4 Fire, 1/4 Force, and 1/4 Sonic (Although, if it were me I'd just make it force and have it be done with, as that I don't see too much of a point of the other 3 damage types (besides maybe to kill trolls... but that doesn't seem terribly pertinent with the raw amount of damage the weapon would be dealing) per innovation point used, which would allow for outside sources of innovation points to be poured in, that would require X full-round actions to prepare, with Y amount of people allowed to work on preparing it (not unlike other siege weaponry), aimed and fired by the Engineer themself.

The area is truly epic, 3 mile long 200 meet cylinder?
Well, I don't aim to try to balance anything off of Epic Level Casting, and really don't want to, because that's not so much of a balance. So... I'd give it a formidable area, but if someone wants that area of damage, that's really artifact territory...

So this is what I imagine... of course, feel free to run with whatever you like

Directed Energy Peace Ray
Prerequisite: Autosiege Engine, Deflect Trajectory*, Dynamo Cannon*, Mounted Artillery*, Metaoculation Calibration, Neuroarcanics*, Physics*, Steam Engine, Teleforce Cannon
rerequisite:--
Description: The Engineer has learned the secrets of massive destructive energy. The Engineer may craft a Directed Energy Peace Gun which may be mounted on their Mobile Fortress if they have one. Otherwise this device is a Gargantuan sized siege weapon. Constructing a Directed Energy Peace Gun requires 100 full days of uninterrupted labor, however any character with 5+ ranks in Knowledge (Architecture and Engineering) may contribute to these work hours at the same time as the Engineer with this vocation. The Engineer may have assistance from up to 4 other workers to build this device. Despite its complexity and size the device is relatively economically friendly to build, costing only 15,000 gold in raw materials in the total of its construction.

Readying a Directed Energy Peace Gun requires 10 full-round actions, however up to 4 characters with 5+ ranks in Knowledge (Architecture and Engineering) may contribute to these full round actions at the same time as the Engineer. Aiming the weapon is part of its preparation process, the weapon may be aimed within 10 miles of its firing point, and deals damage in a sphere area with a radius of 10 feet per Engineer level of the Engineer with this vocation. Once the weapon is readied the Engineer with this vocation (and only the Engineer with this vocation) may fire the weapon as a full-round action. Any character Readying the weapon (including the Engineer) may contribute innovation points to the weapon's damage while readying the weapon as a non-action. (Only characters with innovation points may contribute them).

This weapon deals 3d6 damage damage for every innovation point spent while reading it to all creatures and objects within its area, ignoring up to 20 points of Hardness or Damage reduction, and overcoming all forms of regeneration. Similar to a force effect, this damage effects ethereal creatures, but only deals them half damage.

A DC (10+1/2 The Engineer's Level + The Engineer's Intelligence Bonus) Reflex save is permitted to save for half damage. Creatures damaged by this ray must make a DC (10+1/2 The Engineer's Level + The Engineer's Intelligence Bonus) Will Save or be Dazed for 1 round per innovation point spent on the blast.

An engineer may never have more than 1 Directed Energy Peace Ray in existence at once. Nor may an engineer build and Autosiege Weapon Directed Energy Peace Ray.

19th level min.
Less complication of Damage types.
Smaller Area of Damage.
No need to aim, so no chance of miss.
Reflex Save for Half
Will Save or be Dazed
Requires at minimum 3 rounds to fire.
Other Engineers may help, but are not necessary.
Can be added to Mobile Fortress but not necessary.
This is how I would do it, but again, whatever floats your boat.

DracoDei
2011-06-10, 10:30 PM
Could be a better starting point than mine, but the prep time is a bit low for my taste especially with the fact that it can be reduced to 1 round with only (and yes I DO mean "only") 9 additional personel.

Allowing it as an independent siege weapon as an alternative to mounting it on a mobile fortress is something I definitely approve of.

AugustNights
2011-06-10, 10:49 PM
"Readying a Directed Energy Peace Gun requires 10 full-round actions, however up to 4 characters with 5+ ranks in Knowledge (Architecture and Engineering) may contribute to these full round actions at the same time as the Engineer."

2-full rounds, but that may still be too short for your tastes.
An easy adjustment of 200-full rounds and increasing the upward limit of helpers to 20 assistants, leaves it at a minute minimum to prepare, or 20 if the Engineer is running around doing all the tasks them self. Which would make for an interesting fight sequence while the Engineer's player runs and gets snacks."Hold this guy off I got a plan..."

DracoDei
2011-06-11, 12:22 AM
Actually... one random idea is that "When in doubt, do BOTH!".
The same Vocation allows both our versions (but still only one gun built under the vocation per engineer at any given time). According to you very few players would ever actually build my version, so allowing it doesn't hurt anything. Sure it might qualify as a bit of a trap, but the proper cautionary footnote or parenthetical comment could discharge our "due diligence" in such a case.

EDIT: To further clarify, I would say that we have slightly different visions here, and neither is bad. You have a very usable siege engine concept useful for repelling rampaging dragons, where-as I am aiming for something that edges over into a Strategic, rather than Tactical weapon.